vault backup: 2024-05-16 17:18:33
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{"128044539":{"128044539":{"currentFile":{"count":1,"lastUpdated":1714359212233}}},"StartLiveDirector:启动Bat文件":{"StartLiveDirector:启动Bat文件":{"currentFile":{"count":1,"lastUpdated":1713845438773}}},"Tools:一些第三方库,以及":{"Tools:一些第三方库,以及":{"currentFile":{"count":1,"lastUpdated":1713845507638}}},"LiveDirector:导播台。":{"LiveDirector:导播台。":{"currentFile":{"count":1,"lastUpdated":1713846588874}}},"Python:小工具,":{"Python:小工具,":{"currentFile":{"count":1,"lastUpdated":1713847220779}}},"HotKeyManager:快捷键相关,可以通过配置实现。":{"HotKeyManager:快捷键相关,可以通过配置实现。":{"currentFile":{"count":1,"lastUpdated":1713948483286}}},"MotionProcessor:导播台,动捕":{"MotionProcessor:导播台,动捕":{"currentFile":{"count":1,"lastUpdated":1714027644634}}},"启动青瞳客户端。右下一。":{"启动青瞳客户端。右下一。":{"currentFile":{"count":1,"lastUpdated":1714027880674}}},"MapEnvironment.Bat修改Server":{"MapEnvironment.Bat修改Server":{"currentFile":{"count":1,"lastUpdated":1714028106908}}},"StreamDock":{"StreamDock":{"currentFile":{"count":1,"lastUpdated":1714033564310}}},"添加道具、物品、场景、特效":{"添加道具、物品、场景、特效":{"currentFile":{"count":1,"lastUpdated":1714036023017}}},"OutlinePass":{"OutlinePass":{"internalLink":{"count":1,"lastUpdated":1715346170348}}},"JNCustomAssetEd:定义修型资产":{"JNCustomAssetEd:定义修型资产":{"currentFile":{"count":1,"lastUpdated":1715827692229}}}}
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@ -12,6 +12,8 @@
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- [ ] 角色、衣服重新绑定。以及重定向。
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- 角色裸模,骨骼权重传递给衣服。之后修改轴向脚本。
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- [ ] 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。
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6. [ ] ChaosBone
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1. 参考资产,KawaiiPhysics与ChaosBone混用:`Content\ResArt\CharacterArt\BeiLa\BeiLa_SwimSuit\Animations\ABP_SK_BeiLa_Swimsuit_PostProcess.uasset`
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# Console
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1. run0:
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@ -514,4 +516,15 @@ P4V - Trunk - tools - ARFaceCap
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### 大世界
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- Maps
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- Map_SeasideCity
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- Map_SeasideCity
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- Map_SeasideCity
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- Map_CHNature
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- Map_CHNature
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- Map_Stylized_Vilage
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- Map_Stylized_Vilage
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- Map_WorlddEnd
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- Map_WorldEnd
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其他用了大世界技术的小型地图:
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- Maps
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- Map_GreenScreen:绿幕效果。
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- Map_Live:Live场景。
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02-Note/DAWA/ASoul/流程笔记/场景流程.md
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02-Note/DAWA/ASoul/流程笔记/场景流程.md
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# 前言
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1. 角色需要`BP_LiveArea`(LiveAreaActor)
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2. Sequence与Camera需要`CameraRoot`Actor(需要与LiveArea完全重叠)
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1. ~~FollowMovementComponent编写各种相机跟踪物体(IdolName、Socket、Bone)~~
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2. 摄像机挂载FollowingComponment。
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# LiveDirector
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## BP_LiveArea
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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:
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- WeatherOverride:进入该区域后天气系统重载。
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- WeatherBlendDuration:天气系统重载过渡时间。
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- CareLayers:该区域加载时会自动加载关联的 DataLayer 层级。
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# DirectorCam
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## Core
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### BP_CamPlacement_LiveArea
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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
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## Data
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### UDirectorCamGroupData
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### UDirectorCamSetupData
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# LevelSequences
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- DirectorCamSetupData
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- Example5400x4800(大动捕室):/Game/LevelSequences/Example5400x4800/CamSetup_5400x4800
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- DirectorCamGroupData:/Game/LevelSequences/Example5400x4800/General
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- Dance
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02-Note/DAWA/ASoul/流程笔记/角色流程.md
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02-Note/DAWA/ASoul/流程笔记/角色流程.md
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# 前言
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继承关系:BP_XXX_Base -> BP_Idol_Base -> TsIdolActor -> AVCharacter -> Character 。
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主要逻辑位于TsIdolActor中,文件路径为`Script/LiveDirector/Character/TsIdolActor.ts`
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# 角色判断逻辑
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PropTags: UE.GameplayTagContainer
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通过Tag判断。
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