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TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine

License: MIT License

C++ 93.06% C# 2.66% C 4.28%

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tttoolbox's Issues

[Feature Request] Skeleton Retargeting Options

As a User
, I want to set correct Skeleton retargeting options
, so that I don't waste time with using the correct settings during character integration.

Furthermore it can happen that wrong settings are chosen and in the Retargeter it looks okay but the stored AnimSequence still looks weird.

Download Plugin doesn't import BP

As my title import plugins doesn't allow to use BP,
hasn't been implemented yet?


If you download from master is not show script, if you download from rep all work.

Characters feet sunk into ground after applying Constraints Video#9

Describe the bug
After video #9 Working on Constraint Bones my characters feet are sunk into the ground a bit. I know we tried correcting the "floating" feet. I downloaded and used your v5.0 source code for UE 5.1 just to make sure I didn't mess anything up in the code and yet the feet remain a bit sunken. Also noticing something weird with the hands and IK? maybe but only in simulation, doesn't show in the skeleton.

To Reproduce
just simulate.

Expected behavior
I expected the characters feet to be level with the ground like you had solved at the end of the video.

Screenshots
From YOUR video https://i.imgur.com/LnTHVqj.png
my feet : https://i.imgur.com/xvsY3tA.png
also hands look a little off, no? https://i.imgur.com/AdHjL1u.jpeg

Everything looks OK in SK_Mannequin
https://i.imgur.com/t8upkYo.png
https://i.imgur.com/Q6XvlwY.png
https://i.imgur.com/rRMulxU.png - Bone names
yet on some particular animation sequences : https://i.imgur.com/mCSRsmQ.jpeg

Desktop (please complete the following information):

  • OS: Windows 10
    Should note i'm using the community updated basic version of ALS. And also Unreal 5.1.

Additional context
Any help debugging this would be appreciated. It could be my version of ALS, an error on myself

Malformed tags

Describe the bug
Running UE 5.0 in Windows 11. After compiling with VS 2022, which had no errors, loading UE5 Editor throws malformed tag errors for everything in Content. So none of the uassets are available, and there is no functionality.

To Reproduce
Steps to reproduce the behavior:
0. Copied unzipped code into Plugins folder in project.

  1. Built the code using a sln file
  2. Started the editor
  3. Looked in the logs
  4. Saw errors, and none of the scripts were available

Expected behavior
That it would compile and run.

Screenshots

Desktop (please complete the following information):

  • OS: Windows
  • Version v0.4

Additional context
Example of error:
LogAssetRegistry: Error: Package E:/Games/Unreal Projects/ALS_5_0/Plugins/TTToolbox-master/Content/Structures/ST_TTVirtualBones.uasset has malformed tag

Wishlist

  • IK Rig: Skelet Refresh
  • IK Rig: Blend Masks
  • HeldObject Bluetility: Interpolation wenn keyframe leer (0,0,0/0,0,0)
  • Controlrig migrate to skeleton
  • held object editor Controlrig support
    - controlrig unweighted bones support (custom node?)

ik rig constraint solver setup issue

How i get this working ik bone [Tested not in Real Project]
workinginIKRIG
s

Download https://github.com/tuatec/TTToolbox/files/9116670/TTToolbox_v0.4_UE5.0.0_win64_4.zip plugin
Add C++ Support made class of c++
Build Project
Open Skeleton of Meta-human and create a Virtual bone Root only for avoid crash engine.
Create Unweighted Bones
Create Virtual Bone
First Follow the Video for
https://www.youtube.com/watch?v=8WnbbtxqCCw&list=PLslFX7TZAr89enRHIfJwUJJ_hJV8wX_8v&index=4
https://www.youtube.com/watch?v=DEpwDjWY2wI&list=PLslFX7TZAr89enRHIfJwUJJ_hJV8wX_8v&index=5

Create New IK Rig of Metahuman and create a New Bone Chain
Delete The followed IK Bones chains
Not delete Head Chain
only IK bones chains be deleted
canideletethis

((ConstraintBone="root",ModifiedBone="ik_foot_root"),
(ConstraintBone="foot_l",ModifiedBone="ik_foot_l"),
(ConstraintBone="foot_r",ModifiedBone="ik_foot_r"),
(ConstraintBone="root",ModifiedBone="ik_hand_root"),
(ConstraintBone="hand_r",ModifiedBone="ik_hand_gun"),
(ConstraintBone="hand_r",ModifiedBone="ik_hand_r"),
(ConstraintBone="hand_l",ModifiedBone="ik_hand_l"),
(ConstraintBone="ik_foot_l",ModifiedBone="VB ik_foot_l_Offset"),
(ConstraintBone="ik_foot_r",ModifiedBone="VB ik_foot_r_Offset"),
(ConstraintBone="ik_hand_gun",ModifiedBone="VB RHS_ik_hand_gun"),
(ConstraintBone="ik_hand_gun",ModifiedBone="VB LHS_ik_hand_gun"),
(ConstraintBone="hand_l",ModifiedBone="VB RHS_ik_hand_l"),
(ConstraintBone="hand_r",ModifiedBone="VB LHS_ik_hand_r"),
(ConstraintBone="calf_l",ModifiedBone="VB ik_knee_target_l"),
(ConstraintBone="calf_r",ModifiedBone="VB ik_knee_target_r"),
(ConstraintBone="root",ModifiedBone="VB Curves"),
(ConstraintBone="ik_foot_l",ModifiedBone="VB foot_target_l"),
(ConstraintBone="ik_foot_r",ModifiedBone="VB **foot_target_r"))
**

Final Result

workinginIKRIG

UE5.0.3 creates an assertion while adding unweighted bones to a metahuman

Member lAKKWHY reported the issue here, https://discord.com/channels/671128082110742561/762949358417084426/996773343514599494

And gave detailed information about the occuring error message here, https://discord.com/channels/671128082110742561/762949358417084426/996958332776616038

Assertion failed: (Index >= 0) & (Index < ArrayNum)
[File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 691] Array index out of bounds: -1 from an array of size 359

UnrealEditor_Engine 
i Get this error message from TTToolbox-unweighted-bones plugin

AdvancedLocomotionSystemV.log

Crash when adding virtual bones

Describe the bug
Adding virtual bones for a skeleton with existing anim sequences crash the editor.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. Windows]
  • Version [e.g. v0.4]

Additional context
Add any other context about the problem here.

Crash when adding virtual bones

Describe the bug
I'm following the video tutorials and using TTToolbox 0.5 with the IKRig V1.1 fix for Unreal 5.1.
At the step of using the script to add the virtual bones, the engine crash.
I also tried to manually add the virtual bones, and it also crash.
I'm using the Synty skeleton here. It has a few missing finger bones due to the simplified look.
image

To Reproduce
Steps to reproduce the behavior:
image

or

image

Expected behavior
Should add the bone.

Screenshots

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 763] Array index out of bounds: 56 from an array of size 56

UnrealEditor_IKRig!FAnimNode_RetargetPoseFromMesh::Evaluate_AnyThread() [C:\workspace\zz_tutorials\Fixing_IKRig\zz_packaging\IKRig_v1.1_UE5.1_win64_release\HostProject\Plugins\IKRig\Source\IKRig\Private\AnimNodes\AnimNode_RetargetPoseFromMesh.cpp:129]
UnrealEditor_Engine

Weird Fingers, and also relative rotation of objects in hand (Solution: metacarpal bone chains)

Describe the bug
So upon moving slightly, (transitioning) manny's fingers goes crazy when returning to idle pose. As well as funky relative Rotation of items in Mannys hand during simulation, yet when in animation preview using a preview mesh in the socket items seem to be placed fine.

To Reproduce

Expected behavior

Screenshots
https://i.imgur.com/Pvulcw1.png
https://i.imgur.com/5TzXCjN.png
https://i.imgur.com/dYc5SWZ.png

^^ This happens for all items in sockets btw.

Now the weird fingers.
https://i.imgur.com/GnTuHoF.png
https://i.imgur.com/peoAxeH.png

ok even noticed it when returning from ragdoll
https://i.imgur.com/IkAGuDb.png

resting idle seems ok, he returns to this pose https://i.imgur.com/qkkIjuD.png

The funky fingers seems to affect these files here
https://i.imgur.com/2BzbgfN.png

Desktop (please complete the following information):

  • OS: [e.g. Windows]
    Using ALS_Rrefactored.

Additional context

I realize your tutorial and the toolbox is meant for regular als and not refactored. I'd like to use Refactored for ease of use but if I cant fix these hand issues I might have to revert back to regular community als :(

Any help is GREATYLY appreciated. Thank you.

[Paid][Feature Request] Constraint IK bones during import

As a Unreal Engine user
, I want to constraint ik bones during import of fbx animation sequences and virtual bones as well if they exist
, so that I do not have to think about if the bones are constrainted or how to do it in a 3d animation software like Cascadur, Maya, Blender ...

Additional context
Callbacks can be registered via the UImportSubsystem of the Unreal Engine Editor, https://docs.unrealengine.com/4.27/en-US/API/Editor/UnrealEd/FEditorDelegates/OnAssetPostImport/

GEditor->GetEditorSubsystem<UImportSubsystem>()->OnAssetPostImport.AddRaw(this, &<yourClass>::<yourMethod>);

Videos are out of order

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. Windows]
  • Version [e.g. v0.4]

Additional context
Add any other context about the problem here.

8A67C27F-06C9-4689-BD61-009A122C2706
#12.6 Held Object Editor - Precise Key Frames - UE5 Manny Integration - ALS Secrets
https://youtu.be/nHA4hj6bki0

[Feature Request] scale root motion dependent on the character propotion

As a user
, I want to retarget root motion animations with different character proportions
, so that I can reuse my existing animations and don't have to deal with manually messing around with the alpha value of the IK retargeter.

Hints

  1. looping animations will have a similar spine location at frame 0 and frame N-1
  2. root bone --> spine bone location in the reference pose (T or A) could be used to estimate a blending value

[Feature Request] ConstraintBones Script for existing UE5Manny IKRig

As a Unreal Engine User, I don't know correctly, how to address ConstraintBones yet, so I would love a Script which adds the ConstraintBones to existing IKRig. Right now I am having trouble to convert the ConstraintBones from ALS to ALS-Refactored to match the VirtualBones for the IKRig ConstraintBones.

Right Arm not animating in ALS Default Overlay.

Hello, my Manny's right arm is not being animated when in the Default Overlay with the ALS system. I am using dyanikoglu's ALS-Community version of the Plugin. I also used your Plugin and followed along with the Editor Utility Blueprint parts. As far as I understand the Skeleton's are the same and thats pretty much all we've been working with at this point.

Mantling is awesome, Rifle Overlay and Pistol Overlays are good. I was thinking this is in the constraints but all the Animations look good on their own. I am unsure if this is an IK issue happening somewhere in the Community verson?

I followed along with the basic version of ALSv4 from the Marketplace and same thing. The right arm is not animated.

In this video, I demonstrate my issue. I have completed up to Episode #11.0.

constraint solver seems to have issues with VBs

Describe the bug
Somehow constraining these VBs seem to impossible with the current implementation of the constraint solver.

To Reproduce
Steps to reproduce the behavior:

  1. Add those VBs to the skeleton asset
((VirtualBoneName="VB foot_root",SourceBoneName="root",TargetBoneName="root"),(VirtualBoneName="VB foot_l",SourceBoneName="VB foot_root",TargetBoneName="foot_l"),(VirtualBoneName="VB foot_r",SourceBoneName="VB foot_root",TargetBoneName="foot_r"),(VirtualBoneName="VB hand_l_to_hand_r",SourceBoneName="hand_l",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_r",SourceBoneName="VB hand_l_to_hand_r",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_l_to_ik_hand_gun",SourceBoneName="hand_l",TargetBoneName="ik_hand_gun"),(VirtualBoneName="VB ik_hand_r",SourceBoneName="VB hand_l_to_ik_hand_gun",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_r_to_hand_r",SourceBoneName="hand_r",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_l",SourceBoneName="VB hand_r_to_hand_r",TargetBoneName="hand_l"),(VirtualBoneName="VB hand_r_to_ik_hand_gun",SourceBoneName="hand_r",TargetBoneName="ik_hand_gun"),(VirtualBoneName="VB ik_hand_l",SourceBoneName="VB hand_r_to_ik_hand_gun",TargetBoneName="hand_l"))
  1. Try to use these constraint settings in the IK rig
((ConstraintBone="root",ModifiedBone="ik_foot_root"),(ConstraintBone="foot_l",ModifiedBone="ik_foot_l"),(ConstraintBone="foot_r",ModifiedBone="ik_foot_r"),(ConstraintBone="root",ModifiedBone="ik_hand_root"),(ConstraintBone="hand_r",ModifiedBone="ik_hand_gun"),(ConstraintBone="hand_r",ModifiedBone="ik_hand_r"),(ConstraintBone="hand_l",ModifiedBone="ik_hand_l"),(ConstraintBone="ik_foot_l",ModifiedBone="VB foot_l"),(ConstraintBone="ik_foot_r",ModifiedBone="VB foot_r"),(ConstraintBone="ik_foot_root",ModifiedBone="VB foot_root"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB hand_r_to_ik_hand_gun"),(ConstraintBone="hand_l",ModifiedBone="VB ik_hand_l"),(ConstraintBone="hand_r",ModifiedBone="VB hand_r_to_hand_r"),(ConstraintBone="hand_l",ModifiedBone="VB hand_l"),(ConstraintBone="hand_r",ModifiedBone="VB hand_l_to_ik_hand_gun"))

Expected behavior
VBs are constrained correctly.

Screenshots
image

Desktop (please complete the following information):

  • OS: Windows
  • TTToolbox Version v0.4

Additional context
Issue was found in #20.

Retarget ALS-Refactored

I tried to retarget skelenton from als-refactored to paragon or other characterf ollow the instruction from your tuttorial.
https://www.youtube.com/watch?v=DEpwDjWY2wI&list=PLslFX7TZAr89enRHIfJwUJJ_hJV8wX_8v&index=5
For other plugins like als-community or als original everything works great. But since the developer als-refactored has customized the virtual bone in the original, I have a hard time creating the constraint bone.
I dumbed ske's virtual bone in the als-refactored build:

((VirtualBoneName="VB foot_root",SourceBoneName="root",TargetBoneName="root"),(VirtualBoneName="VB foot_l",SourceBoneName="VB foot_root",TargetBoneName="foot_l"),(VirtualBoneName="VB foot_r",SourceBoneName="VB foot_root",TargetBoneName="foot_r"),(VirtualBoneName="VB hand_l_to_hand_r",SourceBoneName="hand_l",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_r",SourceBoneName="VB hand_l_to_hand_r",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_l_to_ik_hand_gun",SourceBoneName="hand_l",TargetBoneName="ik_hand_gun"),(VirtualBoneName="VB ik_hand_r",SourceBoneName="VB hand_l_to_ik_hand_gun",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_r_to_hand_r",SourceBoneName="hand_r",TargetBoneName="hand_r"),(VirtualBoneName="VB hand_l",SourceBoneName="VB hand_r_to_hand_r",TargetBoneName="hand_l"),(VirtualBoneName="VB hand_r_to_ik_hand_gun",SourceBoneName="hand_r",TargetBoneName="ik_hand_gun"),(VirtualBoneName="VB ik_hand_l",SourceBoneName="VB hand_r_to_ik_hand_gun",TargetBoneName="hand_l"))

And here is the constraintbone that I created:
((ConstraintBone="root",ModifiedBone="ik_foot_root"),(ConstraintBone="foot_l",ModifiedBone="ik_foot_l"),(ConstraintBone="foot_r",ModifiedBone="ik_foot_r"),(ConstraintBone="root",ModifiedBone="ik_hand_root"),(ConstraintBone="hand_r",ModifiedBone="ik_hand_gun"),(ConstraintBone="hand_r",ModifiedBone="ik_hand_r"),(ConstraintBone="hand_l",ModifiedBone="ik_hand_l"),(ConstraintBone="ik_foot_l",ModifiedBone="VB foot_l"),(ConstraintBone="ik_foot_r",ModifiedBone="VB foot_r"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB hand_r_to_ik_hand_gun"),(ConstraintBone="ik_hand_gun",ModifiedBone="VB hand_l_to_ik_hand_gun"),(ConstraintBone="hand_r",ModifiedBone="VB ik_hand_r"),(ConstraintBone="hand_l",ModifiedBone="VB ik_hand_l"),(ConstraintBone="ik_foot_root",ModifiedBone="VB foot_root"),(ConstraintBone="foot_l",ModifiedBone="VB foot_l"),(ConstraintBone="foot_r",ModifiedBone="VB foot_r"),(ConstraintBone="ik_hand_l",ModifiedBone="VB ik_hand_l"),(ConstraintBone="hand_r",ModifiedBone="VB ik_hand_r"))

The result is :(( :
image

[Feature Request]

As a ALS community user
, I want a data table row for Skeleton curves
, so that O have a smooth retargeting journey.

Additional context
Add any other context or screenshots about the feature request here.

get metahumans working

Within this issue I will try to get a MetaHuman working for ALS with the help of TTToolbox v0.4. I will not create a detailed step by step guide here, only create some notes for myself. I'm planning to create a proper video for it soon.

We can tweak the hand locations slightly with offsets
grafik
grafik

And with a custom pose (scaled the preview a little bit to match the rotations better)
grafik

[Feature Request] change unweighted bones to active

As a User
, want to be able to active unweighted bones for a skeletal mesh that did not provide them
, so that I can get my locomotion system working quite easily without leaving the editor.

Hint: the UE4 female Manny did not provide active ik bones.

Additive Base Pose Issue

hi. when I add virtual bones to the ue5 SK_Mannequin, the skeleton changes to something strange. I also added Sockets and Constraints.
I have checked every bone name and every thing seems to be OK. It is in lyra. When I remove the virtual bones the skeleton gets fixed and there would be no problems.

02

01

[Feature Request] Missing Slot Groups for ALS-Refactored

As a Unreal Engine User, I want to address, that under DT_SlotGroups, the ALSRefactoredSlotGroups are missing, so here they are:

(SlotGroups=((GroupName="DefaultGroup",SlotNames=("DefaultSlot")),(GroupName="Grounded",SlotNames=("Transition","TurnInPlaceStanding","TurnInPlaceCrouching")),(GroupName="Locomotion",SlotNames=("PostLocomotion")),(GroupName="Layer",SlotNames=("Head","ArmLeft","ArmRight","Spine","Pelvis","Legs","Curves"))))

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