UE4 Animation]IK Related
转自:https://dawnarc.com/2018/05/ue4animationik-related/
Examples
工程1
在油管上看到一个UE4 IK动画的demo工程示例
该示例作者的主页:https://www.patreon.com/unrealcg
演示视频:Advanced foot IK for Unreal Engine 4 - (100% Free)
https://www.youtube.com/watch?v=XetC9ivIXFc
demo工程下载地址(4.19):
https://pan.baidu.com/s/1mlcM0cseKWpprnISVM0P5Q
工程2
该工程除了IK,还包括动画融合、物理等功能
演示视频:UE4 - Advanced Locomotion System V3 - Features
https://www.youtube.com/watch?v=yTniZCOCY7o
下载地址:Unreal商城,60刀
Advanced Locomotion System V3
https://www.unrealengine.com/marketplace/advanced-locomotion-system-v1
IK AnimNode
FABRIK (Forward And Backward Reaching Inverse Kinematics)
FABRIK
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/Fabrik
Adding of a rifle and fabrik node to fix left hand
https://www.youtube.com/watch?v=49MJWjlSHcw
Look At
Look At
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/SkeletalControls/LookAt
CCDIK (Cyclic Coordinate Descent Inverse Kinematics)
CCDIK
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/SkeletalControls/CCDIK
Hand IK Retargeting
Hand IK Retargeting
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/SkeletalControls/HandIKRetargeting
Two Bone IK
Two Bone IK
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/SkeletalControls/TwoBoneIK
Spline IK
Spline IK
https://docs.unrealengine.com/en-us/Engine/Animation/NodeReference/SkeletalControls/SplineIK
IK Engine Source
CCDIK
Path:
Engine\Source\Runtime\AnimGraphRuntime\Private\BoneControllers\AnimNode_CCDIK.cpp
void FAnimNode_CCDIK::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms)
{
const FBoneContainer& BoneContainer = Output.Pose.GetPose().GetBoneContainer(); // Update EffectorLocation if it is based off a bone position
FTransform CSEffectorTransform = GetTargetTransform(Output.AnimInstanceProxy->GetComponentTransform(), Output.Pose, EffectorTarget, EffectorLocationSpace, EffectorLocation);
FVector const CSEffectorLocation = CSEffectorTransform.GetLocation(); // Gather all bone indices between root and tip.
TArray<FCompactPoseBoneIndex> BoneIndices; {
const FCompactPoseBoneIndex RootIndex = RootBone.GetCompactPoseIndex(BoneContainer);
FCompactPoseBoneIndex BoneIndex = TipBone.GetCompactPoseIndex(BoneContainer);
do
{
BoneIndices.Insert(BoneIndex, );
BoneIndex = Output.Pose.GetPose().GetParentBoneIndex(BoneIndex);
} while (BoneIndex != RootIndex);
BoneIndices.Insert(BoneIndex, );
} // Gather transforms
int32 const NumTransforms = BoneIndices.Num();
OutBoneTransforms.AddUninitialized(NumTransforms); // Gather chain links. These are non zero length bones.
TArray<CCDIKChainLink> Chain;
Chain.Reserve(NumTransforms);
// Start with Root Bone
{
const FCompactPoseBoneIndex& RootBoneIndex = BoneIndices[];
const FTransform& LocalTransform = Output.Pose.GetLocalSpaceTransform(RootBoneIndex);
const FTransform& BoneCSTransform = Output.Pose.GetComponentSpaceTransform(RootBoneIndex); OutBoneTransforms[] = FBoneTransform(RootBoneIndex, BoneCSTransform);
Chain.Add(CCDIKChainLink(BoneCSTransform, LocalTransform, ));
} // Go through remaining transforms
for (int32 TransformIndex = ; TransformIndex < NumTransforms; TransformIndex++)
{
const FCompactPoseBoneIndex& BoneIndex = BoneIndices[TransformIndex]; const FTransform& LocalTransform = Output.Pose.GetLocalSpaceTransform(BoneIndex);
const FTransform& BoneCSTransform = Output.Pose.GetComponentSpaceTransform(BoneIndex);
FVector const BoneCSPosition = BoneCSTransform.GetLocation(); OutBoneTransforms[TransformIndex] = FBoneTransform(BoneIndex, BoneCSTransform); // Calculate the combined length of this segment of skeleton
float const BoneLength = FVector::Dist(BoneCSPosition, OutBoneTransforms[TransformIndex - ].Transform.GetLocation()); if (!FMath::IsNearlyZero(BoneLength))
{
Chain.Add(CCDIKChainLink(BoneCSTransform, LocalTransform, TransformIndex));
}
else
{
// Mark this transform as a zero length child of the last link.
// It will inherit position and delta rotation from parent link.
CCDIKChainLink & ParentLink = Chain[Chain.Num() - ];
ParentLink.ChildZeroLengthTransformIndices.Add(TransformIndex);
}
} // solve
bool bBoneLocationUpdated = AnimationCore::SolveCCDIK(Chain, CSEffectorLocation, Precision, MaxIterations, bStartFromTail, bEnableRotationLimit, RotationLimitPerJoints); // If we moved some bones, update bone transforms.
if (bBoneLocationUpdated)
{
int32 NumChainLinks = Chain.Num(); // First step: update bone transform positions from chain links.
for (int32 LinkIndex = ; LinkIndex < NumChainLinks; LinkIndex++)
{
CCDIKChainLink const & ChainLink = Chain[LinkIndex];
OutBoneTransforms[ChainLink.TransformIndex].Transform = ChainLink.Transform; // If there are any zero length children, update position of those
int32 const NumChildren = ChainLink.ChildZeroLengthTransformIndices.Num();
for (int32 ChildIndex = ; ChildIndex < NumChildren; ChildIndex++)
{
OutBoneTransforms[ChainLink.ChildZeroLengthTransformIndices[ChildIndex]].Transform = ChainLink.Transform;
}
} #if WITH_EDITOR
DebugLines.Reset(OutBoneTransforms.Num());
DebugLines.AddUninitialized(OutBoneTransforms.Num());
for (int32 Index = ; Index < OutBoneTransforms.Num(); ++Index)
{
DebugLines[Index] = OutBoneTransforms[Index].Transform.GetLocation();
}
#endif // WITH_EDITOR }
}
Path:
Engine\Source\Runtime\AnimationCore\Private\CCDIK.cpp
namespace AnimationCore
{ bool SolveCCDIK(TArray<CCDIKChainLink>& InOutChain, const FVector& TargetPosition, float Precision, int32 MaxIteration, bool bStartFromTail, bool bEnableRotationLimit, const TArray<float>& RotationLimitPerJoints)
{
struct Local
{
static bool UpdateChainLink(TArray<CCDIKChainLink>& Chain, int32 LinkIndex, const FVector& TargetPos, bool bInEnableRotationLimit, const TArray<float>& InRotationLimitPerJoints)
{
int32 const TipBoneLinkIndex = Chain.Num() - ; ensure(Chain.IsValidIndex(TipBoneLinkIndex));
CCDIKChainLink& CurrentLink = Chain[LinkIndex]; // update new tip pos
FVector TipPos = Chain[TipBoneLinkIndex].Transform.GetLocation(); FTransform& CurrentLinkTransform = CurrentLink.Transform;
FVector ToEnd = TipPos - CurrentLinkTransform.GetLocation();
FVector ToTarget = TargetPos - CurrentLinkTransform.GetLocation(); ToEnd.Normalize();
ToTarget.Normalize(); float RotationLimitPerJointInRadian = FMath::DegreesToRadians(InRotationLimitPerJoints[LinkIndex]);
float Angle = FMath::ClampAngle(FMath::Acos(FVector::DotProduct(ToEnd, ToTarget)), -RotationLimitPerJointInRadian, RotationLimitPerJointInRadian);
bool bCanRotate = (FMath::Abs(Angle) > KINDA_SMALL_NUMBER) && (!bInEnableRotationLimit || RotationLimitPerJointInRadian > CurrentLink.CurrentAngleDelta);
if (bCanRotate)
{
// check rotation limit first, if fails, just abort
if (bInEnableRotationLimit)
{
if (RotationLimitPerJointInRadian < CurrentLink.CurrentAngleDelta + Angle)
{
Angle = RotationLimitPerJointInRadian - CurrentLink.CurrentAngleDelta;
if (Angle <= KINDA_SMALL_NUMBER)
{
return false;
}
} CurrentLink.CurrentAngleDelta += Angle;
} // continue with rotating toward to target
FVector RotationAxis = FVector::CrossProduct(ToEnd, ToTarget);
if (RotationAxis.SizeSquared() > .f)
{
RotationAxis.Normalize();
// Delta Rotation is the rotation to target
FQuat DeltaRotation(RotationAxis, Angle); FQuat NewRotation = DeltaRotation * CurrentLinkTransform.GetRotation();
NewRotation.Normalize();
CurrentLinkTransform.SetRotation(NewRotation); // if I have parent, make sure to refresh local transform since my current transform has changed
if (LinkIndex > )
{
CCDIKChainLink const & Parent = Chain[LinkIndex - ];
CurrentLink.LocalTransform = CurrentLinkTransform.GetRelativeTransform(Parent.Transform);
CurrentLink.LocalTransform.NormalizeRotation();
} // now update all my children to have proper transform
FTransform CurrentParentTransform = CurrentLinkTransform; // now update all chain
for (int32 ChildLinkIndex = LinkIndex + ; ChildLinkIndex <= TipBoneLinkIndex; ++ChildLinkIndex)
{
CCDIKChainLink& ChildIterLink = Chain[ChildLinkIndex];
const FTransform LocalTransform = ChildIterLink.LocalTransform;
ChildIterLink.Transform = LocalTransform * CurrentParentTransform;
ChildIterLink.Transform.NormalizeRotation();
CurrentParentTransform = ChildIterLink.Transform;
} return true;
}
} return false;
}
}; bool bBoneLocationUpdated = false;
int32 const NumChainLinks = InOutChain.Num(); // iterate
{
int32 const TipBoneLinkIndex = NumChainLinks - ; // @todo optimize locally if no update, stop?
bool bLocalUpdated = false;
// check how far
const FVector TargetPos = TargetPosition;
FVector TipPos = InOutChain[TipBoneLinkIndex].Transform.GetLocation();
float Distance = FVector::Dist(TargetPos, TipPos);
int32 IterationCount = ;
while ((Distance > Precision) && (IterationCount++ < MaxIteration))
{
// iterate from tip to root
if (bStartFromTail)
{
for (int32 LinkIndex = TipBoneLinkIndex - ; LinkIndex > ; --LinkIndex)
{
bLocalUpdated |= Local::UpdateChainLink(InOutChain, LinkIndex, TargetPos, bEnableRotationLimit, RotationLimitPerJoints);
}
}
else
{
for (int32 LinkIndex = ; LinkIndex < TipBoneLinkIndex; ++LinkIndex)
{
bLocalUpdated |= Local::UpdateChainLink(InOutChain, LinkIndex, TargetPos, bEnableRotationLimit, RotationLimitPerJoints);
}
} Distance = FVector::Dist(InOutChain[TipBoneLinkIndex].Transform.GetLocation(), TargetPosition); bBoneLocationUpdated |= bLocalUpdated; // no more update in this iteration
if (!bLocalUpdated)
{
break;
}
}
} return bBoneLocationUpdated;
}
}
UE4 Animation]IK Related的更多相关文章
- [UE4]Animation Techniques used in Paragon部分翻译及索引
视频地址:https://www.youtube.com/watch?v=1UOY-FMm-xo 主要内容:该视频由Paragon游戏制作者Laurent Delayen(Senior Program ...
- MOTION-MATCHING IN UBISOFT’S FOR HONOR翻译
http://www.gameanim.com/2016/05/03/motion-matching-ubisofts-honor/ Introducing For Honor with a vide ...
- maya绝招(60---尾)
第64招 置换新意 Displacement(置换)和Bump(凹凸)效果类似,但运行方式不同.将一个File结点用中间拖动到材质上有的shading Group属性中的置换属性上,这个时候可以看到o ...
- Community Stories: Cinemachine and Timeline——Community Stories: Cinemachine and Timeline
Community Stories: Cinemachine and Timeline 社区故事:Cinemachine 和 Timeline Adam Myhill, 八月 25, 2017 原文: ...
- U3D MonoBehaviour
一.简介 MonoBehaviour是每个脚本派生类的基类,它定义了一个脚本文件从最初被加载到最终被销毁的一个完整过程. 这个过程通过对应的方法体现出来,在不同的方法完成不同的功能,我们把这些方法称为 ...
- 关于Unity中Mecanim动画的动画状态代码控制与代码生成动画控制器
对于多量的.复杂的.有规律的控制器使用代码生成 动画状态代码控制 1:每个动画状态,比如进入状态,离开状态, 等都有可能需要代码来参与和处理,比如,进入这个动画单元后做哪些事情,来开这个动画单元后做哪 ...
- unity3d API汇总
using UnityEngine; using System.Collections; public class AllFunction : MonoBehaviour { /* API Versi ...
- 我所遭遇过的游戏中间件--Havok
我所遭遇过的游戏中间件--Havok Havok是我接触的第一款游戏中间件,那是在五,六年前,我刚刚毕业,对游戏开发还是个菜鸟.我记得先是对游戏场景中的地形和其他静态物体生成刚体,然后做角色的Ragd ...
- 004-unity3d MonoBehaviour脚本方法简介
一.MonoBehaviour 1.公共方法 CancelInvoke Cancels all Invoke calls on this MonoBehaviour. Invoke Invokes t ...
随机推荐
- 牛客NOIP暑期七天营-提高组5
A:deco的abs. 水题,先%,然后相邻两个数min()一下差值. #include<bits/stdc++.h> #define ll long long using namespa ...
- spark-shell操作hive
本文是在集群已经搭建好的基础上来说的,还没有搭建好集群的小伙伴还请自行百度! 启动spark-shell之前要先启动hive metastore 和 hiveservice2 hive --servi ...
- 各位大神,我请教一个问题,我在Android studio上创一个project显示错误
Error:FAILURE: Build failed with an exception. * Where: Build file 'C:\Users\Administrator\AndroidSt ...
- js沉思录一:js的核心概念
js的核心概念: 原型.对象(Object).函数(Function); 原型:路由路径上非叶子结点的对象: 对象:无序属性(包括函数)的集合: 函数:函数上下文的集合: 原型: 原型的创建.指定.修 ...
- H5实现横向滚动的方法总结
小程序中有横向滚动的swiper,H5中目前得手动实现. 实现方法如下: 外层需要设置: overflow: scroll;white-space: nowrap; 内层需要设置: display: ...
- Vuejs简介
一.网站交互方式 ①传统的开发方式:PHP 中,页面和服务端糅合在一起,在这种项目中服务端占比更重,因为绝大多数都服务端技术,绝大多数网站都是这样的方式 ②前后端分离方式:服务端只处理数据(不关心页面 ...
- 腾讯蓝鲸cmdb源码编译
腾讯蓝鲸 cmdb 源码编译环境依赖 环境包参考: golang >= 1.8 python >= nodejs >= (编译过程中需要可以连公网下载依赖包) Python 环境 w ...
- request登录案例
一.案例需求 1.编写login.html登录页面 username & password 两个输入框 2.使用Druid数据库连接池技术,操作mysql,day14数据库中user表 3.使 ...
- GEO Gene Expression Omnibus
GEO Gene Expression Omnibus 基因表达数据库 网址:https://www.ncbi.nlm.nih.gov/geo/ GEO的数据存储方式 GEO数据库具体存放四类数据: ...
- SAS PROC SGPLOT
OPTIONS LS=MAX PS=MAX NOCENTER USER='.\00@Data'; PROC PRINT DATA=OpenDate;RUN; ODS LISTING GPATH='.\ ...