- Drop FBX into the content browser or Right click and select Import.
- In the import window set the following:
- Skeletal Mesh is enabled
- Use T0 as Reference Pose Enabled
- Import Morph Targets Enabled (for characters with facial animation)
- The following assets are needed to drive a character in real time:
- Skeletal mesh (Magenta)
- Skeleton (Blue)
- Physics Asset (Peach) -Not Essential-
- Right click the skeleton asset or skeletal mesh and select the Create Anim Blueprint from the menu
- Open the Animation Blueprint
- In the blueprint space, create a “live link pose” node and connect the out pin to the “output pose” input pin.
- Select the “Live Link Pose” node and in the details panel, select a retarget asset.
- Select Live Link Subject Name from the drop down menu
- Compile and Save
-
To Modify Retarget Assets visit Plugin Conten t> NueronLivelink > LiveLinkRemapAssets
- Live Link Remap Asset (Unreal Base Class) -Do not use with axis- *use with face capture*
- Manual remap Asset - custom character remap (Open GetRemappedboneName Function to modify) MODIFY
- Mixamo OLD Live link Remap - Drive characters with mixamo rig with “Mixamorig” Prefix DO NOT MODIFY
- Neuron Remap - Drive characters with Perception Neuron and Perception Neuron Pro Rig
- Studio Remap - Drive Characters with Studio Skeleton and Mixamo Rigs without “Mixamorig” prefix
- Create an actor to place in the scene.
- Open the actor and add
- a Live Link Skeletal Animation Component
- A skeletal animation component
- a Live Link Skeletal Animation Component
- Select the Skeletal Mesh component and in the details panel, choose your character’s skeletal mesh in the “Mesh” section and your animation Blueprint under the “Animation” Section.
- Live Link Skeletal Animation Component will allow a live preview of Mocap Data in UE editor outside of Runtime. *However Runtime is needed to record animation in Take recorder*
- Place Actor in the Scene
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