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# 大致步骤
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使用UnrealEditor-Cmd执行资源导入、处理、输出功能。
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1. 导入资产 (这段可以参考FBX)
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1. 角色
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2. 动画 FBX
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2. 处理资产
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1. IKRig
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2. RetargetRig
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3. ControlRig?
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3. 输出资产
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1. FBX?
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2. 使用MovieRenderQueue 渲染 MP4?
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## 短期需求
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1. AI 动捕、或者GPT生成 BVH、FBX。
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2. 特定骨骼结构。
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3. UE骨骼确定。
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4. 可能需要高并发(后面再考虑)
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5. 输出视频。
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6. 工期1~2周。
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## 需要解决的问题是
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- [ ] 支持多种格式的文件
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- [ ] `CustomCommandFunction`编写以及生成**IKRig**、**IKRetarget**资产
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- [ ] 输出FBX或者MP4
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## 输出文件
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- *.BVH
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-
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## 生产环境
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使用Docker或者其他容器工具制作处理用的镜像,之后使用群集系统控制运行?
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## CustomCommandFunction
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关检测 UCommandlet
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# 测试方法
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```bash
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D:\UnrealEngine\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe D:\UnrealEngine\Project\AIAutomationTools\AIAutomationTools.uproject -run=AIAnimationAutomationCommandlet
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```
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如果带有配置文件
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```bash
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D:\UnrealEngine\UE_5.1\Engine\Binaries\Win64\UnrealEditor-Cmd.exe D:\UnrealEngine\Project\AIAutomationTools\AIAutomationTools.uproject -run=AIAnimationAutomationCommandlet -importsettings=C:\\Users\\BlueRose\\Desktop\\ImportJson.json
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```
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```json
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{
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"ImportGroups": [
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{
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"GroupName": "Group11",
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//导入文件名
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"Filenames": [
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"C:\\Users\\BlueRose\\Desktop\\untitled2_Anim.FBX"
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],
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//生成资产的文件夹
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"DestinationPath": "Animation",
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//使用的Factory类名
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"FactoryName": "FbxFactory",
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"bReplaceExisting": 1,
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"bSkipReadOnly": 0,
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//导入动画资产的设置
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"ImportSettings": {
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"OriginalImportType": 2,
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"MeshTypeToImport": 2,
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"Skeleton": "/Game/1/untitled2_Skeleton.untitled2_Skeleton"
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}
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}
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]
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}
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```
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# 其他资料
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## IKRig & IKRetarget=
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`Engine\Plugins\Animation\IKRig`
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- FAssetTypeActions_AnimationAssetRetarget
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- FAssetTypeActions_IKRigDefinition:UIKRigDefinition
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- FAssetTypeActions_IKRetargeter:UIKRetargeter
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## Retarger
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```c++
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/** The runtime processor that converts an input pose from a source skeleton into an output pose on a target skeleton.
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* To use:
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* 1. Initialize a processor with a Source/Target skeletal mesh and a UIKRetargeter asset.
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* 2. Call RunRetargeter and pass in a source pose as an array of global-space transforms
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* 3. RunRetargeter returns an array of global space transforms for the target skeleton.
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/
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```
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## UEditorUtilityLibrary
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##
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Python参考:
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`Plugins\MovieScene\MovieRenderPipeline\Content\Python`
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## 渲染影片(旧版)
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MovieRenderPipelineCommandLine
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```bash
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"D:\Program Files\UE_4.24\Engine\Binaries\Win64\UE4Editor.exe"
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D:\Projects\UnrealProjects\renderMovieTest\renderMovieTest.uproject
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/Game/maps/shot0010
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-MovieSceneCaptureType="/Script/MovieSceneCapture.AutomatedLevelSequenceCapture"
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-LevelSequence="/Game/Sequences/Shot0010"
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-MovieFolder="D:\Projects\UnrealProjects\renderMovieTest\outputs"
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-NoLoadingScreen -game
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```
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void FMovieRenderPipelineCoreModule::StartupModule() 处理CommandLine变量
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```c++
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// Look to see if they supplied arguments on the command line indicating they wish to render a movie.
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if (IsTryingToRenderMovieFromCommandLine(SequenceAssetValue, SettingsAssetValue, MoviePipelineLocalExecutorClassType, MoviePipelineClassType))
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{
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UE_LOG(LogMovieRenderPipeline, Log, TEXT("Detected that the user intends to render a movie. Waiting until engine loop init is complete to ensure "));
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// Register a hook to wait until the engine has finished loading to increase the likelihood that the desired classes are loaded.
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FCoreUObjectDelegates::PostLoadMapWithWorld.AddRaw(this, &FMovieRenderPipelineCoreModule::OnMapLoadFinished);
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}
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```
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通过委托调用渲染,最终到void FMovieRenderPipelineCoreModule::InitializeCommandLineMovieRender()
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```c++
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void FMovieRenderPipelineCoreModule::InitializeCommandLineMovieRender()
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{
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#if WITH_EDITOR
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//const bool bIsGameMode = !GEditor;
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//if (!bIsGameMode)
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//{
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// UE_LOG(LogMovieRenderPipeline, Fatal, TEXT("Command Line Renders must be performed in -game mode, otherwise use the editor ui/python and PIE. Add -game to your command line arguments."));
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// FPlatformMisc::RequestExitWithStatus(false, MoviePipelineErrorCodes::Critical);
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// return;
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//}
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#endif
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// Attempt to convert their command line arguments into the required objects.
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UMoviePipelineExecutorBase* ExecutorBase = nullptr;
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UMoviePipelineQueue* Queue = nullptr;
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uint8 ReturnCode = ParseMovieRenderData(SequenceAssetValue, SettingsAssetValue, MoviePipelineLocalExecutorClassType, MoviePipelineClassType,
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/*Out*/ Queue, /*Out*/ ExecutorBase);
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if (!ensureMsgf(ExecutorBase, TEXT("There was a failure parsing the command line and a movie render cannot be started. Check the log for more details.")))
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{
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// Take the failure return code from the detection of our command line arguments.
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FPlatformMisc::RequestExitWithStatus(/*Force*/ false, /*ReturnCode*/ ReturnCode);
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return;
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}
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else
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{
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UE_LOG(LogMovieRenderPipeline, Log, TEXT("Successfully detected and loaded required movie arguments. Rendering will begin once the map is loaded."));
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if (Queue)
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{
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UE_LOG(LogMovieRenderPipeline, Log, TEXT("NumJobs: %d ExecutorClass: %s"), Queue->GetJobs().Num(), *ExecutorBase->GetClass()->GetName());
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}
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else
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{
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UE_LOG(LogMovieRenderPipeline, Log, TEXT("ExecutorClass: %s"), *ExecutorBase->GetClass()->GetName());
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}
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}
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// We add the Executor to the root set. It will own all of the configuration data so this keeps it nicely in memory until finished,
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// and means we only have to add/remove one thing from the root set, everything else uses normal outer ownership.
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ExecutorBase->AddToRoot();
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ExecutorBase->OnExecutorFinished().AddRaw(this, &FMovieRenderPipelineCoreModule::OnCommandLineMovieRenderCompleted);
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ExecutorBase->OnExecutorErrored().AddRaw(this, &FMovieRenderPipelineCoreModule::OnCommandLineMovieRenderErrored);
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ExecutorBase->Execute(Queue);
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}
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```
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# 多线程
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https://blog.csdn.net/j756915370/article/details/122752719
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Runtime\Core\Public\Async\
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- FFutureState
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- FTaskGraphImplementation
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### 2.6 TaskGraph 系统中的 Wait
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在 TaskGraph 中,无论是 Event->Wait() 还是 FTaskGraphInterface::Get().WaitUntilTaskCompletes() ,最终都是调用到 FTaskGraphImplementation::WaitUntilTasksComplete 中的。
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2. 接收导播台(AI服务器的控制指令)
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2. 实现内容:编写插件实现对应的数据接收节点。
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## 任务分配
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1. 楼嘉杰搭建基础原型
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2. Electron的UI美化&细化 => 前端
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1. 搭建基础Electron的VUE模板。
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2. 将项目传到公司Gitlab平台上。
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3. 插件配套场景搭建 =>杨萱羽
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1. 从EOE场景里扣一个像直播舞台的场景。
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2.
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## 状态机相关
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## 存在问题
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- [x] ~~渲染机是否需要传递数据到导播台(渲染机干预导播台的一些行为)?~~
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- [x] 导播台除了文字、音频还有哪些数据会传递到AI端?
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- 目前只有文字
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- [x] ChatGPT会过期。ChatGPT账号池已经完成,开发时可以手动续费。
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# AI虚拟偶像陪伴
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## 阶段技术需求 & 实现目标
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