I was hoping someone else at Epic loves Blender and could create ART-like tool for it. Doesn’t have to be the same developer making it happen for multiple 3D apps.
I used ART to rig both the character and sheep here Tons of post-script code for hooking up my facial rig and so forth, of course. Excuse the poorly blocked out animation, it’s just for a prototype atm.
In 4.12 and later, it’s an optional install. In the launcher, hit the arrow next to the Launch button of the engine version to get to the options. There you can select art tools and it will download to the location you mentioned.
This is our first test doing something like this, but I imagine that’ll be the case. Right now, it’s still a bit clunky (tricking the launcher into thinking it’s an engine plugin because we don’t have a good way of downloading arbitrary files otherwise). The engine team has plans to make the process easier on their list, just not sure when it hits.
Sorry if I’m being dim here, I don’t do much animation or rigging. I’ve gone through the tutorials and had a bash though. I’m confused at the seeming lack of control on the legs. I can’t seem to find a control that let’s me pose the legs in an opened way - hopefully the attached image illustrates what I mean clearly. Surely what i’m trying to do is possible. Can anyone point me in the right direction?
Ehi , just a quick note.
I was having some troubles with the ROMs widget. So essentialy the selectCommand of the nodeOutliner widget is ignored. So, if I simply select a list of bones without modify any options , the TRY: state fails (line 10218, ART_skeletonBuilder_UI) becuase it can’t find any romInfo value. Tested in 2017 and 2016.
To “fix” that, for now, I simply added an additional call to self.rangeOfMotion_OutlinerSelect at the very begin of that TRY: statement
Hello InMind!
So if I’m correct you can’t find the controller for the knees direction. The lack of a poleVector may be confusing the first time you approach this, i know.
So, into the Animation Interface you can find a little box on the knees, changing the value inside the box modifies the bending direction of the leg:
You can also access that attribute on the IK foot control, which is probably more convenient as you usually want to pose the foot and knee at the same time. I Think it’s called “knee twist”.
I created a face rig in the newest dropbox version and it seems to work except none of the face bones move along with the head bone. Is face still experimental?
So it’s been a very long time since I’ve used the A.R.T to import mocap data, so just out of curiosity I thought I’d update and give it a try.
I have to say that it worked quickly, and 100x better than the last time I tried to do this! I was real happy with the results.
That being said, I noticed that the data I imported threw two odd rotations on the knee twist value just at two points of the animation. I can guarantee that the file that I used to import did not have these rogue rotations, so I was wondering how I would go about ensuring that mocap data is 100% on import.
Its worth noting that the import method options I chose were Both IK & FK, as well as solving foot roll and knee vectors.
Unfortunately the Knee Solving of the IK chain isn’t as accurate as hoped and this can cause strange flippings and a noticeable amount of jittering. I had the same problem.
If you import your mocap data using only the FK option you should end with a more reliable result. Then you can use the Match tool to transfer the FK animation to the IK chain with a better Knee solving.
The process is longer but you end with better results, at least for the experience I had with my mocap sources!