to use mirror pose,Orientation base mirror joint

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to use mirror pose,Orientation base mirror joint

PostPosted by kurosawa » Thu Oct 29, 2015 4:59 pm

I try to make animation UE4 mannequin (standard human bone for UE4).
I was export FBX from UE4 and import Akeytsu.

I want to use mirror pose of Akeytsu.I work without a problem about FK.
However, the joint of the mannequin is Orientation base mirror (to say in Maya). A blue axle of leg orient right.
Mirror pose in IK does not function definitely without Behavior base mirror.

I tryed deleted the joint in Akeytsu and made a mirror joint.In this case I can perform a mirror in IK.
However, a joint is twisted in UE4 because changes axis joint .

I want to use mirror pose Orientation base mirror joint.
kurosawa
 
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Joined: Mon Oct 26, 2015 2:44 pm

Re: to use mirror pose,Orientation base mirror joint

PostPosted by Cédric - nukeygara » Fri Oct 30, 2015 2:25 pm

Hello Kurosawa,
I need to work on the same character as you to understand the problems you're describing.
=> First, could you please explain how you could finally solve your import problems in akeytsu, when importing SK_Mannequin (reference to your support e-mail) ?
Thank you,
Cedric
Cédric - nukeygara
Site Admin
 
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Re: to use mirror pose,Orientation base mirror joint

PostPosted by kurosawa » Sun Nov 01, 2015 5:07 pm

Hi,Cedric

It is not import problems,
If Akeytsu have import setting , I dont change joint orient for Akeytsu, because I dont change original SK_Mannequin.
It is hard for me to explain this problem in English,so I send you e-mail my data.
kurosawa
 
Posts: 2
Joined: Mon Oct 26, 2015 2:44 pm

Re: to use mirror pose,Orientation base mirror joint

PostPosted by Cédric - nukeygara » Mon Nov 02, 2015 9:41 am

Hello,
As I answered your email, we try to understand your mirror problem and will inform you as soon as we progress.
Thank you,
Cedric
Cédric - nukeygara
Site Admin
 
Posts: 106
Joined: Thu Jul 09, 2015 3:31 pm

Re: to use mirror pose,Orientation base mirror joint

PostPosted by Cassandra - Nukey » Thu May 04, 2017 9:49 am

Hi,

We know that it is an old post, but as it deals with "How Akeytsu character can work properly with Unreal Engine", we post some workaround we found for this.

The main problem is that Akeytsu and Unreal Engine do not work with the same world frame orientation. that's why when exchanging characters between Akeytsu and UE (via Fbx), rotation or misaligned problems occur in most cases.

Here we suggest you some process to pass from one software to the other:

From UE to Akeytsu:
• Open the UE file in Akeytsu
• Switch to Rigging mode
• Select joints which have the rotation (most of the cases, it's the root)
• In Transform window, replace the wrong rotation values by 0
• Then, in Character bank, right click on the Bind Pose
• Click on "Set as ref pose"
• Save the file (it should be repaired)

From Akeytsu to UE:
• In UE, use the import visible in Content Browser Tab (bottom left of the UE’s window)
OR
• Change axis transformation values of the skeleton part (as for "From UE to Akeytsu" solution, but in UE)

We hope that can help you !
And if you have another workaround for UE and Akeytsu cohabitation don't hesitate to suggest it !
Cassandra - Nukey
 
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