#AdvancedLocomotionSystem #UE4 #UE4Study #NierAutomata2B #2B #UE4 #humanoid rig #VirtualbornSetting

Nier Automata 2B Data is here

[Download Now] 2B Nier:Automata (original model) – DeviantArt

https://www.deviantart.com/shinylightbulb/art/Download-Now-2B-Nier-Automata-original-model-670383209

XPS.XPS convert in Blender

XPS tools 2.0.2 (for Blender 2.80+) by johnzero7 on DeviantArt

https://www.deviantart.com/johnzero7/journal/XPS-tools-2-0-2-for-Blender-2-80-834572824

OLD Blender2.80 Download is here

https://download.blender.org/release/Blender2.80/

export xps to fbx

open in Maya

1,chengeJoint Name and Mesh Name.

2,load UE4_Mannequin_Female.fbx from UE4.26

3,メッシュフォルムが崩れないようにできるだけ回転のみで2BjointをUE4ジョイントに合わせる。

4,2Bジョイントとメッシュのグループを複製してその形状のメッシュを作成

5,2Bジョイントのジョイントを消して変形された2Bメッシュを残す

6, 残った2BメッシュをUE4ジョイントとグループ化

7,SkinBind

8,SkinWeightCopy 2BJoint Mesh > New2B UE4 Joint Mesh

Export fbx

UE4 humanoid rig Virtual born Setting

Select root Add Virtual Bone >root Name:Curves
Select Curves Add Virtual Bone >root Name:ik_foot_root
Select ik_foot_root Add Virtual Bone >foot_r Name:ik_foot_r
Select ik_foot_root Add Virtual Bone >foot_l Name:ik_foot_l

Select ik_foot_r Add Virtual Bone >foot_r Name:ik_foot_r_offset
Select ik_foot_l Add Virtual Bone >foot_l Name:ik_foot_l_offset

Select ik_foot_r Add Virtual Bone >calf_r Name:ik_knee_target_r
Select ik_foot_l Add Virtual Bone >calf_l Name:ik_knee_target_l

Select root Add Virtual Bone >foot_r Name:foot_target_r
Select root Add Virtual Bone >foot_l Name:foot_target_l

Option>Show Retargeting Option
Recursively Set Translation Retargeting Skeleton
root > Translation Retargeting go to>Animation
Pelvis > Translation Retargeting go to>Animation

ここでALS_AnimBPを右クリックしてリターゲット
ALS> N2Bで置換しつつリターゲット

How to integrate MetaHumans with ALSV4 | Part 1/3 | UE4
18:04/35:47
ALS_N2B_CharactorBP>EventGraph
ParentTick > Update Coloring System Disconnect
ParentTick x Update Coloring System

ALS_N2B_CharactorBP>Construction Script
Set MatserPose Component > Set Dynamic Material Disconnect
Set MatserPose Component x Set Dynamic Material

How to integrate MetaHumans with ALSV4 | Part 1/3 | UE4
24:26/35:47

N2B_AnimBP Open
Window>FindResult input ik_foot
FindResult Replace All hand
ik_foot_r > VB ik_foot_r
ik_foot_l > VB ik_foot_l
ik_foot_root >VB ik_foot_root

goto AnimGraph
Go to Left Side OverLayLayer >Overlay States> Feminine >Copy All
Back Overlay States>Default>Past

Retarget > ALS_Montage Action All Select
Replace
ALS >N2B
Retarget

Open ALS_N2B_CharactorBP
window>FindResult
“switch on overlay state”
Result2,3,4,5, open
ALS_Montage >N2B_Montage

膝がかなり離れている場合
If your knees are far apart
N2B_AnimBP >AnimGraph>Linked Anim Layer Foot IK
Modify Knee Targets Comment
Transform(Modify)Bone >Translation 20 10 5
Transform(Modify)Bone >Translation -20 -10 -5

Montage is not good high root motion
FBX export And Delete root joint keyframe animation
N2B_N_LandRoll_F
N2B_N_Mantle_1m_LH
N2B_N_Mantle_1m_RH
N2B_N_Mantle_2m
(mean ‘s root joint is Go to Change “SK_Manequin_Female” Then Can’t Delete UE4 Root Motion)

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