vault backup: 2024-10-30 12:48:27

This commit is contained in:
2024-10-30 12:48:27 +08:00
parent 21e00a0a00
commit 6f3bdaa581
2 changed files with 30 additions and 9 deletions

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@@ -29,9 +29,6 @@ void AChingmuMocapReceiverActor::BeginPlay()
Sender = GetMotionSender();
}
```
### ***ChingMUComponent***
### FChingmuThread
用途为:
@@ -187,6 +184,29 @@ public:
}
};
```
# MotionCapture(青瞳插件)
实现1个组件与3个动画节点
- [[#ChingMUComponent]]
- [[#AnimNode_ChingMUPose]]:接受骨骼动捕数据。
- [[#AnimNode_ChingMURetargetPose]]:接受重定向后的骨骼动捕数据。
- AnimNode_ChingMURetargetPoseForBuild:
## ***ChingMUComponent***
1.
## FAnimNode_ChingMUPose
1. Initialize_AnyThread():取得**ChingMUComponent**。
2. Update_AnyThread():调用**ChingMUComponent->CalculateBoneCSRotation()**
3. Evaluate_AnyThread()对23根骨骼进行遍历取得RefPose后将从Update_AnyThread()获得动捕数据(**Rotation**覆盖到上面ComponentSpace**根骨骼需要额外添加Location数据**。最后将数据从ComponentSpace => LocalSpace。
## AnimNode_ChingMURetargetPose
1. Initialize_AnyThread()创建曲线逻辑TCHour、TCMinute、TCSecond、TCFrame
2. Update_AnyThread()
3. Evaluate_AnyThread():相关逻辑都实现在这里。
### AnimNode_ChingMURetargetPose::Evaluate_AnyThread()
# TsMotionReceiverActor
只在BeginPlay()中调用了this.MarkAsClientSeamlessTravel(); 具体逻辑在`AMotionReceiverActor`