UE4/UE5 Unreal Engine, Animation (4) Bone Redirection, Redirection Animation Assets

1. Select the bones of the animation asset and open the Redirection Manager

2. Select "Humanoid Humanoid Binding" 

3. Map the corresponding bones (you can choose automatic mapping or manual mapping. Sometimes automatic mapping is not necessarily accurate, it is recommended to map it manually.)

After setting up the bone binding, you can save the bone mapping. Convenient to use in different projects.

You can also load a bone map that has already been set up, so you don't need to manually map the bones yourself.

 4. Modify the pose -> save the current pose

 5. Select "Preview Mesh"

 6. Select the target bone that needs to redirect the animation asset, and repeat the above operation. (map the corresponding bones, save the current pose, select the mesh preview body)

 7. Select the animation resource to redirect the animation asset, right-click -> select "Redirect Animation Asset" -> "Copy Animation Asset and Redirect"

 8. Select the bones

 9. Redirect

Animation asset after redirection

 

PS: The animation assets after redirection are because the initial poses of the bones are inconsistent, so after the animation assets are redirected, the bones are offset and distorted.

●Animation assets after redirection

● Source animation assets

 ● The initial pose of the bones for the redirected animation asset is A Pose 

● The initial pose of the bones of the source animation asset is T Pose

Problem fix:

Adjust the pose of the bone, then use the current pose.

  "Redirect animation assets" again

Summarize:

1. The role of "retargeting animation assets" is to allow an animation asset to be applied by a variety of different bones.

2. The disadvantage of "redirected animation assets" requires that the initial pose of the bones is consistent with the bones of the source animation assets. If the poses are inconsistent, you need to adjust them manually. Otherwise, the skeletal motion will appear offset and distorted after "retargeting animation assets".

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Origin blog.csdn.net/qq_39934403/article/details/120842297