Character PoseFitting
发布于:2024-11-21
1. Functional Description
1.1 Two Adaptation Options
Provide two methods of adapting poses (Adaptation of the character's posture to fit the garment onto the character): Garment Skins、Simulation Transitions(PoseFitting).
Method | Principle | Advantages | Disadvantages | Applicable Scene |
Garment Skins | Adaptation of garment from Apose to the character's current pose via garment skins |
Comment |
Comment | 【Requirement】 Garment without buttons Small movements 【Applicability】 Editor Scenario Usage |
Simulation Transition (PoseFitting) | The step-by-step transition of garments from Apose to current pose through garment simulation |
Comment |
Comment | 【No Requirement】 Any garment and action 【Applicability】 Packaging SDK into client-side products |
1.2 PoseFitting
PoseFitting is a more generalized pose-fitting solution that is more suitable for integration with SDK packaged into automated general-purpose products.
In the Unreal editor, you only need to dress the character APose, and the other Pose can be dressed by simulating the transition.
2. Operation Procedure
2.1 PoseFitting Operation Procedure
Step1. Set parameters
Add the following configuration to Style3DComponent:
Enable Pose Fiting
Show Pose Fitting Notification
Pose Fiting Duration: PoseFitting transition time, generally the default value of 3s clock can get very good results.
If you need the first frame to present a better solved gesture (e.g. delicate folds), you can set a longer transition duration, e.g. 10s.
SaveAsDefaultGarmentCapture: After saving, the next time you open the project, the pose will be automatically adapted.
GarmentCapture:Garment form data, not editable, is used to check if the current garment already has a saved default form.
Step2.Pose Fitting
Toggle the character animation and click the Pose Fitting button to start fitting.
Important Notes:
1)When using posefitting, the Time Step in the solver parameter setting cannot be set to 0
2)Setting the animation play multiplier affects PoseFitting results,For example, if the animation is set to 0.5x speed, the result of PoseFitting is not the initial frame pose of the character animation.
Comment
2.2 Garment Skinning Transition Operation Process
Uninstall character animation, revert to default Apose
Mounting garment in Style3D Components
Click Bind and Save in turn to bind and save the garment skin.
Mounting animations to characters
Check the Style3D component Preview in Editor to preview the skin transition result.
Click to run automatic garment skinning
2.3 PoseFitting and garment mask switching
Enable Pose Fitting option in PoseFitting Setting to control whether to enable PoseFitting or not, and click on PoseFitting to start the simulation transition.
When posefitting is not enabled, the Garment Skin is used through the Preview in Editor option in Garment, see the simulation documentation for the Garment Skin preactions (Bind Garment and Save Garment).
2.4 Application of Multiple Posefitting Results (V2.4.0)
In the editor, you can pre-set different garments and use the posefitting feature for different actions to store various posefitting result files. Next time you run the simulation, whether you switch garments or animations, clicking the Load button will automatically load the previously set posefitting results. You can also directly call the pre-stored dropdown posefitting results in the blueprint.
Storage Path: Content-Style3D-GarmentCapture Files are distinguished by garment name and action name.
Using Posefitting Results in Blueprint: