BlueRoseNote/03-UnrealEngine/Animation/UE5商城动画重定向插件笔记.md

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UE5商城动画重定向插件笔记 2023-09-05 12:02:29
AnimationRetargeting

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

static const TArray<FName> Mixamo_PreserveComponentSpacePose_BoneNames = {  
    "Head",  
    "LeftToeBase",  
    "RightToeBase"  
  
#ifdef MAR_UPPERARMS_PRESERVECS_EXPERIMENTAL_ENABLE_  
    ,"RightShoulder"  
    ,"RightArm"    ,"LeftShoulder"    ,"LeftArm"#endif  
};

static const TArray<TPair<FName, FName>> 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

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<FName> 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

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。

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。

  • 初始化数据
  • 初始化IKRigRetargetChainDetail srcIkRigRtgChainDetail & IKRigRetargetChainDetail tgtIkRigRtgChainDetail结构体以用于之后的计算
  • 遍历骨骼链
    • 根据当前Source & Target ID计算当前长度的百分比如果TargetID > SourceIDsrcId++,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)
    • 取得当前SourceBoneLocation以及SourceNextBoneLocation来计算Direction
    • 重新生成tgtRtgSkeleton、orgTgtRtgSkeleton的重定向PoseWorldSpace
    • 之后是核心MatchPose逻辑
    • 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。
    • 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。
    • 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
    • 使用tgtRtgSkeleton、orgTgtRtgSkeleton计算最终的旋转Offset。
    • 使用最终FinalyOffset 应用到 Target的IKRig 的 FIKRetargetPose。
    • tgtId++

以下是完整的代码:

int32 UAutomationUtilityLibrary::MatchPose(UIKRetargeter *iKRetargeter) {  
    int totalRotationsCount = 0;  
    if(iKRetargeter == nullptr) return 0;  
  
    auto Target = ERetargetSourceOrTarget::Target;  
    auto Source = ERetargetSourceOrTarget::Source;  
  
    UIKRetargeterController *ikRtgCtrl = UIKRetargeterController::GetController(iKRetargeter);  
    if(ikRtgCtrl == nullptr) return 0;  
  
    const UIKRigDefinition* SourceIKRig = iKRetargeter->GetSourceIKRig();  
    const UIKRigDefinition* TargetIKRig = iKRetargeter->GetTargetIKRig();  
  
    const TArray<FBoneChain>& srcRtgChains = SourceIKRig->GetRetargetChains();  
    const TArray<FBoneChain>& tgtRtgChains = TargetIKRig->GetRetargetChains();  
  
    const FName& srcRtgRootName = SourceIKRig->GetRetargetRoot();  
    const FName& tgtRtgRootName = TargetIKRig->GetRetargetRoot();  
  
    FRetargetSkeleton srcRtgSkeleton;  
    FRetargetSkeleton tgtRtgSkeleton, orgTgtRtgSkeleton;  
  
    auto tgtRtgPoseName = iKRetargeter->GetCurrentRetargetPoseName(ERetargetSourceOrTarget::Target);  
    FIKRetargetPose const *tgtRtgPose = iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target);  
  
    srcRtgSkeleton.Initialize(  
        ikRtgCtrl->GetPreviewMesh(Source),  
        srcRtgChains,  
        iKRetargeter->GetCurrentRetargetPoseName(ERetargetSourceOrTarget::Source),  
        iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Source),  
        srcRtgRootName);  
    tgtRtgSkeleton.Initialize(  
        ikRtgCtrl->GetPreviewMesh(Target),  
        tgtRtgChains,  
        tgtRtgPoseName,  
        iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target),  
        tgtRtgRootName);  
    orgTgtRtgSkeleton.Initialize(  
        ikRtgCtrl->GetPreviewMesh(Target),  
        tgtRtgChains,  
        tgtRtgPoseName,  
        iKRetargeter->GetCurrentRetargetPose(ERetargetSourceOrTarget::Target),  
        tgtRtgRootName);  
  
    UIKRigProcessor* SourceIKRigProcessor=NewObject<UIKRigProcessor>();  
    SourceIKRigProcessor->Initialize(SourceIKRig,SourceIKRig->GetPreviewMesh());  
    UIKRigProcessor* TargetIKRigProcessor=NewObject<UIKRigProcessor>();  
    TargetIKRigProcessor->Initialize(TargetIKRig,TargetIKRig->GetPreviewMesh());  
    const FIKRigSkeleton& srcRigSkeleton = SourceIKRigProcessor->GetSkeleton();  
    const FIKRigSkeleton& tgtRigSkeleton = TargetIKRigProcessor->GetSkeleton();  
  
    for(TObjectPtr<URetargetChainSettings> chainSettings : iKRetargeter->GetAllChainSettings()) {  
        if(chainSettings == nullptr) continue;  
  
        const FBoneChain *srcBoneChain = SourceIKRig->GetRetargetChainByName(chainSettings->SourceChain);  
        const FBoneChain *tgtBoneChain = TargetIKRig->GetRetargetChainByName(chainSettings->TargetChain);  
        if(srcBoneChain == nullptr || tgtBoneChain == nullptr) continue;  
        auto chainRoot = FName(TEXT("Root"));  
        if(chainSettings->SourceChain == chainRoot || chainSettings->TargetChain == chainRoot) {  
            continue;  
        }  
        IKRigRetargetChainDetail srcIkRigRtgChainDetail{srcBoneChain, srcRigSkeleton, srcRtgSkeleton};  
        IKRigRetargetChainDetail tgtIkRigRtgChainDetail{tgtBoneChain, tgtRigSkeleton, tgtRtgSkeleton};  
  
        if(srcIkRigRtgChainDetail.ikRigRetargetMap.IsEmpty() || tgtIkRigRtgChainDetail.ikRigRetargetMap.IsEmpty()) {  
            //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());  
            continue;  
        }  
        auto srcWatermarkLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[0].retargetId].GetTranslation();  
        int rotationsCount = 0;  
  
        for(int32 srcId=0,tgtId=0; srcId<srcIkRigRtgChainDetail.ikRigRetargetMap.Num()-1 && tgtId<tgtIkRigRtgChainDetail.ikRigRetargetMap.Num()-1;) {  
            auto [srcIkRigId, srcRtgId, srcLenToNext, srcTotalLenUntilCurrent] = srcIkRigRtgChainDetail.ikRigRetargetMap[srcId];  
            auto [tgtIkRigId, tgtRtgId, tgtLenToNext, tgtTotalLenUntilCurrent] = tgtIkRigRtgChainDetail.ikRigRetargetMap[tgtId];  
  
            float srcTotalLenToNextPercent = (srcTotalLenUntilCurrent + srcLenToNext) / srcIkRigRtgChainDetail.totalLength;  
            float tgtTotalLenToNextPercent = (tgtTotalLenUntilCurrent + tgtLenToNext) / tgtIkRigRtgChainDetail.totalLength;  
  
            if(tgtTotalLenToNextPercent > srcTotalLenToNextPercent) {  
                srcId++;  
                continue;  
            } else {  
                auto tgtRtgBoneName = tgtRigSkeleton.BoneNames[tgtIkRigId];  
  
                auto diffLenPercentToNext = 1 - ((srcTotalLenToNextPercent - tgtTotalLenToNextPercent) * srcIkRigRtgChainDetail.totalLength / srcLenToNext);  
                auto srcCurrentBoneLoc = srcRtgSkeleton.RetargetGlobalPose[srcIkRigRtgChainDetail.ikRigRetargetMap[srcId].retargetId].GetTranslation();  
                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;  
}