BlueRoseNote/02-Note/DAWA/AI/UE_Cmd_AnimationRetargetingTool.md

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2023-06-29 11:55:02 +08:00
# 大致步骤
使用UnrealEditor-Cmd执行资源导入、处理、输出功能。
1. 导入资产 (这段可以参考FBX)
1. 角色
2. 动画 FBX
2. 处理资产
1. IKRig
2. RetargetRig
3. ControlRig?
3. 输出资产
1. FBX
2. 使用MovieRenderQueue 渲染 MP4
## 短期需求
1. AI 动捕、或者GPT生成 BVH、FBX。
2. 特定骨骼结构。
3. UE骨骼确定。
4. 可能需要高并发(后面再考虑)
5. 输出视频。
6. 工期1~2周。
## 需要解决的问题是
- [ ] 支持多种格式的文件
- [ ] `CustomCommandFunction`编写以及生成**IKRig**、**IKRetarget**资产
- [ ] 输出FBX或者MP4
## 输出文件
- *.BVH
-
## 生产环境
使用Docker或者其他容器工具制作处理用的镜像之后使用群集系统控制运行
## CustomCommandFunction
关检测 UCommandlet
# 测试方法
```bash
D:\UnrealEngine\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe D:\UnrealEngine\Project\AIAutomationTools\AIAutomationTools.uproject -run=AIAnimationAutomationCommandlet
```
如果带有配置文件
```bash
D:\UnrealEngine\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe D:\UnrealEngine\Project\AIAutomationTools\AIAutomationTools.uproject -run=AIAnimationAutomationCommandlet -importsettings=C:\\Users\\BlueRose\\Desktop\\ImportJson.json
```
```json
{
"ImportGroups": [
{
"GroupName": "Group11",
//导入文件名
"Filenames": [
"C:\\Users\\BlueRose\\Desktop\\untitled2_Anim.FBX"
],
//生成资产的文件夹
"DestinationPath": "Animation",
//使用的Factory类名
"FactoryName": "FbxFactory",
"bReplaceExisting": 1,
"bSkipReadOnly": 0,
//导入动画资产的设置
"ImportSettings": {
"OriginalImportType": 2,
"MeshTypeToImport": 2,
"Skeleton": "/Game/1/untitled2_Skeleton.untitled2_Skeleton"
}
}
]
}
```
# 其他资料
## IKRig & IKRetarget=
`Engine\Plugins\Animation\IKRig`
- FAssetTypeActions_AnimationAssetRetarget
- FAssetTypeActions_IKRigDefinition:UIKRigDefinition
- FAssetTypeActions_IKRetargeter:UIKRetargeter
## Retarger
```c++
/** The runtime processor that converts an input pose from a source skeleton into an output pose on a target skeleton.
* To use:
* 1. Initialize a processor with a Source/Target skeletal mesh and a UIKRetargeter asset.
* 2. Call RunRetargeter and pass in a source pose as an array of global-space transforms
* 3. RunRetargeter returns an array of global space transforms for the target skeleton.
/
```
## UEditorUtilityLibrary
##
Python参考
`Plugins\MovieScene\MovieRenderPipeline\Content\Python`
## 渲染影片(旧版)
MovieRenderPipelineCommandLine
```bash
"D:\Program Files\UE_4.24\Engine\Binaries\Win64\UE4Editor.exe"
D:\Projects\UnrealProjects\renderMovieTest\renderMovieTest.uproject
/Game/maps/shot0010
-MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture"
-LevelSequence="/Game/Sequences/Shot0010"
-MovieFolder="D:\Projects\UnrealProjects\renderMovieTest\outputs"
-NoLoadingScreen -game
```
void FMovieRenderPipelineCoreModule::StartupModule() 处理CommandLine变量
```c++
// Look to see if they supplied arguments on the command line indicating they wish to render a movie.
if (IsTryingToRenderMovieFromCommandLine(SequenceAssetValue, SettingsAssetValue, MoviePipelineLocalExecutorClassType, MoviePipelineClassType))
{
UE_LOG(LogMovieRenderPipeline, Log, TEXT("Detected that the user intends to render a movie. Waiting until engine loop init is complete to ensure "));
// Register a hook to wait until the engine has finished loading to increase the likelihood that the desired classes are loaded.
FCoreUObjectDelegates::PostLoadMapWithWorld.AddRaw(this, &FMovieRenderPipelineCoreModule::OnMapLoadFinished);
}
```
通过委托调用渲染最终到void FMovieRenderPipelineCoreModule::InitializeCommandLineMovieRender()
```c++
void FMovieRenderPipelineCoreModule::InitializeCommandLineMovieRender()
{
#if WITH_EDITOR
//const bool bIsGameMode = !GEditor;
//if (!bIsGameMode)
//{
// UE_LOG(LogMovieRenderPipeline, Fatal, TEXT("Command Line Renders must be performed in -game mode, otherwise use the editor ui/python and PIE. Add -game to your command line arguments."));
// FPlatformMisc::RequestExitWithStatus(false, MoviePipelineErrorCodes::Critical);
// return;
//}
#endif
// Attempt to convert their command line arguments into the required objects.
UMoviePipelineExecutorBase* ExecutorBase = nullptr;
UMoviePipelineQueue* Queue = nullptr;
uint8 ReturnCode = ParseMovieRenderData(SequenceAssetValue, SettingsAssetValue, MoviePipelineLocalExecutorClassType, MoviePipelineClassType,
/*Out*/ Queue, /*Out*/ ExecutorBase);
if (!ensureMsgf(ExecutorBase, TEXT("There was a failure parsing the command line and a movie render cannot be started. Check the log for more details.")))
{
// Take the failure return code from the detection of our command line arguments.
FPlatformMisc::RequestExitWithStatus(/*Force*/ false, /*ReturnCode*/ ReturnCode);
return;
}
else
{
UE_LOG(LogMovieRenderPipeline, Log, TEXT("Successfully detected and loaded required movie arguments. Rendering will begin once the map is loaded."));
if (Queue)
{
UE_LOG(LogMovieRenderPipeline, Log, TEXT("NumJobs: %d ExecutorClass: %s"), Queue->GetJobs().Num(), *ExecutorBase->GetClass()->GetName());
}
else
{
UE_LOG(LogMovieRenderPipeline, Log, TEXT("ExecutorClass: %s"), *ExecutorBase->GetClass()->GetName());
}
}
// We add the Executor to the root set. It will own all of the configuration data so this keeps it nicely in memory until finished,
// and means we only have to add/remove one thing from the root set, everything else uses normal outer ownership.
ExecutorBase->AddToRoot();
ExecutorBase->OnExecutorFinished().AddRaw(this, &FMovieRenderPipelineCoreModule::OnCommandLineMovieRenderCompleted);
ExecutorBase->OnExecutorErrored().AddRaw(this, &FMovieRenderPipelineCoreModule::OnCommandLineMovieRenderErrored);
ExecutorBase->Execute(Queue);
}
```
# 多线程
https://blog.csdn.net/j756915370/article/details/122752719
Runtime\Core\Public\Async\
- FFutureState
- FTaskGraphImplementation
### 2.6 TaskGraph 系统中的 Wait
在 TaskGraph 中,无论是 Event->Wait() 还是 FTaskGraphInterface::Get().WaitUntilTaskCompletes() ,最终都是调用到 FTaskGraphImplementation::WaitUntilTasksComplete 中的。