vault backup: 2023-11-07 17:47:51

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BlueRose 2023-11-07 17:47:51 +08:00
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commit 66fe7b2504
3 changed files with 191 additions and 1 deletions

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@ -78,6 +78,22 @@
"lastUpdated": 1699258527676 "lastUpdated": 1699258527676
} }
} }
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"使用最终finalyOffset": {
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}
}
},
"Target": {
"Target": {
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"count": 1,
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--- ---
title: Untitled title: UE5 MotionMatching 教程
date: 2023-07-07 10:56:07 date: 2023-07-07 10:56:07
excerpt: 摘要 excerpt: 摘要
tags: tags:

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@ -200,3 +200,177 @@ static const char* const kUE4MannequinToMixamo_BoneNamesMapping[] = {
//"lowerarm_twist_01_l", nullptr, //"upperarm_twist_01_l", nullptr, //"lowerarm_twist_01_r", nullptr, //"upperarm_twist_01_r", nullptr, //"calf_twist_01_l", nullptr, //"thigh_twist_01_l", nullptr, //"calf_twist_01_r", nullptr, //"thigh_twist_01_r", nullptr, //"ik_foot_root", nullptr, //"ik_foot_l", nullptr, //"ik_foot_r", nullptr, //"ik_hand_root", nullptr, //"ik_hand_gun", nullptr, //"ik_hand_l", nullptr, //"ik_hand_r", nullptr,}; //"lowerarm_twist_01_l", nullptr, //"upperarm_twist_01_l", nullptr, //"lowerarm_twist_01_r", nullptr, //"upperarm_twist_01_r", nullptr, //"calf_twist_01_l", nullptr, //"thigh_twist_01_l", nullptr, //"calf_twist_01_r", nullptr, //"thigh_twist_01_r", nullptr, //"ik_foot_root", nullptr, //"ik_foot_l", nullptr, //"ik_foot_r", nullptr, //"ik_hand_root", nullptr, //"ik_hand_gun", nullptr, //"ik_hand_l", nullptr, //"ik_hand_r", nullptr,};
# EasyPose # EasyPose
主要的逻辑都是在MatchPose()中作者还是编写几个辅助函数以及IKRigRetargetChainDetail结构体。
定义srcRtgSkeleton、tgtRtgSkeleton之外还定义了orgTgtRtgSkeleton主要是为了在最后结算最终的Offset。UE的重定向Pose数据使用分离的方式存储Maya也是这样但UE输出的FBX却不是分为RefPose与RetargetPoseOffset。
- 初始化数据
- 初始化IKRigRetargetChainDetail srcIkRigRtgChainDetail & IKRigRetargetChainDetail tgtIkRigRtgChainDetail结构体以用于之后的计算
- 遍历骨骼链
- 根据当前Source & Target ID计算当前长度的百分比如果TargetID > SourceID则**srcId++**,并且跳过当前循环。(主要是考虑到骨骼链内骨骼数量不对等的情况)
- 取得当前SourceBoneLocation以及SourceNextBoneLocation来计算Direction
- 重新生成tgtRtgSkeleton、orgTgtRtgSkeleton的重定向Pose**WorldSpace**
- **之后是核心MatchPose逻辑**
- 计算Direction与TargetBoneDirection的旋转偏移转成**LocalSpace**之后应用到tgtRtgSkeleton的对应Target骨骼上。
- 在X 或者 Y轴对齐的情况下 计算Source ID与Target ID 对应骨骼的旋转Offset转成**LocalSpace**之后应用到tgtRtgSkeleton的对应Target骨骼上。
- 计算Direction与TargetBoneDirection的旋转Offset转成**LocalSpace**之后应用到tgtRtgSkeleton的对应Target骨骼上。以上上步相同
- 使用tgtRtgSkeleton、orgTgtRtgSkeleton计算最终的旋转Offset。
- 使用最终FinalyOffset 应用到 Target的IKRig 的 FIKRetargetPose。
- **tgtId++**
以下是完整的代码:
```c++
int32 UAutomationUtilityLibrary::MatchPose(UIKRetargeter *iKRetargeter) {
int totalRotationsCount = 0;
if(iKRetargeter == nullptr) return 0;
auto Target = ERetargetSourceOrTarget::Target;
auto Source = ERetargetSourceOrTarget::Source;
UIKRetargeterController *ikRtgCtrl = UIKRetargeterController::GetController(iKRetargeter);
if(ikRtgCtrl == nullptr) return 0;
const UIKRigDefinition* SourceIKRig = iKRetargeter->GetSourceIKRig();
const UIKRigDefinition* TargetIKRig = iKRetargeter->GetTargetIKRig();
const TArray<FBoneChain>& srcRtgChains = SourceIKRig->GetRetargetChains();
const TArray<FBoneChain>& tgtRtgChains = TargetIKRig->GetRetargetChains();
const FName& srcRtgRootName = SourceIKRig->GetRetargetRoot();
const FName& tgtRtgRootName = TargetIKRig->GetRetargetRoot();
FRetargetSkeleton srcRtgSkeleton;
FRetargetSkeleton tgtRtgSkeleton, orgTgtRtgSkeleton;
auto tgtRtgPoseName = iKRetargeter->GetCurrentRetargetPoseName(ERetargetSourceOrTarget::Target);
FIKRetargetPose const *tgtRtgPose = iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target);
srcRtgSkeleton.Initialize(
ikRtgCtrl->GetPreviewMesh(Source),
srcRtgChains,
iKRetargeter->GetCurrentRetargetPoseName(ERetargetSourceOrTarget::Source),
iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Source),
srcRtgRootName);
tgtRtgSkeleton.Initialize(
ikRtgCtrl->GetPreviewMesh(Target),
tgtRtgChains,
tgtRtgPoseName,
iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target),
tgtRtgRootName);
orgTgtRtgSkeleton.Initialize(
ikRtgCtrl->GetPreviewMesh(Target),
tgtRtgChains,
tgtRtgPoseName,
iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target),
tgtRtgRootName);
UIKRigProcessor* SourceIKRigProcessor=NewObject<UIKRigProcessor>();
SourceIKRigProcessor->Initialize(SourceIKRig,SourceIKRig->GetPreviewMesh());
UIKRigProcessor* TargetIKRigProcessor=NewObject<UIKRigProcessor>();
TargetIKRigProcessor->Initialize(TargetIKRig,TargetIKRig->GetPreviewMesh());
const FIKRigSkeleton& srcRigSkeleton = SourceIKRigProcessor->GetSkeleton();
const FIKRigSkeleton& tgtRigSkeleton = TargetIKRigProcessor->GetSkeleton();
for(TObjectPtr<URetargetChainSettings> chainSettings : iKRetargeter->GetAllChainSettings()) {
if(chainSettings == nullptr) continue;
const FBoneChain *srcBoneChain = SourceIKRig->GetRetargetChainByName(chainSettings->SourceChain);
const FBoneChain *tgtBoneChain = TargetIKRig->GetRetargetChainByName(chainSettings->TargetChain);
if(srcBoneChain == nullptr || tgtBoneChain == nullptr) continue;
auto chainRoot = FName(TEXT("Root"));
if(chainSettings->SourceChain == chainRoot || chainSettings->TargetChain == chainRoot) {
continue;
}
IKRigRetargetChainDetail srcIkRigRtgChainDetail{srcBoneChain, srcRigSkeleton, srcRtgSkeleton};
IKRigRetargetChainDetail tgtIkRigRtgChainDetail{tgtBoneChain, tgtRigSkeleton, tgtRtgSkeleton};
if(srcIkRigRtgChainDetail.ikRigRetargetMap.IsEmpty() || tgtIkRigRtgChainDetail.ikRigRetargetMap.IsEmpty()) {
//UE_LOG(AutomationFunctionLibrary, Log, TEXT("Chain Empty: %s: %d, %s: %d"), *srcIkRigRtgChainDetail.boneChain->ChainName.ToString(), srcIkRigRtgChainDetail.ikRigRetargetMap.Num(), *tgtIkRigRtgChainDetail.boneChain->ChainName.ToString(), tgtIkRigRtgChainDetail.ikRigRetargetMap.Num());
continue;
}
auto srcWatermarkLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[0].retargetId].GetTranslation();
int rotationsCount = 0;
for(int32 srcId=0,tgtId=0; srcId<srcIkRigRtgChainDetail.ikRigRetargetMap.Num()-1 && tgtId<tgtIkRigRtgChainDetail.ikRigRetargetMap.Num()-1;) {
auto [srcIkRigId, srcRtgId, srcLenToNext, srcTotalLenUntilCurrent] = srcIkRigRtgChainDetail.ikRigRetargetMap[srcId];
auto [tgtIkRigId, tgtRtgId, tgtLenToNext, tgtTotalLenUntilCurrent] = tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId];
float srcTotalLenToNextPercent = (srcTotalLenUntilCurrent + srcLenToNext) / srcIkRigRtgChainDetail.totalLength;
float tgtTotalLenToNextPercent = (tgtTotalLenUntilCurrent + tgtLenToNext) / tgtIkRigRtgChainDetail.totalLength;
if(tgtTotalLenToNextPercent > srcTotalLenToNextPercent) {
srcId++;
continue;
} else {
auto tgtRtgBoneName = tgtRigSkeleton.BoneNames[tgtIkRigId];
auto diffLenPercentToNext = 1 - ((srcTotalLenToNextPercent - tgtTotalLenToNextPercent) * srcIkRigRtgChainDetail.totalLength / srcLenToNext);
auto srcCurrentBoneLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[srcId].retargetId].GetTranslation();
auto srcNextBoneLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[srcId+1].retargetId].GetTranslation();
auto nextPoint = (srcNextBoneLoc - srcCurrentBoneLoc) * (diffLenPercentToNext) + srcCurrentBoneLoc;
auto direction = (nextPoint - srcWatermarkLoc).GetSafeNormal();
srcWatermarkLoc = nextPoint;
//ResetRetargetPose
ikRtgCtrl->ResetRetargetPose(tgtRtgPoseName, TArray<FName>{tgtRtgBoneName}, Target);
tgtRtgSkeleton.GenerateRetargetPose(tgtRtgPoseName, tgtRtgPose, tgtRtgRootName);
orgTgtRtgSkeleton.GenerateRetargetPose(tgtRtgPoseName, tgtRtgPose, tgtRtgRootName);
//根据骨骼链中当前SourceBone与下一个SourceBone计算出Direction世界坐标
//GetBoneDirectionOffset 调用GetBoneDirectionOffset()计算出旋转偏移再转换成LocalSpace旋转再设置给骨骼。
auto const &tgtGlobalTransform = tgtRtgSkeleton.RetargetGlobalPose[tgtRtgId];
auto rotOffset = GetBoneDirectionOffset(tgtRtgSkeleton, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId].retargetId, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId+1].retargetId, direction);
rotOffset = GetBoneSpaceOffset(rotOffset, tgtGlobalTransform);
//UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching direction: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());
if(NotEmptyOrIdentity(rotOffset)) {
//UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched direction: %s"), *tgtRtgBoneName.ToString());
ApplyRotationOffset(rotOffset, tgtRtgId, tgtRtgSkeleton);
}
//在X 或者 Y轴对齐的情况下 计算Source与Target 对应骨骼的旋转偏差在转化成LocalSpace后再应用
rotOffset = GetXYRotationOffsetIfAligned(tgtRtgSkeleton.RetargetGlobalPose[tgtRtgId].GetRotation(), srcRtgSkeleton.RetargetGlobalPose[srcRtgId].GetRotation());
rotOffset = GetBoneSpaceOffset(rotOffset, tgtGlobalTransform);
//UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching XY: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());
if(NotEmptyOrIdentity(rotOffset)) {
//UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched XY: %s"), *tgtRtgBoneName.ToString());
ApplyRotationOffset(rotOffset, tgtRtgId, tgtRtgSkeleton);
}
//与第一步相同
rotOffset = GetBoneDirectionOffset(tgtRtgSkeleton, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId].retargetId, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId+1].retargetId, direction);
rotOffset = GetBoneSpaceOffset(rotOffset, tgtGlobalTransform);
//UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching direction 2nd: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());
if(NotEmptyOrIdentity(rotOffset)) {
//UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched direction 2nd: %s"), *tgtRtgBoneName.ToString());
ApplyRotationOffset(rotOffset, tgtRtgId, tgtRtgSkeleton);
}
//计算最终的旋转offset
auto finalOffset = GetRotationDifference(orgTgtRtgSkeleton.RetargetLocalPose[tgtRtgId].GetRotation(), tgtRtgSkeleton.RetargetLocalPose[tgtRtgId].GetRotation());
if(NotEmptyOrIdentity(finalOffset)) {
rotationsCount++;
ikRtgCtrl->SetRotationOffsetForRetargetPoseBone(tgtRtgBoneName, finalOffset, Target);
} tgtId++;
}
}
auto [srcIkRigId, srcRtgId, srcLenToNext, srcTotalLenUntilCurrent] = srcIkRigRtgChainDetail.ikRigRetargetMap.Last();
auto [tgtIkRigId, tgtRtgId, tgtLenToNext, tgtTotalLenUntilCurrent] = tgtIkRigRtgChainDetail.ikRigRetargetMap.Last();
auto tgtRtgBoneName = tgtRigSkeleton.BoneNames[tgtIkRigId];
auto rotOffset = GetRotationOffsetIfAligned(tgtRtgSkeleton.RetargetGlobalPose[tgtRtgId].GetRotation(), srcRtgSkeleton.RetargetGlobalPose[srcRtgId].GetRotation());
//UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching rotation: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());
if(NotEmptyOrIdentity(rotOffset)) {
rotationsCount++;
//UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched rotation: %s"), *tgtRtgBoneName.ToString());
ikRtgCtrl->SetRotationOffsetForRetargetPoseBone(tgtRtgBoneName, ikRtgCtrl->GetRotationOffsetForRetargetPoseBone(tgtRtgBoneName, Target) * rotOffset, Target);
} if(rotationsCount > 0) {
//UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Chain: %s - %s: %d rotations"), *chainSettings->SourceChain.ToString(), *chainSettings->TargetChain.ToString(), rotationsCount);
totalRotationsCount += rotationsCount;
} } /*
if(totalRotationsCount > 0) { UE_LOG(AutomationFunctionLibrary, Log, TEXT("Asset \"%s\": made %d adjustments with pose: \"%s\"."), *iKRetargeter->GetName(), totalRotationsCount, *ikRtgCtrl->GetCurrentRetargetPoseName(Target).ToString()); } else { UE_LOG(AutomationFunctionLibrary, Log, TEXT("Asset \"%s\": pose \"%s\" fit already!"), *iKRetargeter->GetName(), *ikRtgCtrl->GetCurrentRetargetPoseName(Target).ToString()); } */ // ikRtgCtrl->SetRotationOffsetForRetargetPoseBone(MeshRefSkeleton.GetBoneName(EditBoneIndex), Q, ERetargetSourceOrTarget::Target);
return totalRotationsCount;
}
```