Adjusting Fingers
Last updated
Last updated
This is how the fingers will look like without the UEFN being Aligned to your character's fingers. You could Align Only the fingers instead by selecting all of them and then AutoAlign->AlignSelectedAndChildren. You will see it doesn't look much better....That's because finger's are a bit tougher to retarget. The Differences between the Base Pose for the fingers of your character vs the one your retargeting from will determine the outcome. You could manually adjust this so that it looks right while the game is running and he's aiming. This would allow you to make it *LESS NASTY*, but only for that Pose, it would likely make it *MORE NASTY* when your in other finger poses. The Solution to this would be to Retarget the Animation from the UEFN to your Character, fix the poses from Control Rig or some other software such as Maya, Blender, Cascadeur, iClone, and then Retarget them back. If you do this, DO NOT USE THE AUTOMATED RETARGETER. Uncheck Auto-Generate Retargeter, and assign your IK Retargeter. After you have modified them we will need to retarget them back, you could use the same one to retarget it back but I would advise against that for a few reasons. 1. You may have custom offsets on the hands to correct slight offsets when grabbing ledges during traversals. 2. It may result in the UEFN hovering above the ground, when you apply layering in Mesh Space to the Pelvis this will cause the character to raise up into the air and the feet will be dangling down in an attempt to reach the floor. Reverse The Assets so that the UEFN is the Target and your character the Source. Check both arms, make sure there is no offset, if there is an offset, then this offset will be applied to your poses when you retarget them back. Adjust each foot so that it's at ground level where the source's feet are, this is important or else the UEFN will be hovering in the air for these Poses. The results will look funny on the UEFN now, do not Panic. Each Weapon needs an Data Asset of type PDA_ItemCharData for each character, under normal circumstanced only the IKRetargetData for each hand will differ between characters the AnimSet will normally be shared between all of your characters, however this is a Character Specific setting since some people may wish to have special AnimSets for individual Characters. This Data Asset is of Type PDA_LinkedAnimSet and you can either create one from scratch or simply copy one of the Preset Weapons, for a 2-Handed Gun you will likely only need to swap out the Poses, the Overlay Layering Assets can be left alone as long as this is also a Right Handed Rifle such as this one. Different types of weapons will likely need different Layering Settings. If you desire different logic then what is Available for the Rifle, then you will need to add entries to the Pose Set based on the needs of your Linked Anim Layer. Inside the Linked Anim Layer I am grabbing the Sequences from this Pose Set by simply searching for one that is associated with that Gameplay Tag. The Template's Provided already have these Pose Sets Populated with the Required GameplayTag/Pose's which it requires. Your fingers should now look correctly for your character, and as a Bonus, if you Aligned and placed the hands during modification....for that Character you won't have to Adjust the Hand Positioning. NOTE: For your other character's, Hand Placement Corrections will still need to be made due to Anatomy Differences, but the Finger's will not need to be fixed across all of them. If you fix them for one, and they all were designed the same, fixing the fingers for one should correct them for all. However, the hands will not magically open and close more simply because the character's have smaller or larger hands, Retargeting does not account for things such as that. Therefore it may be necessary to either have versions for Small/Medium/Large characters or scale your weapons down so that the character's can grip them appropriately. You could do this for all your character's and not have to adjust the IK Retargeting Chain Bone Settings during Run-Time for them.....but this would be at the expense of Memory, so it's up too you and your budget and how many different Character's you will have in your game.
I personally believe that most Indie Dev's are under the Assumption that Memory Constraints don't exist and that people have Infinite Ram. This is not true, and when you run out you will either Crash, Lag really Bad, or get the Blue Screen shutting down their PC.