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. When you Retarget them Back, use the same IK Retargeter as you did when you retargeted them to your Character, except this time the Source is your character and the Target is the UEFN. The results will look funny on the UEFN now, do not Panic. Your going to have to Duplicate the Linked Anim Layer Child being used by that weapon and replace the Poses in the Class Defaults with your new Poses, assign these to the PDA_ActionData_Weapon Data Asset Over-Write the Held Object Values for those Weapons with your Action Data Asset. You can find this in your character's Child Class, Class Settings, Under DAO->HeldObject->ST Overlay Data. 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. 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.