vault backup: 2024-05-16 17:18:33

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BlueRose 2024-05-16 17:18:33 +08:00
parent 52e0f39df3
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- [ ] 角色、衣服重新绑定。以及重定向。
- 角色裸模,骨骼权重传递给衣服。之后修改轴向脚本。
- [ ] 动画蓝图中的ASoul自研修形插件匹配。也就是在Maya中输出一个骨骼以及BlendShape信息JSON之后导入UE。
6. [ ] ChaosBone
1. 参考资产KawaiiPhysics与ChaosBone混用`Content\ResArt\CharacterArt\BeiLa\BeiLa_SwimSuit\Animations\ABP_SK_BeiLa_Swimsuit_PostProcess.uasset`
# Console
1. run0
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### 大世界
- Maps
- Map_SeasideCity
- Map_SeasideCity
- Map_SeasideCity
- Map_CHNature
- Map_CHNature
- Map_Stylized_Vilage
- Map_Stylized_Vilage
- Map_WorlddEnd
- Map_WorldEnd
其他用了大世界技术的小型地图:
- Maps
- Map_GreenScreen绿幕效果。
- Map_LiveLive场景。

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# 前言
1. 角色需要`BP_LiveArea`LiveAreaActor
2. Sequence与Camera需要`CameraRoot`Actor需要与LiveArea完全重叠
1. ~~FollowMovementComponent编写各种相机跟踪物体IdolName、Socket、Bone~~
2. 摄像机挂载FollowingComponment。
# LiveDirector
## BP_LiveArea
基类为**ALiveAreaActor**位于Source/LiveDirector/DirectorFramework/LiveAreaActor.h。直播区域占位用Actor可以用于定义
- WeatherOverride进入该区域后天气系统重载。
- WeatherBlendDuration天气系统重载过渡时间。
- CareLayers该区域加载时会自动加载关联的 DataLayer 层级。
# DirectorCam
## Core
### BP_CamPlacement_LiveArea
一般挂载在**BP_LiveArea**下面。使用LiveDirector - DirectorCam - Template下的模板生成。继承关系为**BP_CamWorkShopPlacement -> ACamWorkShopPlacementActor**位于Modules/DirectorCam/Core/CamWorkShopPlacementActor.h
## Data
### UDirectorCamGroupData
### UDirectorCamSetupData
# LevelSequences
- DirectorCamSetupData
- Example5400x4800(大动捕室)/Game/LevelSequences/Example5400x4800/CamSetup_5400x4800
- DirectorCamGroupData/Game/LevelSequences/Example5400x4800/General
- Dance

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# 前言
继承关系BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> Character 。
主要逻辑位于TsIdolActor中文件路径为`Script/LiveDirector/Character/TsIdolActor.ts`
# 角色判断逻辑
PropTags: UE.GameplayTagContainer
通过Tag判断。