vault backup: 2024-11-26 18:16:19
This commit is contained in:
114
02-Note/ASoul/导播台笔记/RuntimeEditor.md
Normal file
114
02-Note/ASoul/导播台笔记/RuntimeEditor.md
Normal file
@@ -0,0 +1,114 @@
|
||||
# 前言
|
||||
输入`run`显示所有命令说明。
|
||||
- PVW: 切换PVW
|
||||
- PGM: 切换PGM
|
||||
- 0: 切换Operator
|
||||
- 3: 切换三级
|
||||
- HandCam: 切换手持相机
|
||||
- 11: 切换FreeMove
|
||||
- ReMidi: 刷新midi板子
|
||||
- DebugFrame: debug frame
|
||||
- EnterArea: 进入Area (可填uuid)
|
||||
- xs: 进入异世界雪山1 Area (测试用)
|
||||
- DMXAlign: 强行对齐DMX-Area
|
||||
- ReDeck: 强行加载当前区域的镜头数据并刷新StreamDeck
|
||||
- IdolStatus: 角色动作状态
|
||||
- AllIdolStatus: 所有角色动作状态
|
||||
- IdolRelativeTr: 所有角色位置信息
|
||||
- MotionLog: 角色动作Log
|
||||
- IdolCache: 角色缓存情况(ServerOnly)
|
||||
- GetMotionOffset: 获取动作时间偏移
|
||||
- MotionReceiveStatus: 角色动作数据接收情况
|
||||
- ResetOffsetTime: 重置所有角色动作包时间偏移
|
||||
- SetRes: 设置目标分辨率,如run SetRes 1920 1080
|
||||
- HipsTranslation: 使用Hips位移
|
||||
- IdolCostume: 加4个团服角色
|
||||
- ShowUI: UE4中的ShowUI指令迁移
|
||||
- BindPGM2: 重新绑定PGM2的固定机位
|
||||
- LipSync: 设置LipSync音频-静音阈值
|
||||
- UdexGlove: 使用宇叠科技新手套(部分角色适用)
|
||||
- GenerateMeshConfig: 生成 mesh config(技术用)
|
||||
|
||||
涉及到:
|
||||
- TsLiveDirectorGameInstance.ts
|
||||
- TsDirectorConsoleCommandHandler.ts
|
||||
|
||||
# 命令执行逻辑
|
||||
## Run
|
||||
TsDirectorConsoleCommandHandler.ts
|
||||
```ts
|
||||
static HandleConsoleCommand(gameInstance: TsLiveDirectorGameInstance, consoleCommand: string): void {
|
||||
if(consoleCommand == '' || consoleCommand.toLocaleLowerCase() == 'help'){
|
||||
TsDirectorConsoleCommandHandler.Help()
|
||||
return
|
||||
}
|
||||
var parts = consoleCommand.split(' ')
|
||||
var funcName = parts[0]
|
||||
var func = TsDirectorConsoleCommandHandler.GetFunctionByName(funcName)
|
||||
if (func == null) {
|
||||
console.error('Not exist cmd ' + consoleCommand)
|
||||
return
|
||||
}
|
||||
|
||||
switch (parts.length) {
|
||||
case 1: func(gameInstance); break;
|
||||
case 2: func(gameInstance, parts[1]); break;
|
||||
case 3: func(gameInstance, parts[1], parts[2]); break;
|
||||
case 4: func(gameInstance, parts[1], parts[2], parts[3], parts[4]); break;
|
||||
case 5: func(gameInstance, parts[1], parts[2], parts[3], parts[4], parts[5]); break;
|
||||
default: console.error('Cmd paramenter is wrong!')
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
主要的几个切换导播台的命令基本是调用`gameInstance.SetDirectorModeStr("XXX")`。
|
||||
进入Area函数:为调用`TsDirectorConsoleCommandHandler._EnterArea(gameInstance, "0C1E0DD349EDD9860ED8BDBB55A736F3")`。`_EnterArea`的代码为:
|
||||
```ts
|
||||
static _EnterArea(gameInstance: TsLiveDirectorGameInstance, areaUUID: string): void {
|
||||
let mapEnvironment = Utils.GetMapEnvironmentManager(gameInstance.GetWorld());
|
||||
if (mapEnvironment && mapEnvironment.LayerManager) {
|
||||
mapEnvironment.LayerManager.EnterAreaByCMD(areaUUID);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
TsLiveDirectorGameInstance.ts
|
||||
```typescript
|
||||
Run(CMDStr: $Ref<string>) : void{
|
||||
let consoleCommand = $unref(CMDStr)
|
||||
TsDirectorConsoleCommandHandler.HandleConsoleCommand(this, consoleCommand)
|
||||
}
|
||||
```
|
||||
|
||||
## SetDirectorModeStr
|
||||
位于`ULiveDirectorGameInstance`
|
||||
TsLiveDirectorGameInstance.ts
|
||||
|
||||
## 其他有用函数
|
||||
```ts
|
||||
static _HipsTranslation(gameInstance: TsLiveDirectorGameInstance, value:number): void {
|
||||
var actors = UE.NewArray(UE.Actor)
|
||||
UE.GameplayStatics.GetAllActorsOfClass(gameInstance, TsIdolActor.StaticClass(), $ref(actors))
|
||||
for (var i = 0; i < actors.Num(); i++) {
|
||||
var model = actors.GetRef(i) as TsIdolActor
|
||||
if (model) {
|
||||
var anim = model.Mesh.GetAnimInstance() as UE.IdolAnimInstance
|
||||
let fullbodyNode = Reflect.get(anim, 'AnimGraphNode_Fullbody') as UE.AnimNode_FullBody
|
||||
if (fullbodyNode) {
|
||||
//fullbodyNode.bUseHipsTranslation = value > 0
|
||||
}
|
||||
anim.SetRootMotionMode(value > 0 ? UE.ERootMotionMode.NoRootMotionExtraction : UE.ERootMotionMode.RootMotionFromEverything)
|
||||
model.RootComponent.K2_SetRelativeLocationAndRotation(new UE.Vector(0, 0, model.CapsuleComponent.CapsuleHalfHeight), new UE.Rotator(0, 0, 0), false, null, false)
|
||||
console.warn("use hips translation " + (value > 0))
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
# RuntimeEditor插件
|
||||
|
||||
# 三级导播台
|
||||
run 3
|
||||
|
||||
# MotionProcess
|
||||
资产位于:UIAssets/Character/WBP_CharacterItem
|
||||
UI逻辑位于:TsCharacterItem.ts的TsCharacterItem
|
148
02-Note/ASoul/导播台笔记/Sequoia.md
Normal file
148
02-Note/ASoul/导播台笔记/Sequoia.md
Normal file
@@ -0,0 +1,148 @@
|
||||
# 前言
|
||||
默认存储数据路径:C:\LiveDirectorSaved\Sequoia
|
||||
操作方式:
|
||||
1. 4级中使用`Ctrl + Shift + D`,勾选Sequoia编辑器后显示。
|
||||
2. Ctrl + ? 剪切轨道。
|
||||
|
||||
# 相关类
|
||||
- TS:`LiveDirector\Script\Sequoia`
|
||||
- TsSequoiaManagerActor
|
||||
- OnPlayButtonClicked():Sequoia播放函数。主要逻辑是打开Sequoia的序列化数据,之后创建或取得播放器斌进行播放/停止。
|
||||
- TsSequoiaData => USequoiaData => USequoiaObject
|
||||
- TsSequoiaBinding => USequoiaBinding => UNameableSequoiaObject => USequoiaObject
|
||||
- TsSequoiaTake => USequoiaTake => UNameableSequoiaObject => USequoiaObject
|
||||
- *SequoiaDirectorCamTake*
|
||||
- TsSequoiaTrack => USequoiaTrack => UNameableSequoiaObject => USequoiaObject
|
||||
- CharacterLiveLinkAnimTrack
|
||||
- SequoiaMotionTrack
|
||||
- *SequoiaCamShotTrack*(SequoiaCamShotEvalTemplate )
|
||||
- *SequoiaCamTargetTrack*(SequoiaCamTargetEvalTemplate)
|
||||
- SequoiaAudioTrack
|
||||
- TsSequoiaSection => USequoiaSection
|
||||
- *SequoiaCamSection*(TS)
|
||||
- *SequoiaCamTargetSection*(TS)
|
||||
- TsSequoiaSectionWithFileRef
|
||||
- CharacterLiveLinkAnimSection
|
||||
- SequoiaMotionSection
|
||||
- SequoiaAudioSection
|
||||
- ISequoiaEvalTemplate
|
||||
- *SequoiaCamShotEvalTemplate*
|
||||
- *SequoiaCamTargetEvalTemplate*
|
||||
- CharacterLiveLinkAnimEvalTemplate
|
||||
- SequoiaMotionEvalTemplate
|
||||
- SequoiaAudioEvalTemplate
|
||||
- ICamShotEvalHandle
|
||||
- *SingleCamShotEvalHandle*
|
||||
- *DoubleCamShotEvalhandle*
|
||||
- c++:`LiveDirector\Source\Modules\Sequoia`
|
||||
- SequoiaPlayer
|
||||
- PlayInternal():播放逻辑,主要调用`SequoiaData->Evaluate();`
|
||||
- USequoiaObject => UObject
|
||||
|
||||
|
||||
# 播放逻辑
|
||||
```c++
|
||||
TsSequoiaManagerActor@OnPlayButtonClicked: start play : 大聲鑽石
|
||||
[2024.11.26-04.21.03:648][613]Puerts: (0x00000BD7686682F0) SequoiaManager@ Composer: On start playing...
|
||||
[2024.11.26-04.21.03:649][613]Puerts: (0x00000BD7686682F0) DirectorCamSequoiaHandle : Enter CamTarget Section: Idol.JiaRan
|
||||
[2024.11.26-04.21.03:649][613]Puerts: (0x00000BD7686682F0) DirectorCamSequoiaHandle : play Cam Section: ZhuJiwei_Zheng16-24mm group:CC8F4D734664869EC8FE788E7550AC31 index:0 scrub:false
|
||||
[2024.11.26-04.21.03:665][614]Puerts: (0x00000BD7686682F0) request PGM: WorkShop
|
||||
```
|
||||
|
||||
1. Sequoia界面点击播放后,调用TsSequoiaManagerActor::OnPlayButtonClicked()
|
||||
2. SequoiaPlayer::PlayInternal(),设置时间范围后。
|
||||
3. USequoiaData::Evaluate()。
|
||||
1. 调用所有USequoiaBinding::Evaluate()。
|
||||
1. 调用所有USequoiaTrack::Evaluate()。
|
||||
2. 调用所有USequoiaTake::Evaluate()。
|
||||
1. 调用所有USequoiaTrack::Evaluate()。
|
||||
|
||||
PS. 实际上Sequoia的镜头录制数据会创建SequoiaCamShotTrack、SequoiaCamTargetTrack轨道。
|
||||
|
||||
## USequoiaTrack::Evaluate()
|
||||
```c++
|
||||
void USequoiaTrack::Evaluate(TRange<FFrameTime> EvaluationRange, ESequoiaEvaluateType EvalType)
|
||||
{
|
||||
Super::Evaluate(EvaluationRange, EvalType);
|
||||
|
||||
TArray<FSequoiaEvalSection> EvalSections;
|
||||
USequoiaUtil::GetEvalSections(Sections, EvaluationRange, EvalSections);//根据播放范围取得Section
|
||||
OnEvaluate(EvalSections, EvaluationRange.GetLowerBoundValue(), EvaluationRange.GetUpperBoundValue(), EvalType);//调用蓝图类的BlueprintImplementableEvent事件。
|
||||
}
|
||||
```
|
||||
|
||||
在TsSequoiaTrack中Overrider了OnEvaluate():
|
||||
```ts
|
||||
OnEvaluate(EvalSections: $Ref<UE.TArray<UE.SequoiaEvalSection>>, EvalStartTime: UE.FrameTime, EvalEndTime: UE.FrameTime, EvalType: UE.ESequoiaEvaluateType) : void{
|
||||
if(!this.CanEvaluate() || !EvalSections){
|
||||
return
|
||||
}
|
||||
|
||||
if(!this.evalTemplate){
|
||||
this.evalTemplate = this.CreateTemplate()
|
||||
if(!this.evalTemplate){
|
||||
return
|
||||
}
|
||||
this.evalTemplate.InitTemplate(this)
|
||||
}
|
||||
|
||||
|
||||
let newEvalSections = new Array<TsSequoiaSection>()
|
||||
let evalSectionsRef = $unref(EvalSections)
|
||||
for(let index = 0; index < evalSectionsRef.Num(); index ++){
|
||||
let sectionRef = evalSectionsRef.GetRef(index)
|
||||
let tsSection = sectionRef.Section as TsSequoiaSection
|
||||
if(!sectionRef || !tsSection){
|
||||
continue
|
||||
}
|
||||
|
||||
if(sectionRef.EvalMode == UE.ESequoiaEvaluateMode.EEM_Inside || sectionRef.EvalMode == UE.ESequoiaEvaluateMode.EEM_JumpIn){
|
||||
newEvalSections.push(tsSection)
|
||||
if(newEvalSections.length >= MAX_EVAL_COUNT){
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let bTemplateSourceChanged = this.IsTemplateSourceChanged(newEvalSections)
|
||||
if(bTemplateSourceChanged){
|
||||
this.evalTemplate.SetTemplateSource(newEvalSections, EvalType)
|
||||
}
|
||||
|
||||
this.evalTemplate.Evaluate(EvalStartTime, EvalEndTime, EvalType)
|
||||
this.lastEvalType = EvalType
|
||||
}
|
||||
```
|
||||
|
||||
看得出主要是主要逻辑是:
|
||||
1. 创建指定类型的evalTemplate之后,调用`evalTemplate.InitTemplate()`。
|
||||
2. 取得ESequoiaEvaluateMode为EEM_Inside与EEM_JumpIn的所有EvalSections。
|
||||
3. 判断Template是否发生改变,如果改变则调用`evalTemplate.SetTemplateSource()`。
|
||||
4. 调用`evalTemplate::Evaluate()`。
|
||||
|
||||
## ISequoiaEvalTemplate(SequoiaCamShotEvalTemplate & )
|
||||
- InitTemplate:
|
||||
- SetTemplateSource
|
||||
- Evaluate
|
||||
|
||||
## SequoiaCamSection
|
||||
SequoiaCamSection => TsSequoiaSection。
|
||||
- 数据Model类使用SequoiaCamSectionModel。
|
||||
- SequoiaCamShotEvalTemplate
|
||||
|
||||
# 其他
|
||||
## 添加自定义轨道
|
||||
往Sequoia添加一个自定义轨道,可以按照以下大体步骤进行开发
|
||||
|
||||
1. 大部分的拓展逻辑都写在SequoiaCustomBuilderTool.ts
|
||||
2. 在SequoiaCustomBuilderTools.ts 的BindingType,TrackType,SectionType中添加组定义类型.在关系Map(BindingToTrackMap)中添加从属关系
|
||||
3. 在Sequoia代码文件夹下创建拓展文件夹,创建对应的TsBinding,TsTrack,TsSection等对应的UObject以及Model类,可以参考DirectorCam.
|
||||
4. Model文件用于数据序列化和存储,通常不要使用UE类型,UObject文件是真正的逻辑类
|
||||
5. 创建Binding和BindingModel类,分别定义AssignModel和构造函数用来承接数据
|
||||
1. 在SequoiaCustomBuildertool.CreateBindingModel 和 CreateEmptyBindingModelByBindingType中新增新类型的Model创建。
|
||||
2. 在SequoiaCustomBuildertool.CreateBinding中添加新Binding类型的创建
|
||||
3. Track,Take,Section也是类似于Binding的方式在CustomBuilderTool中添加创建代码。
|
||||
4. 至此就完成了数据部分的定义和代码。
|
||||
|
||||
1. 录制逻辑,需要首先创建对应的录制逻辑,继承自ISequoiaTakeRecorder.
|
||||
2. 在SequoiaHelper.BuildTakeRecorders 中根据参数创建对应的recorder.
|
9
02-Note/ASoul/导播台笔记/启动逻辑.md
Normal file
9
02-Note/ASoul/导播台笔记/启动逻辑.md
Normal file
@@ -0,0 +1,9 @@
|
||||
# 启动逻辑
|
||||
1. ULiveDirectorGameInstance::ParseCommandLine():解析DirectorMode、PGMMode字符串并设置。
|
||||
2. SetDirectorModeStr()
|
||||
3. SetDirectorMode()
|
||||
4. 调用蓝图事件OnDirectorModeChanged()
|
||||
|
||||
TsLiveDirectorGameInstance extends UE.LiveDirectorGameInstance
|
||||
|
||||
TsDirectorCamManagerActor.ts
|
20
02-Note/ASoul/导播台笔记/场景功能实现.md
Normal file
20
02-Note/ASoul/导播台笔记/场景功能实现.md
Normal file
@@ -0,0 +1,20 @@
|
||||
# 相关类
|
||||
- WBP_LevelFunctionView
|
||||
- TsMapEnvironmentFunctionManager
|
||||
- TsCommonVisibleLevelFunction
|
||||
- TsCommonGravityLevelFunction
|
||||
- TsCommonTimeLevelFunction
|
||||
- TsCommonVariantComponent
|
||||
- TsCommonWindLevelFunction
|
||||
- TsBaseLevelFunctionActor
|
||||
|
||||
# 糖果工厂的移动LiveArea实现
|
||||
- UI:TsCandyFactoryDetails.tsx
|
||||
- 逻辑实现:/ResArt/Scene/Map_Stylized_Vilage/BP/BP_CandyFactoryLift
|
||||
- 基类TsBaseLevelFunctionActor
|
||||
|
||||
|
||||
2个圈转到相对原点。停下。
|
||||
|
||||
# Area动画
|
||||
/Props/AreaSequence/天空之城_降落
|
4
02-Note/ASoul/导播台笔记/身份判断.md
Normal file
4
02-Note/ASoul/导播台笔记/身份判断.md
Normal file
@@ -0,0 +1,4 @@
|
||||
身份判断逻辑:
|
||||
```c++
|
||||
if (Utils.IsCurDirectorModeEqual(this, DirectorMode.IdolControllerMaster))
|
||||
```
|
Reference in New Issue
Block a user