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Comments (9)

NextBG avatar NextBG commented on June 17, 2024

驱动效果如图所示,头部手部以及位置可以运动,但身体保持A-Pose
Screenshot 2023-01-07 211555

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endink avatar endink commented on June 17, 2024

Auto Setup 导入 UE 有两种骨骼,一种是原生 CC_BASE_xxx 这种命名,这种你选择 CharacterCreator 预设,如果不是,那么就是自动重命名成 UE 风格了,这种选择 UE 预设即可,你要打开 skeleton 资产自己看一下,CC4 其实不需要使用自定义映射,那个教程只是为了展示如何使用自定骨骼功能。目前已知编辑器中可能偶尔出现 C++ 多播委托失效问题,原因未知,可能是 UE 编辑器哪里有小的 BUG,重新停止 play 再开始 play 即可,打包后这个问题不存在。

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NextBG avatar NextBG commented on June 17, 2024

项目中希望使用的是另一种没有预设的自定义骨骼,使用CC的自定义映射是为了希望能找出问题(看到插件里的CC预设了)

后发现CC模型使用自定义映射也存在同样的问题

此前使用metahuman时尝试使用重映射(以测试重映射功能,未使用预设)时也遇到了相同的问题

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endink avatar endink commented on June 17, 2024

稍后我再测试一下看,没有遇到过这种问题,自定义骨骼其实只是非常简单的代码,按理说不会遇到很复杂的情况~

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NextBG avatar NextBG commented on June 17, 2024

我在案例项目MediaPipe4U-Demo里尝试不更改任何其他设置,仅更改BonePreset选项为Custom以及BoneRemap资源,仍然发生了同样的问题,身体pose不动作

remap资源中除了手指部分均做了重映射

所有更改的地方都在截图中展示,希望对你这边的测试有所帮助

Screenshot 2023-01-10 144133

Screenshot 2023-01-10 144054

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endink avatar endink commented on June 17, 2024

感谢反馈,我会尽快修复

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Gobcurry avatar Gobcurry commented on June 17, 2024

我也发现了这个错误,所以我现在在使用UE5白人骨骼通过IK RTG来进行动捕方案,效果还行。只需要livelink节点放在你自己的动画蓝图,也可以进行面捕测试。

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endink avatar endink commented on June 17, 2024

新版测试自定义骨骼没有问题,如果问题依旧,请重新打开 issue

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endink avatar endink commented on June 17, 2024

@NextBG 请阅读文档,理解 MinPoseScoreThresh 属性,或许这个属性设置为 0 是你想要的结果。

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