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Shifter: FBX exporter Intergration with Unreal #309

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4 tasks done
SimonBenAnderson opened this issue Oct 17, 2023 · 7 comments · Fixed by #316
Closed
4 tasks done

Shifter: FBX exporter Intergration with Unreal #309

SimonBenAnderson opened this issue Oct 17, 2023 · 7 comments · Fixed by #316
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enhancement New feature or request

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@SimonBenAnderson
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SimonBenAnderson commented Oct 17, 2023

Reporting

  • Add warning on import if the animation layer does not exist, but a Clip is using it. (Import Configuration preset)

Unreal

  • Specify where the new FBX files should be imported in Unreal. or have it detect the folder from Unreal.
  • List available skeleton definitions, or allow new skeleton definition to be created in Unreal.
  • Import the FBX Animation Clips into Unreal.
@SimonBenAnderson SimonBenAnderson added the enhancement New feature or request label Oct 17, 2023
@SimonBenAnderson SimonBenAnderson self-assigned this Oct 17, 2023
@SimonBenAnderson
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SimonBenAnderson commented Oct 23, 2023

  • ueGear: Get Skeletons
  • ueGear: Get Skeletons Meshes
  • ueGear: Get Selected Folder
  • ueGear: Custom Animation Importer - specify FBX source and skeleton(SK) or SkeletonMesh(SKM) to use.
  • ueGear: Generate New SKM, SK from FBX source

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SimonBenAnderson commented Oct 23, 2023

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Status update: Working on the inter-application commands.

@SimonBenAnderson
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SimonBenAnderson commented Oct 26, 2023

Commands have been implemented.
Starting UI development

  • Working on final Export SKM or Animation button trigger event

@SimonBenAnderson
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Update Partitions Serialisation

  • Export and Import serialisation
  • UI change, should update the FBX Maya node

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SimonBenAnderson commented Oct 31, 2023

  • Skeletal Mesh from Maya to Unreal pipline.

Tests for animation export are all working correctly. You can select a skeleton and export the animation, and have it import the skeletal animation in Unreal, referencing the specified skeleton.

Area of concern:
We do not perform any skeletal checks on the skeleton in Unreal and the skeleton in Maya. We are assuming that the user knows that the skeletons should match.

  • I have written a bone counter, but not a tree structure verifier. We could but we would need to compile some c++ plugins as the names are not exposed on the unreal python skeletalNode object.

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In review
#316
mgear-dev/ueGear#12

miquelcampos added a commit that referenced this issue Nov 6, 2023
Shifter: Track and Unreal interfacing - #309
@miquelcampos miquelcampos changed the title Shifter: Intergration with Unreal Shifter: FBX exporter Intergration with Unreal Dec 18, 2023
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Labels
enhancement New feature or request
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Status: 4.2
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