ALS for UE5.4
Test new ALS in separate project
- Create new 3rd person project with C++
- Download ALS Community plugin, copy under /Plugins (make dir if not present)
- Generate Project files, recompile, and test ALS.
Add PlaneShift character to ALS project
- Import Kran character torso (for skeleton)
- Import Kran modules using torso skeleton
- Create a new PreviewMeshCollection with other kran pieces
- Added the Virtual Bones on the kran skeleton as per table below
Source | Target | VB Name |
---|---|---|
hand_l | ik_hand_gun | VB LHS_ik_hand_gun |
LHS_ik_hand_gun | ik_hand_r | VB LHS_ik_hand_r |
hand_r | ik_hand_gun | VB RHS_ik_hand_gun |
RHS_ik_hand_gun | ik_hand_l | VB RHS_ik_hand_l |
ik_foot_l | foot_l | VB ik_foot_l_Offset |
ik_foot_l | calf_l | VB ik_knee_target_l |
ik_foot_r | foot_r | VB ik_foot_r_Offset |
ik_foot_r | calf_r | VB ik_knee_target_r |
ik_foot_root | foot_l | VB foot_target_l |
ik_foot_root | foot_r | VB foot_target_r |
root | root | VB Curves |
- Create new IKRig, set Preview Mesh to the Kran torso
- Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
- Create new IKRig, set Preview Mesh to the AnimMan mesh (ALS)
- Click on "Auto Create Retarget Chains", then clear up the IK Goals (hands, feet)
- Create a new IKRetargeter
- Set source ALS IKRig, and target Kran IK Rig
- Select ALS_AnimBP , and click on "Retarget Animations"
- Select AnimMan as source, and Kran_torso as target, select RTG_ALS_to_Kran as retargeter
- Select all assets and click on "Export Animations", this will create all blendspaces and animations referenced by it