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View Code? Open in Web Editor NEWTTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine
License: MIT License
TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine
License: MIT License
As a user
, like to add blend masks and blend profiles via data tables
, so that migrating them between skeletons is way faster.
More details about those Unreal Engine features can be found here, https://docs.unrealengine.com/5.0/en-US/blend-masks-and-blend-profiles-in-unreal-engine/.
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.
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.
As a user
, I like to add skeleton curves via scripts
, so that integrating my character is way faster then adding them all manually.
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):
Additional context
Any help debugging this would be appreciated. It could be my version of ALS, an error on myself
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.
Expected behavior
That it would compile and run.
Screenshots
Desktop (please complete the following information):
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
#7 IK Retargeter - Mixamo Character Integration Experiment - UE5 - TTToolbox
https://youtu.be/x3s63KtVGpo
How i get this working ik bone [Tested not in Real Project]
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
((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
I did everything according to the points
"#11"
not reacted.
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
Describe the bug
Adding virtual bones for a skeleton with existing anim sequences crash the editor.
To Reproduce
Steps to reproduce the behavior:
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):
Additional context
Add any other context about the problem here.
As a user
, I want to constraint unweighted bones for the reference pose in the skeleton asset
, so that I can cleanly setup my characters without leaving the Unreal Engine editor.
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.
To Reproduce
Steps to reproduce the behavior:
or
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
As a Unreal Engine user
, I want to easily migrate my IK Rigs to a new skeleton
, so that I can reuse my existing settings or the provided by TToolbox.
As stated in the comments on YouTube but still not changed
As a Unreal Engine user
, I want to easily migrate IK Retargeter to new skeletons
, so that I can reuse my existing ones or the ones that are provided by TToolbox.
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):
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.
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>);
Describe the bug
A clear and concise description of what the bug is.
To Reproduce
Steps to reproduce the behavior:
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):
Additional context
Add any other context about the problem here.
#12.6 Held Object Editor - Precise Key Frames - UE5 Manny Integration - ALS Secrets
https://youtu.be/nHA4hj6bki0
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
As a
, I want
, so that
Additional context
Add any other context or screenshots about the feature request here.
Is it possible to bake a mesh as well into a uasset?
https://www.unrealengine.com/marketplace/en-US/product/meshbake/questions
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.
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.
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:
((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"))
((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.
Desktop (please complete the following information):
Additional context
Issue was found in #20.
Describe the bug
https://youtu.be/w5mC82d3IqM
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"))
As a user of the constraint solver
, I want not to deal with the order how bones are constraint
, so that I can setup the constraint bone list quicker for the solver.
As a user
, I want to remove unweighted bones from my skeletal mesh and skeleton
, to be able to adapt the unweighted bones (e.g. ik bones) to my project needs.
Feature was requested here #2 (comment).
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.
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
And with a custom pose (scaled the preview a little bit to match the rotations better)
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.
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.
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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