--- title: UE5商城动画重定向插件笔记 date: 2023-09-05 12:02:29 excerpt: tags: - AnimationRetargeting rating: ⭐ --- # MixamoAnimationRetargeting 主要逻辑位于:FMixamoSkeletonRetargeter - UE4MannequinToMixamo_BoneNamesMapping - UE4MannequinToMixamo_ChainNamesMapping - UE5MannequinToMixamo_BoneNamesMapping - UE5MannequinToMixamo_ChainNamesMapping 重定向逻辑位于:FMixamoSkeletonRetargeter::Retarget() ## 生成TPose ```c++ static const TArray Mixamo_PreserveComponentSpacePose_BoneNames = { "Head", "LeftToeBase", "RightToeBase" #ifdef MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_ ,"RightShoulder" ,"RightArm" ,"LeftShoulder" ,"LeftArm"#endif }; static const TArray> Mixamo_ParentChildBoneNamesToBypassOneChildConstraint = { {"LeftUpLeg", "LeftLeg"}, {"LeftLeg", "LeftFoot"}, {"LeftFoot", "LeftToeBase"}, {"LeftToeBase", "LeftToe_End"}, {"RightUpLeg", "RightLeg"}, {"RightLeg", "RightFoot"}, {"RightFoot", "RightToeBase"}, {"RightToeBase", "RightToe_End"}, {"Hips", "Spine"}, // Heuristic to try to align better the part. {"Spine", "Spine1"}, {"Spine1", "Spine2"}, {"Spine2", "Neck"}, // Heuristic to try to align better the part. {"Neck", "Head"}, {"Head", "HeadTop_End"}, {"LeftShoulder", "LeftArm"}, {"LeftArm", "LeftForeArm"}, {"LeftForeArm", "LeftHand"}, {"LeftHand", "LeftHandMiddle1"}, // Heuristic to try to align better the part. {"LeftHandIndex1", "LeftHandIndex2"}, {"LeftHandIndex2", "LeftHandIndex3"}, {"LeftHandIndex3", "LeftHandIndex4"}, {"LeftHandMiddle1", "LeftHandMiddle2"}, {"LeftHandMiddle2", "LeftHandMiddle3"}, {"LeftHandMiddle3", "LeftHandMiddle4"}, {"LeftHandPinky1", "LeftHandPinky2"}, {"LeftHandPinky2", "LeftHandPinky3"}, {"LeftHandPinky3", "LeftHandPinky4"}, {"LeftHandRing1", "LeftHandRing2"}, {"LeftHandRing2", "LeftHandRing3"}, {"LeftHandRing3", "LeftHandRing4"}, {"LeftHandThumb1", "LeftHandThumb2"}, {"LeftHandThumb2", "LeftHandThumb3"}, {"LeftHandThumb3", "LeftHandThumb4"}, {"RightShoulder", "RightArm"}, {"RightArm", "RightForeArm"}, {"RightForeArm", "RightHand"}, {"RightHand", "RightHandMiddle1"}, // Heuristic to try to align better the part. {"RightHandIndex1", "RightHandIndex2"}, {"RightHandIndex2", "RightHandIndex3"}, {"RightHandIndex3", "RightHandIndex4"}, {"RightHandMiddle1", "RightHandMiddle2"}, {"RightHandMiddle2", "RightHandMiddle3"}, {"RightHandMiddle3", "RightHandMiddle4"}, {"RightHandPinky1", "RightHandPinky2"}, {"RightHandPinky2", "RightHandPinky3"}, {"RightHandPinky3", "RightHandPinky4"}, {"RightHandRing1", "RightHandRing2"}, {"RightHandRing2", "RightHandRing3"}, {"RightHandRing3", "RightHandRing4"}, {"RightHandThumb1", "RightHandThumb2"}, {"RightHandThumb2", "RightHandThumb3"}, {"RightHandThumb3", "RightHandThumb4"} }; RetargetBasePose( SkeletalMeshes, ReferenceSkeleton, Mixamo_PreserveComponentSpacePose_BoneNames, UEMannequinToMixamo_BoneNamesMapping.GetInverseMapper(), Mixamo_ParentChildBoneNamesToBypassOneChildConstraint, /*bApplyPoseToRetargetBasePose=*/true, UIKRetargeterController::GetController(IKRetargeter_UEMannequinToMixamo) ); ``` ## 判断骨骼结构是否符合要求 ```c++ bool FMixamoSkeletonRetargeter::IsMixamoSkeleton(const USkeleton * Skeleton) const { // We consider a Skeleton "coming from Mixamo" if it has at least X% of the expected bones. const float MINIMUM_MATCHING_PERCENTAGE = .75f; // Convert the array of expected bone names (TODO: cache it...). TArray BoneNames; UE4MannequinToMixamo_BoneNamesMapping.GetDestination(BoneNames); // Look for and count the known Mixamo bones (see comments on IndexLastCheckedMixamoBone and UEMannequinToMixamo_BonesMapping). constexpr int32 NumBones = (IndexLastCheckedMixamoBone + 1) / 2; BoneNames.SetNum(NumBones); FSkeletonMatcher SkeletonMatcher(BoneNames, MINIMUM_MATCHING_PERCENTAGE); return SkeletonMatcher.IsMatching(Skeleton); } bool FSkeletonMatcher::IsMatching(const USkeleton* Skeleton) const { // No Skeleton, No matching... if (Skeleton == nullptr) { return false; } const int32 NumExpectedBones = BoneNames.Num(); int32 nMatchingBones = 0; const FReferenceSkeleton & SkeletonRefSkeleton = Skeleton->GetReferenceSkeleton(); for (int32 i = 0; i < NumExpectedBones; ++i) { const int32 BoneIndex = SkeletonRefSkeleton.FindBoneIndex(BoneNames[i]); if (BoneIndex != INDEX_NONE) { ++nMatchingBones; } } const float MatchedPercentage = float(nMatchingBones) / float(NumExpectedBones); return MatchedPercentage >= MinimumMatchingPerc; } ``` enum class ETargetSkeletonType { ST_UNKNOWN = 0, ST_UE4_MANNEQUIN, ST_UE5_MANNEQUIN, ST_SIZE }; static const char* const kUE4MannequinToMixamo_BoneNamesMapping[] = { // UE Mannequin bone name MIXAMO bone name "root", "root", "pelvis", "Hips", "spine_01", "Spine", "spine_02", "Spine1", "spine_03", "Spine2", "neck_01", "Neck", "head", "head", "clavicle_l", "LeftShoulder", "upperarm_l", "LeftArm", "lowerarm_l", "LeftForeArm", "hand_l", "LeftHand", "clavicle_r", "RightShoulder", "upperarm_r", "RightArm", "lowerarm_r", "RightForeArm", "hand_r", "RightHand", "thigh_l", "LeftUpLeg", "calf_l", "LeftLeg", "foot_l", "LeftFoot", "ball_l", "LeftToeBase", "thigh_r", "RightUpLeg", "calf_r", "RightLeg", "foot_r", "RightFoot", "ball_r", "RightToeBase", // From here, ignored to determine if a skeleton is from Mixamo. // From here, ignored to determine if a skeleton is from UE Mannequin. "index_01_l", "LeftHandIndex1", "index_02_l", "LeftHandIndex2", "index_03_l", "LeftHandIndex3", "middle_01_l", "LeftHandMiddle1", "middle_02_l", "LeftHandMiddle2", "middle_03_l", "LeftHandMiddle3", "pinky_01_l", "LeftHandPinky1", "pinky_02_l", "LeftHandPinky2", "pinky_03_l", "LeftHandPinky3", "ring_01_l", "LeftHandRing1", "ring_02_l", "LeftHandRing2", "ring_03_l", "LeftHandRing3", "thumb_01_l", "LeftHandThumb1", "thumb_02_l", "LeftHandThumb2", "thumb_03_l", "LeftHandThumb3", "index_01_r", "RightHandIndex1", "index_02_r", "RightHandIndex2", "index_03_r", "RightHandIndex3", "middle_01_r", "RightHandMiddle1", "middle_02_r", "RightHandMiddle2", "middle_03_r", "RightHandMiddle3", "pinky_01_r", "RightHandPinky1", "pinky_02_r", "RightHandPinky2", "pinky_03_r", "RightHandPinky3", "ring_01_r", "RightHandRing1", "ring_02_r", "RightHandRing2", "ring_03_r", "RightHandRing3", "thumb_01_r", "RightHandThumb1", "thumb_02_r", "RightHandThumb2", "thumb_03_r", "RightHandThumb3", // Un-mapped bones (at the moment). Here for reference. //"lowerarm_twist_01_l", nullptr, //"upperarm_twist_01_l", nullptr, //"lowerarm_twist_01_r", nullptr, //"upperarm_twist_01_r", nullptr, //"calf_twist_01_l", nullptr, //"thigh_twist_01_l", nullptr, //"calf_twist_01_r", nullptr, //"thigh_twist_01_r", nullptr, //"ik_foot_root", nullptr, //"ik_foot_l", nullptr, //"ik_foot_r", nullptr, //"ik_hand_root", nullptr, //"ik_hand_gun", nullptr, //"ik_hand_l", nullptr, //"ik_hand_r", nullptr,}; # EasyPose