377 lines
		
	
	
		
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			Markdown
		
	
	
	
	
	
			
		
		
	
	
			377 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
---
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title: UE5商城动画重定向插件笔记
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date: 2023-09-05 12:02:29
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excerpt: 
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tags:
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  - AnimationRetargeting
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rating: ⭐
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---
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# MixamoAnimationRetargeting
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主要逻辑位于:FMixamoSkeletonRetargeter
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- UE4MannequinToMixamo_BoneNamesMapping
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- UE4MannequinToMixamo_ChainNamesMapping
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- UE5MannequinToMixamo_BoneNamesMapping
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- UE5MannequinToMixamo_ChainNamesMapping
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重定向逻辑位于:FMixamoSkeletonRetargeter::Retarget()
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## 生成TPose
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```c++
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static const TArray<FName> Mixamo_PreserveComponentSpacePose_BoneNames = {  
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    "Head",  
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    "LeftToeBase",  
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    "RightToeBase"  
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#ifdef MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_  
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    ,"RightShoulder"  
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    ,"RightArm"    ,"LeftShoulder"    ,"LeftArm"#endif  
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};
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static const TArray<TPair<FName, FName>> Mixamo_ParentChildBoneNamesToBypassOneChildConstraint = {  
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    {"LeftUpLeg", "LeftLeg"},  
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    {"LeftLeg", "LeftFoot"},  
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    {"LeftFoot", "LeftToeBase"},  
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    {"LeftToeBase", "LeftToe_End"},  
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    {"RightUpLeg", "RightLeg"},  
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    {"RightLeg", "RightFoot"},  
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    {"RightFoot", "RightToeBase"},  
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    {"RightToeBase", "RightToe_End"},  
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    {"Hips", "Spine"}, // Heuristic to try to align better the part.  
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    {"Spine", "Spine1"},  
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    {"Spine1", "Spine2"},  
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    {"Spine2", "Neck"},    // Heuristic to try to align better the part.  
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    {"Neck", "Head"},  
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    {"Head", "HeadTop_End"},  
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    {"LeftShoulder", "LeftArm"},  
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    {"LeftArm", "LeftForeArm"},  
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    {"LeftForeArm", "LeftHand"},  
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    {"LeftHand", "LeftHandMiddle1"},   // Heuristic to try to align better the part.  
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    {"LeftHandIndex1", "LeftHandIndex2"},  
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    {"LeftHandIndex2", "LeftHandIndex3"},  
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    {"LeftHandIndex3", "LeftHandIndex4"},  
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    {"LeftHandMiddle1", "LeftHandMiddle2"},  
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    {"LeftHandMiddle2", "LeftHandMiddle3"},  
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    {"LeftHandMiddle3", "LeftHandMiddle4"},  
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    {"LeftHandPinky1", "LeftHandPinky2"},  
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    {"LeftHandPinky2", "LeftHandPinky3"},  
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    {"LeftHandPinky3", "LeftHandPinky4"},  
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    {"LeftHandRing1", "LeftHandRing2"},  
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    {"LeftHandRing2", "LeftHandRing3"},  
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    {"LeftHandRing3", "LeftHandRing4"},  
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    {"LeftHandThumb1", "LeftHandThumb2"},  
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    {"LeftHandThumb2", "LeftHandThumb3"},  
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    {"LeftHandThumb3", "LeftHandThumb4"},  
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    {"RightShoulder", "RightArm"},  
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    {"RightArm", "RightForeArm"},  
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    {"RightForeArm", "RightHand"},  
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    {"RightHand", "RightHandMiddle1"}, // Heuristic to try to align better the part.  
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    {"RightHandIndex1", "RightHandIndex2"},  
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    {"RightHandIndex2", "RightHandIndex3"},  
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    {"RightHandIndex3", "RightHandIndex4"},  
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    {"RightHandMiddle1", "RightHandMiddle2"},  
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    {"RightHandMiddle2", "RightHandMiddle3"},  
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    {"RightHandMiddle3", "RightHandMiddle4"},  
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    {"RightHandPinky1", "RightHandPinky2"},  
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    {"RightHandPinky2", "RightHandPinky3"},  
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    {"RightHandPinky3", "RightHandPinky4"},  
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    {"RightHandRing1", "RightHandRing2"},  
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    {"RightHandRing2", "RightHandRing3"},  
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    {"RightHandRing3", "RightHandRing4"},  
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    {"RightHandThumb1", "RightHandThumb2"},  
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    {"RightHandThumb2", "RightHandThumb3"},  
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    {"RightHandThumb3", "RightHandThumb4"}  
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};
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RetargetBasePose(  
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    SkeletalMeshes,  
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    ReferenceSkeleton,  
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    Mixamo_PreserveComponentSpacePose_BoneNames,  
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    UEMannequinToMixamo_BoneNamesMapping.GetInverseMapper(),  
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    Mixamo_ParentChildBoneNamesToBypassOneChildConstraint,  
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    /*bApplyPoseToRetargetBasePose=*/true,  
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    UIKRetargeterController::GetController(IKRetargeter_UEMannequinToMixamo)  
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);
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```
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## 判断骨骼结构是否符合要求
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```c++
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bool FMixamoSkeletonRetargeter::IsMixamoSkeleton(const USkeleton * Skeleton) const  
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{  
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    // We consider a Skeleton "coming from Mixamo" if it has at least X% of the expected bones.  
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    const float MINIMUM_MATCHING_PERCENTAGE = .75f;  
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    // Convert the array of expected bone names (TODO: cache it...).  
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    TArray<FName> BoneNames;  
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    UE4MannequinToMixamo_BoneNamesMapping.GetDestination(BoneNames);  
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    // Look for and count the known Mixamo bones (see comments on IndexLastCheckedMixamoBone and UEMannequinToMixamo_BonesMapping).  
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    constexpr int32 NumBones = (IndexLastCheckedMixamoBone + 1) / 2;  
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    BoneNames.SetNum(NumBones);  
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    FSkeletonMatcher SkeletonMatcher(BoneNames, MINIMUM_MATCHING_PERCENTAGE);  
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    return SkeletonMatcher.IsMatching(Skeleton);  
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}
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bool FSkeletonMatcher::IsMatching(const USkeleton* Skeleton) const  
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{  
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    // No Skeleton, No matching...  
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    if (Skeleton == nullptr)  
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    {       return false;  
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    }  
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    const int32 NumExpectedBones = BoneNames.Num();  
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    int32 nMatchingBones = 0;  
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    const FReferenceSkeleton & SkeletonRefSkeleton = Skeleton->GetReferenceSkeleton();  
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    for (int32 i = 0; i < NumExpectedBones; ++i)  
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    {       const int32 BoneIndex = SkeletonRefSkeleton.FindBoneIndex(BoneNames[i]);  
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       if (BoneIndex != INDEX_NONE)  
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       {          ++nMatchingBones;  
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       }    }    const float MatchedPercentage = float(nMatchingBones) / float(NumExpectedBones);  
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    return MatchedPercentage >= MinimumMatchingPerc;  
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}
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```
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enum class ETargetSkeletonType  
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{  
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    ST_UNKNOWN = 0,  
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    ST_UE4_MANNEQUIN,  
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    ST_UE5_MANNEQUIN,  
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    ST_SIZE  
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};
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static const char* const kUE4MannequinToMixamo_BoneNamesMapping[] = {  
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    // UE Mannequin bone name     MIXAMO bone name  
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    "root",                "root",  
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    "pelvis",           "Hips",  
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    "spine_01",          "Spine",  
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    "spine_02",          "Spine1",  
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    "spine_03",          "Spine2",  
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    "neck_01",              "Neck",  
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    "head",             "head",  
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    "clavicle_l",        "LeftShoulder",  
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    "upperarm_l",        "LeftArm",  
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    "lowerarm_l",        "LeftForeArm",  
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    "hand_l",           "LeftHand",  
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    "clavicle_r",        "RightShoulder",  
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    "upperarm_r",        "RightArm",  
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    "lowerarm_r",        "RightForeArm",  
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    "hand_r",           "RightHand",  
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    "thigh_l",              "LeftUpLeg",  
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    "calf_l",           "LeftLeg",  
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    "foot_l",           "LeftFoot",  
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    "ball_l",           "LeftToeBase",  
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    "thigh_r",              "RightUpLeg",  
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    "calf_r",           "RightLeg",  
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    "foot_r",           "RightFoot",  
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    "ball_r",           "RightToeBase",  
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    // From here, ignored to determine if a skeleton is from Mixamo.  
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    // From here, ignored to determine if a skeleton is from UE Mannequin.    "index_01_l",        "LeftHandIndex1",  
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    "index_02_l",        "LeftHandIndex2",  
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    "index_03_l",        "LeftHandIndex3",  
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    "middle_01_l",           "LeftHandMiddle1",  
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    "middle_02_l",           "LeftHandMiddle2",  
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    "middle_03_l",           "LeftHandMiddle3",  
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    "pinky_01_l",        "LeftHandPinky1",  
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    "pinky_02_l",        "LeftHandPinky2",  
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    "pinky_03_l",        "LeftHandPinky3",  
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    "ring_01_l",         "LeftHandRing1",  
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    "ring_02_l",         "LeftHandRing2",  
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    "ring_03_l",         "LeftHandRing3",  
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    "thumb_01_l",        "LeftHandThumb1",  
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    "thumb_02_l",        "LeftHandThumb2",  
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    "thumb_03_l",        "LeftHandThumb3",  
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    "index_01_r",        "RightHandIndex1",  
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    "index_02_r",        "RightHandIndex2",  
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    "index_03_r",        "RightHandIndex3",  
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    "middle_01_r",           "RightHandMiddle1",  
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    "middle_02_r",           "RightHandMiddle2",  
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    "middle_03_r",           "RightHandMiddle3",  
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    "pinky_01_r",        "RightHandPinky1",  
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    "pinky_02_r",        "RightHandPinky2",  
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    "pinky_03_r",        "RightHandPinky3",  
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    "ring_01_r",         "RightHandRing1",  
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    "ring_02_r",         "RightHandRing2",  
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    "ring_03_r",         "RightHandRing3",  
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    "thumb_01_r",        "RightHandThumb1",  
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    "thumb_02_r",        "RightHandThumb2",  
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    "thumb_03_r",        "RightHandThumb3",  
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    // Un-mapped bones (at the moment). Here for reference.  
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    //"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,};
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# EasyPose
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主要的逻辑都是在MatchPose()中,作者还是编写几个辅助函数以及IKRigRetargetChainDetail结构体。
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定义srcRtgSkeleton、tgtRtgSkeleton之外还定义了orgTgtRtgSkeleton,主要是为了在最后结算最终的Offset。UE的重定向Pose数据使用分离的方式存储(Maya也是这样,但UE输出的FBX却不是),分为RefPose与RetargetPoseOffset。
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- 初始化数据
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- 初始化IKRigRetargetChainDetail srcIkRigRtgChainDetail & IKRigRetargetChainDetail tgtIkRigRtgChainDetail结构体以用于之后的计算
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- 遍历骨骼链
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	- 根据当前Source & Target ID计算当前长度的百分比,如果TargetID > SourceID,则**srcId++**,并且跳过当前循环。(主要是考虑到骨骼链内骨骼数量不对等的情况)
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	- 取得当前SourceBoneLocation以及SourceNextBoneLocation来计算Direction
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	- 重新生成tgtRtgSkeleton、orgTgtRtgSkeleton的重定向Pose(**WorldSpace**)
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	- **之后是核心MatchPose逻辑**
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	- 计算Direction与TargetBoneDirection的旋转偏移,转成**LocalSpace**之后应用到tgtRtgSkeleton的对应Target骨骼上。
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	- 在X 或者 Y轴对齐的情况下 计算Source ID与Target ID 对应骨骼的旋转Offset,转成**LocalSpace**之后应用到tgtRtgSkeleton的对应Target骨骼上。
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	-  计算Direction与TargetBoneDirection的旋转Offset,转成**LocalSpace**之后应用到tgtRtgSkeleton的对应Target骨骼上。(以上上步相同)
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	- 使用tgtRtgSkeleton、orgTgtRtgSkeleton计算最终的旋转Offset。
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	- 使用最终FinalyOffset 应用到 Target的IKRig 的 FIKRetargetPose。
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	- **tgtId++**
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以下是完整的代码:
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```c++
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int32 UAutomationUtilityLibrary::MatchPose(UIKRetargeter *iKRetargeter) {  
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    int totalRotationsCount = 0;  
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    if(iKRetargeter == nullptr) return 0;  
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    auto Target = ERetargetSourceOrTarget::Target;  
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    auto Source = ERetargetSourceOrTarget::Source;  
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    UIKRetargeterController *ikRtgCtrl = UIKRetargeterController::GetController(iKRetargeter);  
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    if(ikRtgCtrl == nullptr) return 0;  
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    const UIKRigDefinition* SourceIKRig = iKRetargeter->GetSourceIKRig();  
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    const UIKRigDefinition* TargetIKRig = iKRetargeter->GetTargetIKRig();  
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    const TArray<FBoneChain>& srcRtgChains = SourceIKRig->GetRetargetChains();  
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    const TArray<FBoneChain>& tgtRtgChains = TargetIKRig->GetRetargetChains();  
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    const FName& srcRtgRootName = SourceIKRig->GetRetargetRoot();  
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    const FName& tgtRtgRootName = TargetIKRig->GetRetargetRoot();  
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    FRetargetSkeleton srcRtgSkeleton;  
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    FRetargetSkeleton tgtRtgSkeleton, orgTgtRtgSkeleton;  
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    auto tgtRtgPoseName = iKRetargeter->GetCurrentRetargetPoseName(ERetargetSourceOrTarget::Target);  
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    FIKRetargetPose const *tgtRtgPose = iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target);  
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    srcRtgSkeleton.Initialize(  
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        ikRtgCtrl->GetPreviewMesh(Source),  
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        srcRtgChains,  
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        iKRetargeter->GetCurrentRetargetPoseName(ERetargetSourceOrTarget::Source),  
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        iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Source),  
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        srcRtgRootName);  
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    tgtRtgSkeleton.Initialize(  
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        ikRtgCtrl->GetPreviewMesh(Target),  
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        tgtRtgChains,  
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        tgtRtgPoseName,  
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        iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target),  
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        tgtRtgRootName);  
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    orgTgtRtgSkeleton.Initialize(  
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        ikRtgCtrl->GetPreviewMesh(Target),  
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        tgtRtgChains,  
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        tgtRtgPoseName,  
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        iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target),  
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        tgtRtgRootName);  
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    UIKRigProcessor* SourceIKRigProcessor=NewObject<UIKRigProcessor>();  
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    SourceIKRigProcessor->Initialize(SourceIKRig,SourceIKRig->GetPreviewMesh());  
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    UIKRigProcessor* TargetIKRigProcessor=NewObject<UIKRigProcessor>();  
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    TargetIKRigProcessor->Initialize(TargetIKRig,TargetIKRig->GetPreviewMesh());  
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    const FIKRigSkeleton& srcRigSkeleton = SourceIKRigProcessor->GetSkeleton();  
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    const FIKRigSkeleton& tgtRigSkeleton = TargetIKRigProcessor->GetSkeleton();  
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    for(TObjectPtr<URetargetChainSettings> chainSettings : iKRetargeter->GetAllChainSettings()) {  
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        if(chainSettings == nullptr) continue;  
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        const FBoneChain *srcBoneChain = SourceIKRig->GetRetargetChainByName(chainSettings->SourceChain);  
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        const FBoneChain *tgtBoneChain = TargetIKRig->GetRetargetChainByName(chainSettings->TargetChain);  
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        if(srcBoneChain == nullptr || tgtBoneChain == nullptr) continue;  
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        auto chainRoot = FName(TEXT("Root"));  
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        if(chainSettings->SourceChain == chainRoot || chainSettings->TargetChain == chainRoot) {  
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            continue;  
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        }  
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        IKRigRetargetChainDetail srcIkRigRtgChainDetail{srcBoneChain, srcRigSkeleton, srcRtgSkeleton};  
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        IKRigRetargetChainDetail tgtIkRigRtgChainDetail{tgtBoneChain, tgtRigSkeleton, tgtRtgSkeleton};  
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        if(srcIkRigRtgChainDetail.ikRigRetargetMap.IsEmpty() || tgtIkRigRtgChainDetail.ikRigRetargetMap.IsEmpty()) {  
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            //UE_LOG(AutomationFunctionLibrary, Log, TEXT("Chain Empty: %s: %d, %s: %d"), *srcIkRigRtgChainDetail.boneChain->ChainName.ToString(), srcIkRigRtgChainDetail.ikRigRetargetMap.Num(), *tgtIkRigRtgChainDetail.boneChain->ChainName.ToString(), tgtIkRigRtgChainDetail.ikRigRetargetMap.Num());  
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            continue;  
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        }  
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        auto srcWatermarkLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[0].retargetId].GetTranslation();  
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        int rotationsCount = 0;  
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        for(int32 srcId=0,tgtId=0; srcId<srcIkRigRtgChainDetail.ikRigRetargetMap.Num()-1 && tgtId<tgtIkRigRtgChainDetail.ikRigRetargetMap.Num()-1;) {  
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            auto [srcIkRigId, srcRtgId, srcLenToNext, srcTotalLenUntilCurrent] = srcIkRigRtgChainDetail.ikRigRetargetMap[srcId];  
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            auto [tgtIkRigId, tgtRtgId, tgtLenToNext, tgtTotalLenUntilCurrent] = tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId];  
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            float srcTotalLenToNextPercent = (srcTotalLenUntilCurrent + srcLenToNext) / srcIkRigRtgChainDetail.totalLength;  
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            float tgtTotalLenToNextPercent = (tgtTotalLenUntilCurrent + tgtLenToNext) / tgtIkRigRtgChainDetail.totalLength;  
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            if(tgtTotalLenToNextPercent > srcTotalLenToNextPercent) {  
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                srcId++;  
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                continue;  
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            } else {  
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                auto tgtRtgBoneName = tgtRigSkeleton.BoneNames[tgtIkRigId];  
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                auto diffLenPercentToNext = 1 - ((srcTotalLenToNextPercent - tgtTotalLenToNextPercent) * srcIkRigRtgChainDetail.totalLength / srcLenToNext);  
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                auto srcCurrentBoneLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[srcId].retargetId].GetTranslation();  
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                auto srcNextBoneLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[srcId+1].retargetId].GetTranslation();  
 | 
						||
  
 | 
						||
                auto nextPoint = (srcNextBoneLoc - srcCurrentBoneLoc) * (diffLenPercentToNext) + srcCurrentBoneLoc;  
 | 
						||
                auto direction = (nextPoint - srcWatermarkLoc).GetSafeNormal();  
 | 
						||
                srcWatermarkLoc = nextPoint;  
 | 
						||
  
 | 
						||
                //ResetRetargetPose  
 | 
						||
                ikRtgCtrl->ResetRetargetPose(tgtRtgPoseName, TArray<FName>{tgtRtgBoneName}, Target);  
 | 
						||
                tgtRtgSkeleton.GenerateRetargetPose(tgtRtgPoseName, tgtRtgPose, tgtRtgRootName);  
 | 
						||
                orgTgtRtgSkeleton.GenerateRetargetPose(tgtRtgPoseName, tgtRtgPose, tgtRtgRootName);  
 | 
						||
                //根据骨骼链中当前SourceBone与下一个SourceBone,计算出Direction(世界坐标)  
 | 
						||
                //GetBoneDirectionOffset 调用GetBoneDirectionOffset()计算出旋转偏移,再转换成LocalSpace旋转,再设置给骨骼。  
 | 
						||
                auto const &tgtGlobalTransform = tgtRtgSkeleton.RetargetGlobalPose[tgtRtgId];  
 | 
						||
                auto rotOffset = GetBoneDirectionOffset(tgtRtgSkeleton, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId].retargetId, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId+1].retargetId, direction);  
 | 
						||
                rotOffset = GetBoneSpaceOffset(rotOffset, tgtGlobalTransform);  
 | 
						||
                //UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching direction: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());  
 | 
						||
  
 | 
						||
                if(NotEmptyOrIdentity(rotOffset)) {  
 | 
						||
                    //UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched direction: %s"), *tgtRtgBoneName.ToString());  
 | 
						||
                    ApplyRotationOffset(rotOffset, tgtRtgId, tgtRtgSkeleton);  
 | 
						||
                }  
 | 
						||
                //在X 或者 Y轴对齐的情况下 计算Source与Target 对应骨骼的旋转偏差,在转化成LocalSpace后再应用  
 | 
						||
                rotOffset = GetXYRotationOffsetIfAligned(tgtRtgSkeleton.RetargetGlobalPose[tgtRtgId].GetRotation(), srcRtgSkeleton.RetargetGlobalPose[srcRtgId].GetRotation());  
 | 
						||
                rotOffset = GetBoneSpaceOffset(rotOffset, tgtGlobalTransform);  
 | 
						||
                //UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching XY: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());  
 | 
						||
  
 | 
						||
                if(NotEmptyOrIdentity(rotOffset)) {  
 | 
						||
                    //UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched XY: %s"), *tgtRtgBoneName.ToString());  
 | 
						||
                    ApplyRotationOffset(rotOffset, tgtRtgId, tgtRtgSkeleton);  
 | 
						||
                }  
 | 
						||
                //与第一步相同  
 | 
						||
                rotOffset = GetBoneDirectionOffset(tgtRtgSkeleton, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId].retargetId, tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId+1].retargetId, direction);  
 | 
						||
                rotOffset = GetBoneSpaceOffset(rotOffset, tgtGlobalTransform);  
 | 
						||
                //UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching direction 2nd: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());  
 | 
						||
  
 | 
						||
                if(NotEmptyOrIdentity(rotOffset)) {  
 | 
						||
                    //UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched direction 2nd: %s"), *tgtRtgBoneName.ToString());  
 | 
						||
                    ApplyRotationOffset(rotOffset, tgtRtgId, tgtRtgSkeleton);  
 | 
						||
                }  
 | 
						||
                //计算最终的旋转offset  
 | 
						||
                auto finalOffset = GetRotationDifference(orgTgtRtgSkeleton.RetargetLocalPose[tgtRtgId].GetRotation(), tgtRtgSkeleton.RetargetLocalPose[tgtRtgId].GetRotation());  
 | 
						||
  
 | 
						||
                if(NotEmptyOrIdentity(finalOffset)) {  
 | 
						||
                    rotationsCount++;  
 | 
						||
                    ikRtgCtrl->SetRotationOffsetForRetargetPoseBone(tgtRtgBoneName, finalOffset, Target);  
 | 
						||
                }                tgtId++;  
 | 
						||
            }  
 | 
						||
        }  
 | 
						||
        auto [srcIkRigId, srcRtgId, srcLenToNext, srcTotalLenUntilCurrent] = srcIkRigRtgChainDetail.ikRigRetargetMap.Last();  
 | 
						||
        auto [tgtIkRigId, tgtRtgId, tgtLenToNext, tgtTotalLenUntilCurrent] = tgtIkRigRtgChainDetail.ikRigRetargetMap.Last();  
 | 
						||
        auto tgtRtgBoneName = tgtRigSkeleton.BoneNames[tgtIkRigId];  
 | 
						||
  
 | 
						||
        auto rotOffset = GetRotationOffsetIfAligned(tgtRtgSkeleton.RetargetGlobalPose[tgtRtgId].GetRotation(), srcRtgSkeleton.RetargetGlobalPose[srcRtgId].GetRotation());  
 | 
						||
        //UE_LOG(AutomationFunctionLibrary, VeryVerbose, TEXT("Matching rotation: %s, %s"), *tgtRtgBoneName.ToString(), *rotOffset.ToString());  
 | 
						||
  
 | 
						||
        if(NotEmptyOrIdentity(rotOffset)) {  
 | 
						||
            rotationsCount++;  
 | 
						||
            //UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Matched rotation: %s"), *tgtRtgBoneName.ToString());  
 | 
						||
            ikRtgCtrl->SetRotationOffsetForRetargetPoseBone(tgtRtgBoneName, ikRtgCtrl->GetRotationOffsetForRetargetPoseBone(tgtRtgBoneName, Target) * rotOffset, Target);  
 | 
						||
        }        if(rotationsCount > 0) {  
 | 
						||
            //UE_LOG(AutomationFunctionLibrary, Verbose, TEXT("Chain: %s - %s: %d rotations"), *chainSettings->SourceChain.ToString(), *chainSettings->TargetChain.ToString(), rotationsCount);  
 | 
						||
            totalRotationsCount += rotationsCount;  
 | 
						||
        }    }    /*  
 | 
						||
    if(totalRotationsCount > 0) {        UE_LOG(AutomationFunctionLibrary, Log, TEXT("Asset \"%s\": made %d adjustments with pose: \"%s\"."),            *iKRetargeter->GetName(), totalRotationsCount,            *ikRtgCtrl->GetCurrentRetargetPoseName(Target).ToString());    } else {        UE_LOG(AutomationFunctionLibrary, Log, TEXT("Asset \"%s\": pose \"%s\" fit already!"),            *iKRetargeter->GetName(),            *ikRtgCtrl->GetCurrentRetargetPoseName(Target).ToString());    }    */    //     ikRtgCtrl->SetRotationOffsetForRetargetPoseBone(MeshRefSkeleton.GetBoneName(EditBoneIndex), Q, ERetargetSourceOrTarget::Target);  
 | 
						||
    return totalRotationsCount;  
 | 
						||
}
 | 
						||
```
 |