vault backup: 2024-10-30 12:48:27
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@@ -29,9 +29,6 @@ void AChingmuMocapReceiverActor::BeginPlay()
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Sender = GetMotionSender();
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}
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```
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### ***ChingMUComponent***
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### FChingmuThread
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用途为:
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@@ -187,6 +184,29 @@ public:
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}
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};
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```
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# MotionCapture(青瞳插件)
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实现1个组件与3个动画节点:
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- [[#ChingMUComponent]]:
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- [[#AnimNode_ChingMUPose]]:接受骨骼动捕数据。
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- [[#AnimNode_ChingMURetargetPose]]:接受重定向后的骨骼动捕数据。
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- AnimNode_ChingMURetargetPoseForBuild:
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## ***ChingMUComponent***
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1.
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## FAnimNode_ChingMUPose
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1. Initialize_AnyThread():取得**ChingMUComponent**。
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2. Update_AnyThread():调用**ChingMUComponent->CalculateBoneCSRotation()**
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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。
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## AnimNode_ChingMURetargetPose
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1. Initialize_AnyThread():创建曲线逻辑(TCHour、TCMinute、TCSecond、TCFrame)。
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2. Update_AnyThread():
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3. Evaluate_AnyThread():相关逻辑都实现在这里。
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### AnimNode_ChingMURetargetPose::Evaluate_AnyThread()
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# TsMotionReceiverActor
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只在BeginPlay()中调用了this.MarkAsClientSeamlessTravel(); 具体逻辑在`AMotionReceiverActor`
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