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[Question] Clarification on Character rigging requirement

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    #16
    awesome! Glad to hear it! Let us know if we can help any further
    Jeremy Ernst
    Lead Technical Animator
    Epic Games

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      #17
      Assuming this rig was created with the Maya A.R.T. scripts, is there a chance we could get the template for it? I already have models created in a relaxed t-pose close to the default model pose used by the Maya tool, and it would be fantastic to create animations packs for the marketplace using Jeremy's tools as well.

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        #18
        Originally posted by BobJoel View Post
        Assuming this rig was created with the Maya A.R.T. scripts, is there a chance we could get the template for it? I already have models created in a relaxed t-pose close to the default model pose used by the Maya tool, and it would be fantastic to create animations packs for the marketplace using Jeremy's tools as well.
        You already have it. Have a look at the Mannequin example that comes with A.R.T., it's exactly what you are looking for.

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          #19
          Originally posted by Lina Halper View Post
          This is by no means permanent. This is just a temporary resolution for us to support user experience of sharing animations.
          If you ever do lift this requirement, please add in something to the marketplace to indicate what animations/characters use the standard rig. I'd much rather stick with a known standard, especially since I'm not an animator and have no experience in retargeting animations from one rig to another.

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            #20
            Originally posted by BobJoel View Post
            Assuming this rig was created with the Maya A.R.T. scripts, is there a chance we could get the template for it? I already have models created in a relaxed t-pose close to the default model pose used by the Maya tool, and it would be fantastic to create animations packs for the marketplace using Jeremy's tools as well.
            Here ya go!

            https://www.dropbox.com/s/p6y8wfmydd...tings.txt?dl=0
            https://www.dropbox.com/s/u3tb9bjp4d...ement.txt?dl=0

            Just copy EpicSkeleton_Settings to this directory: MayaTools\General\ART\SkeletonTemplates
            and the _Placement to : MayaTools\General\ART\JointMoverTemplates
            Jeremy Ernst
            Lead Technical Animator
            Epic Games

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              #21
              Originally posted by Jeremy Ernst View Post
              Hey everyone!

              We're getting all of the assets together now for the marketplace submission page. However, if this is blocking anyone, I've put the files HERE so that you can start modeling your characters to the skeleton right away.

              Thanks!
              The creating a character for unreal engine .docx doesn't cover a first person character rig. How can I find out any information on the guidelines of using the epics third person rig and modifying it or being able to use the first person from game template and still have it be accepted into the market place? I have an additional post here https://forums.unrealengine.com/show...g-Requirements
              Twisted Polygons Provides Next Gen Character Art @ Indie Prices
              www.TwistedPolygons.com
              Email: contact@twistedpolygons.com
              Skype: TwistedPolygons

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                #22
                Originally posted by Twisted Polygons View Post
                The creating a character for unreal engine .docx doesn't cover a first person character rig. How can I find out any information on the guidelines of using the epics third person rig and modifying it or being able to use the first person from game template and still have it be accepted into the market place? I have an additional post here https://forums.unrealengine.com/show...g-Requirements
                Jeff Lamarche's response on that thread is exactly what I would have said. Unfortunately, the first person template game was setup long before we had the epic skeleton stuff planned. Again, this is assuming you would want to plug and play with the first person template character. Otherwise, you could just rig those arms to the epic skeleton and call it good to go.

                However, I'm not the one who curates the submissions, so I can't say for certain. I'll try to track down someone who could give you a definite, but I think the best route (if you wanted to play it safe) is just rigging those arms up to the epic skeleton

                Edit: I just spoke with Lina Halper, the engineer writing our retargeting system, and I can say that an offline animation conversion system is coming, hopefully really really soon. Which means that you could rig your arms to the epic skeleton, and then someone could convert the template animations that ship with First Person Shooter template to your character if they wanted.
                Last edited by ernstAlert; 09-18-2014, 10:33 PM.
                Jeremy Ernst
                Lead Technical Animator
                Epic Games

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                  #23
                  Originally posted by Jeremy Ernst View Post
                  However, I'm not the one who curates the submissions, so I can't say for certain. I'll try to track down someone who could give you a definite, but I think the best route (if you wanted to play it safe) is just rigging those arms up to the epic skeleton .
                  Thank you for your assistance!
                  Twisted Polygons Provides Next Gen Character Art @ Indie Prices
                  www.TwistedPolygons.com
                  Email: contact@twistedpolygons.com
                  Skype: TwistedPolygons

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                    #24
                    @Jeremy/Lina, if you're interested I created a script in Maya ( MEL ) which allows the retargeting from Mixamo skeletal rig to Epic skeletal rig...it took me 5 minutes to do that and by the way my knowledge of MEL is less then zero, I just copy&paste from the script editor

                    The main issue that I had was related to the Y/Z axis problem because I couldn't use HumanIK ( again because of the axis orientation ), and because previously our team was using Unity.

                    Anyway the script is using a orient constraint for all the bones ( with offset ) and a Point constraint, also I put the animation from Mixamo in T-pose before applying the animation, so it match the bind pose of my character ( even if the proportions/scale is different ).

                    It'll be great to have a kind of retargeting ala HumanIK in order to match the bones and save it as a template
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                      #25
                      Originally posted by Jeremy Ernst View Post
                      Here ya go!

                      https://www.dropbox.com/s/p6y8wfmydd...tings.txt?dl=0
                      https://www.dropbox.com/s/u3tb9bjp4d...ement.txt?dl=0

                      Just copy EpicSkeleton_Settings to this directory: MayaTools\General\ART\SkeletonTemplates
                      and the _Placement to : MayaTools\General\ART\JointMoverTemplates
                      Jeremy, thanks for providing these.

                      I noticed the EpicSkeleton_Placement.txt you shared has an A-pose, while EpicSkeleton_Template.fbx is in T-Pose. I tried also to reset the EpicSkeleton_Template.fbx by deleting the existing skin but it is apparently modeled in T-Pose.

                      Also, other than the A-pose difference, the joint positions between EpicSkeleton_Template.fbx (as well as a fresh export of HeroTPP from 4.6) compared to the skeleton generated in the A.R.T. tool via the imported EpicSkeleton_Placement.txt do not perfectly match. Is the skeleton created by these presets for A.R.T. truly in parity with the EpicSkeleton_Template.fbx / HeroTPP?

                      I think it would be helpful to everyone to have a EpicSkeleton_Placement.txt and EpicSkeleton_Settings.txt that match the EpicSkeleton_Template.fbx / HeroTPP 100%.

                      By the way, I'm trying to use them to spin up a custom character rigged to the Epic skeleton and with a control rig. This character is actually already skin weighted to the Epic skeleton but I don't have a control rig for it. So I want to generate a control rig from the A.R.T. tool. I guess I have no option but to re-skin it but I am going to try copying the skin weights if I can.
                      Last edited by kzoink; 01-05-2015, 06:28 AM.



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                        #26
                        Hey Coreyx!

                        Sorry about those not matching up. The joint mover template file must have been out of date.
                        Here is an accurate one, and it is also in the T-Pose as well, so they'll match right up!

                        https://www.dropbox.com/s/u3tb9bjp4d...ement.txt?dl=0
                        Jeremy Ernst
                        Lead Technical Animator
                        Epic Games

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                          #27
                          Awesome! Thanks Jeremy.



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