43 lines
1.2 KiB
Markdown
43 lines
1.2 KiB
Markdown
---
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title: UE5动画重定向笔记
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date: 2023-08-18 18:08:12
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excerpt:
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tags:
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rating: ⭐
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---
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# ConvertAnimation()
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主要逻辑位于`UAnimationEditorUtilityLibrary::ConvertAnimation()`或者`FIKRetargetBatchOperation::ConvertAnimation()`。核心重定向逻辑为`UIKRetargetProcessor::RunRetargeter()`。
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## RunRootRetarget()
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FRootRetargeter::EncodePose():
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取得输入的根骨骼Transform数据并给`FRootSource Source`赋值。
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FRootRetargeter::DecodePose():
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```c++
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// InitialTransform 为重定向Pose计算出的数值,通过比值计算出Target的Current数值
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const FTransform InitialTransform = SourceSkeleton.RetargetGlobalPose[Source.BoneIndex];
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float InitialHeight = InitialTransform.GetTranslation().Z;
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Source.InitialHeightInverse = 1.0f / InitialHeight;
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Source.CurrentPositionNormalized = Source.CurrentPosition * Source.InitialHeightInverse;
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// generate basic retarget root position by scaling the normalized position by root height
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const FVector RetargetedPosition = Source.CurrentPositionNormalized * Target.InitialHeight;
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```
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## RunFKRetarget()
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FChainEncoderFK::EncodePose():
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从骨骼链拷贝全局输入到CurrentGlobalTransforms
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FChainDecoderFK::DecodePose():
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## RunIKRetarget()
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## RunPoleVectorMatching()
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# UIKRetargetProcessor
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# FBX
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