Retargeting in 5.1 made easier! ( a chat about new features )

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hello everybody so today I'm looking at UE 5.1 as many people are and I was just messing around with retargeting and I noticed that it is much much much better and much faster in 5.1 so let me show you some things you can do we'll have a look at very different shapes and sizes in terms of the enemies and stuff so let's have a look um all you really need to do now as far as I can tell is open up the the ue5 mannequin rig the default one and it seems that the ik rig assets just kind of work better or like more Universal so long as the underlying mesh is still using a ue5 skeleton or a ue4 skeleton in this case I guess um which when it comes to the marketplace most are so in terms of just dropping something into a project for the most part it's really easy now so I have done that I just added a bunch of characters to the project um I've got a troll a viking Raider a big orc guy some like little lizard Warrior thing like a really weird shape and we're just going to have a look and see how easy it is to make these things work so we'll open up the rig here and we we know this stuff works this is a little bit different in 5.1 we have this new area over here where we can run like the retargeter if we want to you can edit the pose you might find that like oh you can't click anything it seems that the best way to interact with that now is through this so if you want to do something with the arms you know you can uh oh well and then it goes away you can you know do stuff like this and you can edit your pose um and that will oh wow okay well that will kind of like you know um give you different re-dargets so now if I run forward you know it's obviously a bit janky because his arms uh totally different um so let's uh reset that we'll reset the selected bones um and we'll come out of this so that's all back to normal so how do we retarget other meshes um well we pretty much just changed the preview mesh now so let's use this lizard boy axis right here and he's a very odd shape uh you know not the kind of thing you'd perhaps expect to work and also we have some issues here with the bone hierarchy being different because he only has three fingers so this is the kind of thing where if you did this in UE 5.0 um just changing the preview mesh didn't really work correctly there wasn't um the translations weren't coming across correctly you'd get like a static kind of jittery look um in this even with bone issues if we have a look so if I um run an animation uh just kind of works oh well um and it looks really good honestly even with this like crazy thing doing stuff like that's pretty cool um on the other side of that we can actually just flip these so I could change this to be that and that to be that and then we'll do uh the lizard and now there you go we have the ue5 mannequin doing the lizard animations it just kind of works um let's have a look Let's see we got this orc guy cool we got yeah there you go let's flip that over again um let's pick the orc and sure enough we can run and jump and Frolic and walk and all that so let's find I know that there's one that's a bit odd so let's look at the Raider um there's a Raider guy and he has a couple of things that um aren't just great out of the out of the pack so let's have a look um if we run this animation that doesn't look too bad one thing I will notice is his shoulders very close together like inside of his body um let's do a run and yeah I would say that the biggest things are the arms look a bit janky so how can we fix that well there's a few things we can look at really um first thing I would look at is I would go to global settings and I would have a look at the uh okay here so if I disable ik you can see it actually changes the way his arms are and it kind of fixes the issue it's more using the bone data however it makes his feet look really janky now he's kind of like got splayed out feet and uh it kind of looks like he's um had an accident and he's running to clean himself up so with that in mind what can how can we what can we do because the the top looks better the bottom doesn't and we only have it on and off um well we don't really only have another enough um I'll show you that in a second but I'll explain this a little bit more so when we're enabling ik we're effectively telling the um the Bones from the arms down these root these goals here these chains the arm the right arm and the legs and the feet Etc to follow a Target instead of following the actual bone data so um if we come back into that so if we turn off ok now it's just going to use the direct bone data so it's trying to use the direct transforms from a bone that is in that chain um and if we turn that off you'll see that it doesn't use anything we're now not using that bone data at all we're only using the root data so with uh if you really wanted to you could use this to make like a top-down like Dungeon Crawler or something like maybe it's like your static characters in a pose that could be cool but generally you're going to want at least FK turned on um if you did FK and just ik you're going to get some weird results because now your arms and your feet are being driven however your body and all the other bones in between have no animation data at all so yeah pretty cool um we can also do some stride warping so we can I think a natural forward direction is X oh uh yep something like that so we can like change the way the stride works you can add like some splay and uh um you can add that for some reason anyway there's stuff there if you want it not something I'm gonna mess around with but anyway back to the issue of we want ik on the legs because I think it looks better um yeah definitely looks better but I don't want it on the hands so I'm going to enable ik in this global settings here but I'm going to come into my actual chains here and you actually have a whole lot of details and information for them so in terms of the ones with the the arms which are the ones we want to change right it's those ik things are kind of messing us up and making the arms look a bit funny but we can absolutely just turn ik off um and now you're gonna get like a bit of a blob-sided thing that's because now half of the body is run by ik half of it is run by FK so if we go and even that out we'll turn an ik off on the other side there you go now we have something that's nice and really nice we have Good Feet position we have uh the arms looking good and now you can you know um you can do this asset off and keep it as like a a specific like retarget for the Viking Raider or you can just now um bake these out so if I bake out this uh this rum walk we'll just export that um I just drop that down and now we have a baked and exported uh it even has the footsteps still there um yeah you have like a nice animation really cool stuff um we can also well as I've got I've got any other weird ones uh what about this little thing wow what is this gonna do um it's try it I mean it's pretty good um let's have a look at what happens if we do this not a lot it's about the same okay so and it's in a case like this we can have a we can do a few things let's turn off ik actually um oh you know what we still have ik turned off here let's put it on and let's see how that looks yeah okay so it's a little bit different um because now the hands like coming up further if we turn it off then it's kind of to the side I mean it's still pretty good obviously the animation's way out of whack but that's rather impressive um things we can do let's have a look at the pose so you can actually change the pose of both the source and the Target now which is very handy as well as the fact that um the default stuff now comes with a t-pose so if you have a character that is already in the t-pose you can now just kind of use change it in here and it should theoretically work so what you'll see now is if I go and run this this is going to be really weird and different because it's trying to actually retarget from a t-pose to an a pose um so let's stop that real quick we're coming to the Target and I think we can t-pose him as well see that's quite strange that's definitely not correct so let's do an edit and let's find the arms um and we'll just kind of we'll do this and we'll do this and now we'll try it again we'll see if we get anything better yeah it's about the same um is that where that okay is it without yeah um yeah I mean this is quite an extreme case so it's not surprising that it's not perfect but it's dang good if you really really think about it um so yeah anyway I hope some of those tips have helped um I know there's a whole bunch of extra things that I haven't covered this is just kind of like a real quick get up and go because it's it's really quite cool um yeah so thanks very much guys uh take care and have fun
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Channel: Games and Bacon
Views: 15,843
Rating: undefined out of 5
Keywords: game and bacon, guide, mmo
Id: DFUrgn0Ymzo
Channel Id: undefined
Length: 10min 48sec (648 seconds)
Published: Thu Nov 17 2022
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