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ue5-mixamo:third-person-template [2022/07/29 17:22] Staff [Step-by-step] |
ue5-mixamo:third-person-template [2022/07/29 17:56] (current) Staff |
See our [[https://www.unamedia.com/ue5-mixamo/docs/tutorial/|Getting Started]] documentation for more information on the retargeting process. | See our [[https://www.unamedia.com/ue5-mixamo/docs/tutorial/|Getting Started]] documentation for more information on the retargeting process. |
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2. Create a duplicate of the Animtaion Blueprint //Characters/Mannequins/Animations/ABP_Manny or ABP_Qunn//. Then open the blueprint and replace the animations with the retargeted Mixamo animations. | 2. Create a duplicate of the Animtaion Blueprint //Characters/Mannequins/Animations/ABP_Manny//. Then open the blueprint and replace the animations with the retargeted Mixamo animations. |
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In this example we'll replace the idle and running animations. | In this example we'll replace the idle and running animations. |
{{ :ue5-mixamo:third-person-abp-cr.jpg?800 |Using the modified Control Rig in the Animation Blueprint}} | {{ :ue5-mixamo:third-person-abp-cr.jpg?800 |Using the modified Control Rig in the Animation Blueprint}} |
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5. Duplicate the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. | 5. Create a duplicate of the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. Then select the Skeletal Mesh component and change the Anim Class setting to use the modified Animation Blueprint. |
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Then edit the mesh component to use the modified Animation Blueprint. | |
{{ :ue5-mixamo:third-person-bp-setup.jpg?800 |Setting up the third person character Blueprint with the modified Animation Blueprint}} | {{ :ue5-mixamo:third-person-bp-setup.jpg?800 |Setting up the third person character Blueprint with the modified Animation Blueprint}} |
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6. Edit the third person game mode //ThirdPerson/Blueprints/BP_ThirdPersonGameMode// to use the modified character blueprint. | 6. Change the Default Pawn Class in the third person game mode //ThirdPerson/Blueprints/BP_ThirdPersonGameMode// to use the modified character blueprint. |
{{ :ue5-mixamo:third-person-gamemode.png |Editing the third person Game Mode to use the modified character Blueprint}} | {{ :ue5-mixamo:third-person-anim-gm.png |Editing the third person Game Mode to use the modified character Blueprint}} |
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Now open the map //ThirdPerson/Maps/ThirdPersonMap// to test your changes. If you followed the steps correctly you should now have you Mixamo animations playing back correctly on the third person mannequin character. | Now open the map //ThirdPerson/Maps/ThirdPersonMap// to test your changes. If you followed the steps correctly you should now have you Mixamo animations playing back correctly on the third person mannequin character. |
| {{ :ue5-mixamo:third-person-anim-result.jpg?800 |A retargeted Mixamo animation playing on the third person controller with correct foot IK}} |
===== Using Mixamo characters with the Third Person Template ===== | ===== Using Mixamo characters with the Third Person Template ===== |
==== Step-by-step ==== | ==== Step-by-step ==== |
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2. Retarget the mannequin animation blueprint //Characters/Mannequins/Animations/ABP_Manny// by right clicking on it and selecting //Retarget Animation Assets>Duplicate and Retarget Animation Blueprint//. | 2. Retarget the mannequin animation blueprint //Characters/Mannequins/Animations/ABP_Manny// by right clicking on it and selecting //Retarget Animation Assets>Duplicate and Retarget Animation Blueprint//. |
{{ :ue5-mixamo:third-person-char-abp-retarget.png | Retargeting the Animation Blueprint}} | {{ :ue5-mixamo:third-person-char-abp-retarget.png?800 | Retargeting the Animation Blueprint}} |
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Then in the retargeting window select the Mannequin to Mixamo IK Retargeter asset generated by the plugin (//RTG_Mannequin_{MixamoCharacter}//). | Then in the retargeting window select the Mannequin to Mixamo IK Retargeter asset generated by the plugin (//RTG_Mannequin_{MixamoCharacter}//). |
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3. Open the retargeted Animation Blueprint and go to the main animation graph //AnimGraph//. Then select the Control Rig node, and in the Details Tab, change the Control Rig Class to //CR_Mixamo_BasicFootIK//. This is a modified version of //CR_Mannequin_BasicFootIK// that has been updated to work with Mixamo characters. | 3. Open the retargeted Animation Blueprint and go to the main animation graph //AnimGraph//. Then select the Control Rig node, and in the Details Tab, change the Control Rig Class to //CR_Mixamo_BasicFootIK//. This is a modified version of //CR_Mannequin_BasicFootIK// that has been updated to work with Mixamo characters. |
{{ :ue5-mixamo:third-person-char-abp.jpg |Updating the Control Rig setting in the Animation Blueprint}} | {{ :ue5-mixamo:third-person-char-abp.jpg?800 |Updating the Control Rig setting in the Animation Blueprint}} |
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4. Create a duplicate of the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. Then select the Skeletal Mesh component and update the Skeletal Mesh setting to your Mixamo character mesh and the Anim Class setting to the retargeted Animation Blueprint. | 4. Create a duplicate of the third person character blueprint //ThirdPerson/Blueprints/BP_ThirdPersonCharacter//. Then select the Skeletal Mesh component and update the Skeletal Mesh setting to your Mixamo character mesh and the Anim Class setting to the retargeted Animation Blueprint. |
| {{ :ue5-mixamo:third-person-char-bp.jpg?800 |Updating the third person blueprint}} |
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| 5. Change the Default Pawn Class in the third person game mode //ThirdPerson/Blueprints/BP_ThirdPersonGameMode// to use the modified character blueprint. |
| {{ :ue5-mixamo:third-person-char-gm.png |Editing the third person game mode}} |
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| Now open the map //ThirdPerson/Maps/ThirdPersonMap// to test your changes. If you followed the steps correctly you should now have your Mixamo character working with the third person controller. |
| {{ :ue5-mixamo:third-person-char-result.jpg?800 |A Mixamo character working with the third person controller and correct foot IK}} |
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