From 60c960d2e824b809103f7a04f7d3436d57c636b5 Mon Sep 17 00:00:00 2001 From: GitHub Action Date: Sun, 9 Aug 2020 06:46:35 +0000 Subject: [PATCH] Release 0.1.0 --- README.md | 20 - addon/__init__.py => __init__.py | 0 addon/config.py => config.py | 0 addon/core.py => core.py | 0 {addon/data => data}/__init__.py | 0 {addon/data => data}/armature.py | 0 .../mannequin/armature/__init__.py | 0 .../mannequin/armature/bone_group/__init__.py | 0 .../mannequin/armature/bone_group/ik_bones.py | 0 .../mannequin/armature/bone_group/palms.py | 0 .../mannequin/armature/bone_group/twist.py | 0 .../mannequin/armature/corrected_pose_a.py | 0 .../mannequin/armature/corrected_pose_t.py | 0 .../mannequin/armature/origin.py | 0 .../data => data}/mannequin/mesh/__init__.py | 0 .../mannequin/mesh/data/pose_a.chrom1xz | 0 .../mannequin/mesh/data/pose_t.chrom1xz | 0 .../mannequin/transform/__init__.py | 0 .../transform/armature_bone_roll_tpose.py | 0 .../transform/armature_bone_rolls.py | 0 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rename {addon/utils => utils}/arma.py (100%) rename {addon/utils => utils}/bone.py (100%) rename {addon/utils => utils}/cfg.py (100%) rename {addon/utils => utils}/context.py (100%) rename {addon/utils => utils}/export_helper.py (100%) rename {addon/utils => utils}/fs.py (100%) rename {addon/utils => utils}/mesh.py (100%) rename {addon/utils => utils}/mode.py (100%) rename {addon/utils => utils}/object.py (100%) rename {addon/utils => utils}/pose.py (100%) rename {addon/utils => utils}/transform.py (100%) diff --git a/README.md b/README.md deleted file mode 100644 index 5174dae..0000000 --- a/README.md +++ /dev/null @@ -1,20 +0,0 @@ -# Chiro (UE4 Mannequin) - ---- - -[![GNU GPL3](https://img.shields.io/badge/license-GPL3-blue.svg?style=for-the-badge&logo=blender)]() -[![Documentation](https://img.shields.io/badge/documentation-blue.svg?style=for-the-badge)](https://vespero-group.github.io/chiro-ue4/) - ---- - -![Logo](documentation/docs/img/logo.png) - ---- - -"Chiro (UE4 Mannequin)" is a [Blender](https://www.blender.org/) add-on -for [skinning](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html) -with Unreal Engine 4 Mannequin armature. - ---- - -See the [documentation](https://vespero-group.github.io/chiro-ue4/). \ No newline at end of file diff --git a/addon/__init__.py b/__init__.py similarity index 100% rename from addon/__init__.py rename to __init__.py diff --git a/addon/config.py b/config.py similarity index 100% rename from addon/config.py rename to config.py diff --git a/addon/core.py b/core.py similarity index 100% rename from addon/core.py rename to core.py diff --git a/addon/data/__init__.py b/data/__init__.py similarity index 100% rename from addon/data/__init__.py rename to data/__init__.py diff --git a/addon/data/armature.py b/data/armature.py similarity index 100% rename from addon/data/armature.py rename to data/armature.py diff --git a/addon/data/mannequin/armature/__init__.py b/data/mannequin/armature/__init__.py similarity index 100% rename from addon/data/mannequin/armature/__init__.py rename to data/mannequin/armature/__init__.py diff --git a/addon/data/mannequin/armature/bone_group/__init__.py b/data/mannequin/armature/bone_group/__init__.py similarity index 100% rename from addon/data/mannequin/armature/bone_group/__init__.py rename to data/mannequin/armature/bone_group/__init__.py diff --git a/addon/data/mannequin/armature/bone_group/ik_bones.py b/data/mannequin/armature/bone_group/ik_bones.py similarity index 100% rename from addon/data/mannequin/armature/bone_group/ik_bones.py rename to data/mannequin/armature/bone_group/ik_bones.py diff --git a/addon/data/mannequin/armature/bone_group/palms.py b/data/mannequin/armature/bone_group/palms.py similarity index 100% rename from addon/data/mannequin/armature/bone_group/palms.py rename to data/mannequin/armature/bone_group/palms.py diff --git a/addon/data/mannequin/armature/bone_group/twist.py b/data/mannequin/armature/bone_group/twist.py similarity index 100% rename from addon/data/mannequin/armature/bone_group/twist.py rename to data/mannequin/armature/bone_group/twist.py diff --git a/addon/data/mannequin/armature/corrected_pose_a.py b/data/mannequin/armature/corrected_pose_a.py similarity index 100% rename from addon/data/mannequin/armature/corrected_pose_a.py rename to data/mannequin/armature/corrected_pose_a.py diff --git a/addon/data/mannequin/armature/corrected_pose_t.py b/data/mannequin/armature/corrected_pose_t.py similarity index 100% rename from addon/data/mannequin/armature/corrected_pose_t.py rename to data/mannequin/armature/corrected_pose_t.py diff --git a/addon/data/mannequin/armature/origin.py b/data/mannequin/armature/origin.py similarity index 100% rename from addon/data/mannequin/armature/origin.py rename to data/mannequin/armature/origin.py diff --git a/addon/data/mannequin/mesh/__init__.py b/data/mannequin/mesh/__init__.py similarity index 100% rename from addon/data/mannequin/mesh/__init__.py rename to data/mannequin/mesh/__init__.py diff --git a/addon/data/mannequin/mesh/data/pose_a.chrom1xz b/data/mannequin/mesh/data/pose_a.chrom1xz similarity index 100% rename from addon/data/mannequin/mesh/data/pose_a.chrom1xz rename to data/mannequin/mesh/data/pose_a.chrom1xz diff --git a/addon/data/mannequin/mesh/data/pose_t.chrom1xz b/data/mannequin/mesh/data/pose_t.chrom1xz similarity index 100% rename from addon/data/mannequin/mesh/data/pose_t.chrom1xz rename to data/mannequin/mesh/data/pose_t.chrom1xz diff --git a/addon/data/mannequin/transform/__init__.py b/data/mannequin/transform/__init__.py similarity index 100% rename from addon/data/mannequin/transform/__init__.py rename to data/mannequin/transform/__init__.py diff --git a/addon/data/mannequin/transform/armature_bone_roll_tpose.py b/data/mannequin/transform/armature_bone_roll_tpose.py similarity index 100% rename from addon/data/mannequin/transform/armature_bone_roll_tpose.py rename to data/mannequin/transform/armature_bone_roll_tpose.py diff --git a/addon/data/mannequin/transform/armature_bone_rolls.py b/data/mannequin/transform/armature_bone_rolls.py similarity index 100% rename from addon/data/mannequin/transform/armature_bone_rolls.py rename to data/mannequin/transform/armature_bone_rolls.py diff --git a/addon/data/mannequin/transform/armature_chiropract.py b/data/mannequin/transform/armature_chiropract.py similarity index 100% rename from addon/data/mannequin/transform/armature_chiropract.py rename to data/mannequin/transform/armature_chiropract.py diff --git a/addon/data/mannequin/transform/armature_create_ik_bones.py b/data/mannequin/transform/armature_create_ik_bones.py similarity index 100% rename from addon/data/mannequin/transform/armature_create_ik_bones.py rename to data/mannequin/transform/armature_create_ik_bones.py diff --git a/addon/data/mannequin/transform/armature_create_twist_bones.py b/data/mannequin/transform/armature_create_twist_bones.py similarity index 100% rename from addon/data/mannequin/transform/armature_create_twist_bones.py rename to data/mannequin/transform/armature_create_twist_bones.py diff --git a/addon/data/mannequin/transform/connect_with_children.py b/data/mannequin/transform/connect_with_children.py similarity index 100% rename from addon/data/mannequin/transform/connect_with_children.py rename to data/mannequin/transform/connect_with_children.py diff --git a/addon/data/mannequin/transform/snap_clavicles.py b/data/mannequin/transform/snap_clavicles.py similarity index 100% rename from addon/data/mannequin/transform/snap_clavicles.py rename to data/mannequin/transform/snap_clavicles.py diff --git a/addon/data/mesh.py b/data/mesh.py similarity index 100% rename from addon/data/mesh.py rename to data/mesh.py diff --git a/addon/data/mixamo/armature.py b/data/mixamo/armature.py similarity index 100% rename from addon/data/mixamo/armature.py rename to data/mixamo/armature.py diff --git a/addon/data/mixamo/transform/__init__.py b/data/mixamo/transform/__init__.py similarity index 100% rename from addon/data/mixamo/transform/__init__.py rename to data/mixamo/transform/__init__.py diff --git a/addon/data/mixamo/transform/armature_structure.py b/data/mixamo/transform/armature_structure.py similarity index 100% rename from addon/data/mixamo/transform/armature_structure.py rename to data/mixamo/transform/armature_structure.py diff --git a/addon/data/transform.py b/data/transform.py similarity index 100% rename from addon/data/transform.py rename to data/transform.py diff --git a/documentation/docs/add-armature.md b/documentation/docs/add-armature.md deleted file mode 100644 index e57a063..0000000 --- a/documentation/docs/add-armature.md +++ /dev/null @@ -1,69 +0,0 @@ -# Add Armature - ---- - -## Mannequin A-Pose - -Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> A-Pose - -[![Add Mannequin A-Pose armature Menu](img/feature/add-armature/mannequin-a-menu.png)](img/feature/add-armature/mannequin-a-menu.png) - - -[![Add Mannequin A-Pose armature](img/feature/add-armature/mannequin-a.png)](img/feature/add-armature/mannequin-a.png) - ---- - - -## Mannequin T-Pose - -Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> T-Pose - -[![Add Mannequin T-Pose armature Menu](img/feature/add-armature/mannequin-t-menu.png)](img/feature/add-armature/mannequin-t-menu.png) - - -[![Add Mannequin T-Pose armature](img/feature/add-armature/mannequin-t.png)](img/feature/add-armature/mannequin-t.png) - ---- - - -## Mannequin Twist bones - -Generates Mannequin-compatible Twist bones on the armature trying to guess the correct length and rotation. -Does nothing for existing twist bones. - -Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> Twist Bones - -[![Add Mannequin Twist bones Menu](img/feature/add-armature/mannequin-twist.png)](img/feature/add-armature/mannequin-twist.png) - - ---- - - -## Mannequin IK bones (Advanced) - -Generates Mannequin-compatible IK bones on the armature trying to guess the correct length and rotation. -Does nothing for existing IK bones. - -Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> IK Bones - -[![Add Mannequin IK bones to armature Menu](img/feature/add-armature/mannequin-ik-menu.png)](img/feature/add-armature/mannequin-ik-menu.png) - - -[![Add Mannequin IK bones to armature](img/feature/add-armature/mannequin-ik.png)](img/feature/add-armature/mannequin-ik.png) - - ---- - - -## The Origin (Advanced) - -The original Mannequin armature (imported with XY axis) - -Object mode -> Add -> Armature -> Chiro (UE4 Mannequin) -> The Origin - -[![Add The Origin Mannequin armature Menu](img/feature/add-armature/mannequin-origin-menu.png)](img/feature/add-armature/mannequin-origin-menu.png) - - -[![Add The Origin Mannequin armature](img/feature/add-armature/mannequin-origin.png)](img/feature/add-armature/mannequin-origin.png) - ---- diff --git a/documentation/docs/add-mesh.md b/documentation/docs/add-mesh.md deleted file mode 100644 index 569caa0..0000000 --- a/documentation/docs/add-mesh.md +++ /dev/null @@ -1,25 +0,0 @@ -## Add Mesh - ---- - -### Mannequin A-Pose - -Object mode -> Add -> Mesh -> Chiro (UE4 Mannequin) -> A-Pose - -[![Add Mannequin A-Pose mesh Menu](img/feature/add-mesh/mannequin-a-menu.png)](img/feature/add-mesh/mannequin-a-menu.png) - - -[![Add Mannequin A-Pose mesh](img/feature/add-mesh/mannequin-a.png)](img/feature/add-mesh/mannequin-a.png) - ---- - -### Mannequin T-Pose - -Object mode -> Add -> Mesh -> Chiro (UE4 Mannequin) -> T-Pose - -[![Add Mannequin T-Pose mesh Menu](img/feature/add-mesh/mannequin-t-menu.png)](img/feature/add-mesh/mannequin-t-menu.png) - - -[![Add Mannequin T-Pose mesh](img/feature/add-mesh/mannequin-t.png)](img/feature/add-mesh/mannequin-t.png) - ---- diff --git a/documentation/docs/add-skeletal-mesh.md b/documentation/docs/add-skeletal-mesh.md deleted file mode 100644 index 6404fc8..0000000 --- a/documentation/docs/add-skeletal-mesh.md +++ /dev/null @@ -1,28 +0,0 @@ -# Add Skeletal Mesh - -A skeletal mesh is a mesh parented with an armature - - ---- - -## Mannequin A-Pose - -Object mode -> Add -> Chiro (UE4) -> Mannequin A-Pose (Skeletal Mesh) - -[![Add Mannequin A-Pose skeletal mesh Menu](img/feature/add-skeletal-mesh/mannequin-a-menu.png)](img/feature/add-skeletal-mesh/mannequin-a-menu.png) - - -[![Add Mannequin A-Pose skeletal mesh](img/feature/add-skeletal-mesh/mannequin-a.png)](img/feature/add-skeletal-mesh/mannequin-a.png) - ---- - -## Mannequin T-Pose - -Object mode -> Add -> Chiro (UE4) -> Mannequin T-Pose (Skeletal Mesh) - -[![Add Mannequin T-Pose skeletal mesh Menu](img/feature/add-skeletal-mesh/mannequin-t-menu.png)](img/feature/add-skeletal-mesh/mannequin-t-menu.png) - - -[![Add Mannequin T-Pose skeletal mesh](img/feature/add-skeletal-mesh/mannequin-t.png)](img/feature/add-skeletal-mesh/mannequin-t.png) - ---- diff --git a/documentation/docs/apply-pose-to-mesh.md b/documentation/docs/apply-pose-to-mesh.md deleted file mode 100644 index 62de848..0000000 --- a/documentation/docs/apply-pose-to-mesh.md +++ /dev/null @@ -1,13 +0,0 @@ -# Apply Pose to Mesh & as Rest - - -[![Apply Pose to Mesh and as Rest Menu](img/feature/apply-pose-to-mesh/menu.png)](img/feature/apply-pose-to-mesh/menu.png) - -[![Apply Pose to Mesh and as Rest Action](img/feature/apply-pose-to-mesh/action.gif)](img/feature/apply-pose-to-mesh/action.gif) - - -### Why we need it? - -If you perform the original "Apply Pose as Rest Pose" instead, your mesh will stay in its original pose. - -[![Apply Pose to Mesh and as Rest Bad Action](img/feature/apply-pose-to-mesh/bad-action.gif)](img/feature/apply-pose-to-mesh/bad-action.gif) diff --git a/documentation/docs/edit-armature.md b/documentation/docs/edit-armature.md deleted file mode 100644 index 67f87bf..0000000 --- a/documentation/docs/edit-armature.md +++ /dev/null @@ -1,122 +0,0 @@ -# Edit Armature - -Edit mode with an armature active - - -## Transformations - -The list of available transformations depend on the active armature. -The addon reads the active armature structure and tries to detect a known model (e.g. Mannequin or Mixamo). - - -### Unknown armature - -By default (for a single bone in this example), no transformations will be available (thus, empty menu). - -Edit mode -> Armature -> Chiro (UE4) -> ... - -[![Edit armature empty Menu](img/feature/edit-armature/empty/menu.png)](img/feature/edit-armature/empty/menu.png) - - -[![Edit armature empty](img/feature/edit-armature/empty/scene.png)](img/feature/edit-armature/empty/scene.png) - - ---- - - -### Mixamo armature - -#### Skeleton conversion - -Rename the bones to their Mannequin counterparts. Delete redundant leaf bones. - -Edit mode -> Armature -> Chiro (UE4) -> "Mixamo --> Skeleton conversion" - -[![Edit Mixamo armature Skeleton Conversion Menu](img/feature/edit-armature/mixamo/skeleton-conversion-menu.png)](img/feature/edit-armature/mixamo/skeleton-conversion-menu.png) - -[![Edit Mixamo armature Skeleton Conversion Action](img/feature/edit-armature/mixamo/skeleton-conversion-action.gif)](img/feature/edit-armature/mixamo/skeleton-conversion-action.gif) - - ---- - - -### Mannequin armature - -#### Connect the bones with children - -Leaving the bone heads in place, connects the tails to the children where it makes sense, to follow the Mannequin skeleton structure. - -Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Connect the bones with children" - -[![Edit Mannequin armature Connect the bones with children Menu](img/feature/edit-armature/mannequin/connect-the-bones-with-children-menu.png)](img/feature/edit-armature/mannequin/connect-the-bones-with-children-menu.png) - -[![Edit Mannequin armature Connect the bones with children Action](img/feature/edit-armature/mannequin/connect-the-bones-with-children-action.gif)](img/feature/edit-armature/mannequin/connect-the-bones-with-children-action.gif) - - - ---- - -#### Snap clavicles to Mannequin position - -Moves clavicle heads to positions simiral to Mannequin, calculated relatively to "spine_03" bone. - -Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Snap clavicles to Mannequin position" - -[![Edit Mannequin armature Snap clavicles to Mannequin position Menu](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-menu.png)](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-menu.png) - -[![Edit Mannequin armature Snap clavicles to Mannequin position Action](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-action.gif)](img/feature/edit-armature/mannequin/snap-clavicles-to-mannequin-position-action.gif) - - ---- - -#### Make twist bones - -Generates Mannequin twist bones. Calculates length and positions relatively to the parent bones. -Does nothing for existing twist bones. - -Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Make twist bones" - -[![Edit Mannequin armature Make twist bones Menu](img/feature/edit-armature/mannequin/make-twist-bones-menu.png)](img/feature/edit-armature/mannequin/make-twist-bones-menu.png) - -[![Edit Mannequin armature Make twist bones Action](img/feature/edit-armature/mannequin/make-twist-bones-action.gif)](img/feature/edit-armature/mannequin/make-twist-bones-action.gif) - - ---- - -#### Bone Roll T-Pose - -Corrects the bone rolls to follow the Mannequin armature composition. -Assumes the Mesh is T-Pose. - -**WARNING**: if your mesh is not in T-Pose, the rolls will not be correct - -Edit mode -> Armature -> Chiro (UE4) -> "Mannequin --> Bone Roll T-Pose" - -[![Edit Mannequin armature Make twist bones Menu](img/feature/edit-armature/mannequin/bone-roll-tpose-menu.png)](img/feature/edit-armature/mannequin/bone-roll-tpose-menu.png) - -[![Edit Mannequin armature Make twist bones Action](img/feature/edit-armature/mannequin/bone-roll-tpose-action.gif)](img/feature/edit-armature/mannequin/bone-roll-tpose-action.gif) - - ---- - -#### Bone Roll A-Pose (Advanced) - -Corrects the bone rolls to follow the Mannequin armature composition. -Assumes the Mesh is Mannequin A-Pose. - -**WARNING**: if your mesh is not in A-Pose, the rolls will not be correct - ---- - -#### Make IK bones (Advanced) - -Generates IK bones for the armature. - -Same as [Add Armature -> Mannequin IK Bones](add-armature.md#mannequin-ik-bones-advanced) - ---- - -#### Chiropract on Armature (Advanced) - -Corrects the bone arrangement so that it follows The Original Mannequin armature. -After this operation the character may be exported to FBX (with YX axis). diff --git a/documentation/docs/export-fbx.md b/documentation/docs/export-fbx.md deleted file mode 100644 index bb274a5..0000000 --- a/documentation/docs/export-fbx.md +++ /dev/null @@ -1,22 +0,0 @@ -# Export FBX - -Export to FBX with autocorrection. -Does not change anything in the open blend scene or file. - -This operation: - - - corrects the scale (no need to mess with the scene unit scale) - - corrects the bone rotations so they match the Mannequin origin (aka chiropract) - - generates IK bones (if they don't exist yet) - - autocorrects the armature root name ("root" in UE4 skeleton) - - Exports the result into FBX - -File -> Export -> FBX (Chiro UE4 Mannequin) -> Save as ... - -!!! WARNING - You only choose the file name. The folder is of the original blend file - -[![Export FBX Menu](img/feature/export-fbx/export-fbx-menu.png)](img/feature/export-fbx/export-fbx-menu.png) - - -[![Export FBX](img/feature/export-fbx/export-fbx.png)](img/feature/export-fbx/export-fbx.png) diff --git a/documentation/docs/getting-started.md b/documentation/docs/getting-started.md deleted file mode 100644 index adea024..0000000 --- a/documentation/docs/getting-started.md +++ /dev/null @@ -1,15 +0,0 @@ -# Getting Started - -- [Installation](installation.md) section explains how to download and install the add-on. - -## How To section - -How To articles explain some of the common scenarios and how to use the add-on features. - - - [Skinning](./how-to/leah.md) explains how to skin a mesh using the Chiro add-on - - [Mixamo Re-Skin](./how-to/mixamo.md) explains how to swap Mixamo armature with Mannequin skeleton - - [UE4 Retargeting](./how-to/ue4-retargeting.md) explains some basics about Unreal Engine 4 animation retargeting - -## Tools Overview - -That section describes the Chiro add-on features split by categories. diff --git a/documentation/docs/how-to/img/leah/intro-leah-overview.webm b/documentation/docs/how-to/img/leah/intro-leah-overview.webm deleted file mode 100644 index 99cbcda..0000000 --- a/documentation/docs/how-to/img/leah/intro-leah-overview.webm +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:06966106327c16714ef0e192455ffb1f1a2837cf645951028ecad0e4507f1514 -size 583987 diff --git a/documentation/docs/how-to/img/leah/step01-add-armature.webm b/documentation/docs/how-to/img/leah/step01-add-armature.webm deleted file mode 100644 index e11a39f..0000000 --- a/documentation/docs/how-to/img/leah/step01-add-armature.webm +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:13e9b993e2c70494da82ec47fc6f1459d0e7905275caa8cc8188311820d77bf4 -size 790418 diff --git a/documentation/docs/how-to/img/leah/step02-scale-armature.webm 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-version https://git-lfs.github.com/spec/v1 -oid sha256:f470b6c1475e64668941aa8693a22062043159d577901bba74e06533075ccf9d -size 3049300 diff --git a/documentation/docs/how-to/leah.md b/documentation/docs/how-to/leah.md deleted file mode 100644 index a721031..0000000 --- a/documentation/docs/how-to/leah.md +++ /dev/null @@ -1,461 +0,0 @@ -# Skin a mesh with Mannequin armature - -The article explains how to skin a humanoid character with a Mannequin-compatible armature (skeleton). -That will allow reuse of Mannequin animations for the character via animation retargeting in Unreal Engine 4. - -!!! Disclaimer - This article purpose is to demonstrate the features of Chiro add-on for Blender. - To achieve best results, you must do more than we cover in here. - We do not correct weight paints nor set up morph targets. That is out of scope for this tutorial. - - -[TOC] - - -## Intro - -In this article we will skin a character mesh with a mannequin-compatible armature. - -The mesh proportions are not matching the Mannequin, so we will change the bones -and later use retargeting manager in Unreal Engine 4 to make the animation work. -The mesh does not have armature, vertex groups and weight paints. - -Here is the character we will be skinning - - - - ---- - -## 1. Add Armature - -The first step is to add the armature we'll be working with. To do that, find the menu and -the armature to the scene. It will be easier to work if we make it show up "In Front", so let's -do it straight away. - - 1. `Add -> Armature -> Chiro (UE4 Mannequin) -> A-Pose` - 2. `Armature sidebar -> Viewport Display -> In Front` - -!!! Info - It does not matter if you start with the armature in A-Pose or T-Pose. - In this example we start with A-Pose merely because it's closer to the mesh posture. - - - ---- - -## 2. Scale Armature - -Now we scale the armature so its spine length following the torso size accordingly. -Here are a couple guidelines you could follow to make it right - - 1. pelvis root should be at the top of the groin - 2. clavicle bone tails should be just in the middle of the character shoulders - -!!! Warning - If you cannot find good alignment, then don't align clavicles, just make sure - pelvis is in the correct position. In the following steps we will adjust all the bones one by one - anyway, but it is important to begin with the pelvis in the right spot. - - - - ---- - -## 3. Adjust pelvis position - -Now we shall adjust the bone positions. However, pelvis is the root for all the other bones -and it is **important** that we begin with it first. -To find the correct position for pelvis, you could follow these guidelines. - - - front view: top of the groin, middle of the mesh - - side view: middle of the mesh, middle of glutes - - rear view: middle of glutes, middle of the mesh - -To make it easier, in this step we will move pelvis into a separate layer, -so the other bones don't obscure the view. To do that, we are switching to the `Edit Mode`. -Then, we return to the `Object Mode` and adjust the pelvis position by dragging the armature around. - - - - ---- - -## 4. Adjust pelvis tail - -The rest of the bones we will adjust in `Pose mode`. -Now we are correcting `spine_01` position by following these guidelines - - - front view: just below navel - - side view: middle of the mesh - - rear view: just above the pelvis - -Since the bones are connected, to adjust `spine_01` position we will update the `pelvis` bone instead. -In `Pose Mode` we will rotate `pelvis` and increase its `Scale Y`. - - - - ---- - -## 5. Adjust spine_01 - -Same here. To adjust `spine_02` we will update `spine_01` in `Pose Mode`. Rotate the bone and -update its `Scale Y` to change the bone length. -Here are the guidelines for `spine_02` adjustments - - - front view: celiac plexus (aka solar plexus), just below the ribcage, top of the abdomen - - side view: middle of the mesh - -To do this, we will move the `spine_01` bone to the current layer via `Edit Mode` - - - - ---- - -## 6. Adjust spine_02 - -Repeating the same proceduce to adjust `spine_03` position. -The guidelines - - - front view: middle of the chest - - side view: middle of the mesh, below the bottom of armpit, following the shape of the mesh - -!!! Info - To move the bone into current layer we're using shortcuts (`Shift-M` and `M`). - If you're not comfortable with shortcuts, you could repeat the UI actions from the previous steps. - The shortcuts are doing the same thing. - - - ---- - -## 7. Adjust neck and head - -Repeating the procedure for `neck` and `head` bones. - -`neck root` guidelines: - - - front view: root of the neck, above clavicles - - side view: root of the neck, just above the shoulders - -`neck tail` guidelines: - - - side view: behind the jaw, below the ear - -`head` guidelines: - - - parallel to face - - - - ---- - -## 8. Adjust clavicles - -The clavicle bones are the most error prone in retargeting Mannequin animations. -Most likely you won't be able to find the correct position for your character from the first try. -The shoulders may look broken, or positioned weirdly. To mitigate that effect, -find a correct spot for clavicle bone roots. Although, for now, we are going to leave it "as is". - -!!! Info - Later we may use the "auto-detection" provided by the addon via - [Snap clavicles to Mannequin position](../edit-armature.md#snap-clavicles-to-mannequin-position) transformation. - It won't give you the best possible result, but it is "good enough" to begin with. - -The guidelines - - - turn on X-mirror - - do not change clavicle root position - - clavicle tail should be placed in the middle of the shoulder joint - - - - ---- - -## 9. Left Arm - -Following the procedure, we're leaving X-mirror turned on and update the left arm bones. -Here are some simple guidelines for that - - - all bones should be placed in the middle of the mesh - - `upperarm_l tail` should be placed exactly at the elbow joint - - `lowerarm_l tail` should be placed exactly at the wrist joint - - `hand_l tail` should be placed at the root of the middle finger - - - - ---- - -## 10. Fingers - -Skin the fingers right is tricky. Although, if you're careful enough, the result should be good. -Here are the guidelines for you: - - - roll `hand_l` bone to find the correct `thumb to pinky` position - - drag roots of gingers, place them to match knuckles - - rotate the rest finger bones to find correct finger positions - - scale the bones to match finger phalanges - - make sure X axis of every bone except thumb looks the same way as the palm - -We are still using X-mirror and only dealing with the left hand. - - - ---- - -## 11. Left leg - -Now we're ready to proceed with legs. -The guidelines are: - - - `thigh_l root` should be already in a good position, so we don't touch it - - `thigh_l tail` should be placed in the knee joint - - `calf_l tail` should be placed at the ankle joint - - `foot_l tail` should be placed at the beginning of the toes - - `ball_l` should be aligned straight forward - -We're still using X-mirror and only adjust left leg bones. -In the process we're also using [Select Bone Group: Twist Bones](../select-bone-group.md#twist-bones) -to select all twist bones and move them into a different layer, so they don't obscure the view. - - - ---- - -## 12. Adjust the right side - -Ideally the mesh will by symmetrical along the X axis. However, the world is not ideal, so we -should account for the differences between the left and right sides of the mesh. - - 1. Turn OFF X-mirror - 2. Correct right arm, palm, fingers and leg - - - ---- - -## 13. Apply the pose as Rest Pose - -We have the armature in the correct pose precisely following the mesh posture and proportions. -Now we need to apply all our changes to the armature by applying the pose as Rest Pose. - - - ---- - -## 14. Parent the armature - -It is time to parent the mesh with the armature. Ideally you may like to amend the -weight paints for the vertex groups, but for the brevity of this tutorial we will -use auto-weights and leave it as is. This will give us good enough result for now. - - - ---- - -## 15. T-Pose - -A requirement for the armature to be mannequin-compatible is correct bone rolls. -The Chiro add-on has built-in functionality to correct the rolls. However, to do so properly -it needs the character to be in T-Pose. Thus, we will put our mesh into T-Pose now. - -Here are the guidelines - - - Face: looking straight forward, head is aligned by Z axis - - Feet: looking straight forward, parallel to the floor - - Arms: aligned by X axis, parallel to the floor - - Upper arms: parallel to the floor - - Elbows: looking straight back (towards Y axis) - - Palms: parallel to the floor - - - ---- - -## 16. Apply the pose to mesh - -Before we move on, we need to put the mesh into the new T pose at rest. To do so, we will use -[Apply Pose to Mesh & as Rest](../apply-pose-to-mesh.md) feature. Without it, the mesh will -keep its original form and not the T-Pose we've just made for it. - -`Pose -> Apply -> Apply Pose to Mesh & as Rest (Chiro)` - - - ---- - -## 16.5. (Optional) Snap clavicles - -This step is optional, because it may have different results depending on the character. Sometimes it may help -with shoulders, sometimes it would make things worse. You should try both ways and choose the best option -that suits your character anatomy. - -!!! Info - If you are skinning your character for the first time, we are recommending to skip this step - and come back later to try this option if you find that your character shoulders aren't looking - properly. - We also encourage you to save the progress you've made so far in a separate blend file, so - you could come back to this step later and rework not from the very beginning, but from this step. - -To do that we will use [Snap clavicles to Mannequin position](../edit-armature.md#snap-clavicles-to-mannequin-position) -transformation. - -Find and press in the menu: - - * `Armature -> Chiro (UE4) -> Mannequin --> Snap clavicles to Mannequin position` - - - ---- - -## 17. Fix bone rolls - -Now we should be able to correct the bone rolls via the [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation. - - 2. Switch to `Edit Mode` - 2. `Armature -> Chiro (UE4) -> Mannequin --> Bone Roll T-Pose` - - - ---- - -## 18. Fix feet rotation - -The [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation will try to detect the best -rotation. However, depending on the actual mesh pose, it will not be correct for some bones. Particularly, -if the feet of the mesh don't look straight forward, the roll may be incorrect. - -Not a big problem. We can fix the rolls manually. -To do that: - - - Make sure X-Mirror is turned OFF - - fix the **left foot** roll so **X axis** looks **down** - - fix the **right foot** roll so **X axis** looks **up** - -!!! Warning - If your mesh has asymmetry, X-mirror will dislocate the bones, this is why we turn it off - -!!! Info - In this video, we're hiding the obstructive bones by selecting them and pressing `H` on keyboard. - To unhide them later you can press `Alt+H`. - - - ---- - -## 19. A-Pose - -The final step before it's ready for exporting. The add-on [Export FBX](../export-fbx.md) operator -relies on the armature to be in A-Pose to correct the bone rotations and make it compatible with -the Mannequin armature. Thus, the last step before exporting is to pose it into A-Pose and apply -it to the mesh. Similar to what we did with T-Pose before. - - 1. Go to `Pose mode` - 2. Find and press in menu `Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> A-Pose"` - 3. Find and press in menu `Pose -> Apply -> Apply Pose to Mesh & as Rest (Chiro)` - - - ---- - -## 20. Export FBX - -Now it is ready for exporting to FBX. However, the add-on has its own [Export FBX](../export-fbx.md) operator, -that uses correct export settings and takes care about some extra stuff that you rarely want to do manually. -For more details on the Export FBX operator, see its own documentation section. - -!!! Note - Export FBX operator saves files into the same folder with your current .blend file - -!!! Warning - The export may take some time. Wait until the dropdown disappears from the screen. - -!!! Info - If the proportions of your character are exactly the same as Mannequin (e.g. you did not update any bone scales, - only rotations), you might import it with the Mannequin skeleton and reuse animations with no retargeting required. - If the proportions are different, you will need retargeting. - - * `File -> Export -> FBX (Chiro UE4 Mannequin) -> Save as ***.fbx` - - - ---- - -## Conclusion - -The resulting FBX file is ready for use in Unreal Engine 4 with default import settings. -Although, most likely it will need animation retargeting in Unreal Engine 4. -If you are not sure how to do that, read [HowTo: UE4 Retargeting](ue4-retargeting.md). - - -# Results - -!!! Warning - These results are not ideal, because we did not do manual weight painting and mesh correction. - The goal is to show you what the add-on is capable of, not to teach how to skin characters professionaly. - -### Third person - - - ---- - -### Advanced Locomotion System v4 - - diff --git a/documentation/docs/how-to/mixamo.md b/documentation/docs/how-to/mixamo.md deleted file mode 100644 index 2552f24..0000000 --- a/documentation/docs/how-to/mixamo.md +++ /dev/null @@ -1,253 +0,0 @@ -# Re-Skin Mixamo for Unreal Engine 4 Mannequin - -The article explains how to swap a [Miaxmo](https://www.mixamo.com/) armature with a Mannequin-compatible armature -via [Chiro (UE4 Mannequin)](../index.md) add-on for Blender. - - -[TOC] - - -## Intro - -Mixamo characters may have a variety of armatures. Some of them are more compatible with Mannequin than others. -The process described in here will not work for every character you find out there, but should work for some of them. - -!!! Note - Armatures prefixed with `mixamo9:` appear to be more compatible and easy to convert. - -!!! Warning - * Most likely your character - * has proportions different to the Mannequin - * does not have twist bones and their weight painted vertex groups - * Thus, do not expect - * the character to work without later retargeting in Unreal Engine 4 - * the retargeted animation to fit any character perfectly - - -## 1. Get the character in T-Pose - -The easiest way is to download the character in T-Pose. -Otherwise, you may have to pose your character manually into the T-Pose before we proceed. - -!!! Important - Make sure the character is placed at the origin (in the middle of the scene) - -[![Step1: T-Pose](img/mixamo/step1-tpose.png)](img/mixamo/step1-tpose.png) - ---- - -## 2. Convert the armature to Mannequin-compatible - -Now we will rename every bone of the armature into its Mannequin counterpart and also delete the redundant leaf bones. - -To do that, we will use [Skeleton conversion](../edit-armature.md#skeleton-conversion) transformation. - - 1. Select the Armature - 2. Go to `Edit mode` - 3. Find and press in the menu `Armature -> Chiro (UE4) -> Mixamo --> Skeleton conversion` - - - ---- - -## 3. Connect the bones with children - -Some characters may have incorrect bone orientation. -The easiest way to make sure all bones are positioned correctly (or at least similar to the Mannequin), is to connect -the bone tails to children. - -To do that we will use [Connect the bones with children](../edit-armature.md#connect-the-bones-with-children) -transformation. - -Find and press in the menu: - - * `Armature -> Chiro (UE4) -> Mannequin --> Connect the bones with children` - - - ---- - -## 4. Snap clavicles to Mannequin position - -Most likely your character T-Pose will have clavicle root positions aligned with the spine bone by the X axis. -The Mannequin, however, has its clavicle roots displaced forward, which better replicates human anatomy. -Later, when retargeting the Mannequin animation in Unreal Engine 4 for our character, this will make an effect of the -shoulders stretched back too far, which looks like if scapulae are brought together. To reduce that effect, we can move the -clavicle bone roots forward, similar to the original Mannequin armature. - -To do that we will use [Snap clavicles to Mannequin position](../edit-armature.md#snap-clavicles-to-mannequin-position) -transformation. - -Find and press in the menu: - - * `Armature -> Chiro (UE4) -> Mannequin --> Snap clavicles to Mannequin position` - - - ---- - -## 5. Make Twist bones - -Most likely the character does not have the Mannequin Twist bones. -Even though there are no -[Vertex groups](https://docs.blender.org/manual/en/latest/modeling/meshes/properties/vertex_groups/index.html) -nor [Weight paints](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/index.html), -we still need those Twist bones to exist so that Unreal Engine 4 can work with the skeleton when -we retarget Mannequin animation. This is important for the engine that all the bones exist -and precisely reproduce the original skeleton hierarchy. - -To do that we will use [Make twist bones](../edit-armature.md#make-twist-bones) transformation. - -!!! Warning - This transformation generates the bones **only**. It does not generate any Vertex Groups - with Weights. If you want your character to be more compatible with retargeted animation, - you may need to manually Weight paint those Vertex Groups. - - - * `Armature -> Chiro (UE4) -> Mannequin --> Make Twist bones` - - - - ---- - -## 6. Roll the bones - -The Mixamo characters have the bone heads and tails properly placed out of the box, -same as the Weights for the Vertex Groups. -However, an important difference with the Mannequin is the bones are rolled differently. -Fret not, you don't have to re-roll every bone manually as long as your character is carefully -posed in T-Pose. As long as it is the case, the add-on can detect proper -rolls for every bone. Then you may correct the small bits manually if you'd like. Although, usually -it will have "good enough" result without manual changes. - -!!! Warning - It is important that the **Mesh is in correct T-Pose**: - - * Face: looking straight forward, head is aligned by Z axis - * Feet: looking straight forward, parallel to the floor - * Arms: aligned by X axis, parallel to the floor - * Upper arms: parallel to the floor - * Elbows: looking straight back (towards Y axis) - * Palms: parallel to the floor - -!!! Note - Usually Mixamo in T-Pose will have the correct posture out of the box. - - -After we make sure the mesh is in the correct T-Pose, we may reroll the bones. - -To do that we will use [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation. - - * `Armature -> Chiro (UE4) -> Mannequin --> Bone Roll T-Pose` - - - ---- - -## 7. Fix feet rotation - -The [Bone Roll T-Pose](../edit-armature.md#bone-roll-t-pose) transformation will try to detect the best possible -rotation. However, depending on the actual mesh pose, it will not be correct for some bones. Particularly, -if the feet of the mesh don't look straight forward, then the roll will not be correct. - -Not a big problem. We can fix the rolls manually. -To do that: - - - turn on X-Mirror - - fix the **left foot** roll so **X axis** looks **down** - -!!! Warning - Right foot bone X-axis should look straight up, but with X-mirror that will be auto-corrected - - - ---- - -## 8. Fix finger rotation - -Same as with feet, finger rolls may need manual update so every X axis of every finger bone -(except thumb) looks straight down, following the palm direction. - - - turn on X-Mirror - - fix the **left arm** fingers so that **X axes** look **down** - -!!! Warning - The palm should be looking down as well. This is X-axis of the **hand_l** bone - - - - ---- - -## 9. Re-Pose the Mesh to the Mannequin A-Pose - -Before we can export the character to FBX, we have to re-pose it into Mannequin A-Pose. -This is necessary so that add-on may transform the bone rotations later when exporting to FBX. -We will omit the technical details here, but this is necessary for the character to get exported correctly. - -To do that - - 1. Go to `Pose mode` - 2. Find and press in menu `Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> A-Pose"` - 3. Find and press in menu `Pose -> Apply -> Apply Pose to Mesh & as Rest (Chiro)` - - - - ---- - -## 10. Export FBX - -Now it is ready for exporting to FBX. However, the add-on has its own [Export FBX](../export-fbx.md) operator, -that uses correct export settings and takes care about some extra stuff that you usually don't want to do manually. -For the details on the Export FBX operator, see its own documentation section. - -!!! Note - Export FBX operator saves files into the same folder where your current .blend file resides - - * `File -> Export -> FBX (Chiro UE4 Mannequin) -> Save as ***.fbx` - - - ---- - -## Conclusion - -The resulting FBX file is ready for Unreal Engine 4 with default import settings. -Although, most likely your character will need animation retargeting in Unreal Engine 4. -If you are not sure how to do that, see [HowTo: UE4 Retargeting](ue4-retargeting.md). - -Here is the result of what we have done in this article, with animation retargeting as per [HowTo: UE4 Retargeting](ue4-retargeting.md). - - \ No newline at end of file diff --git a/documentation/docs/how-to/ue4-retargeting.md b/documentation/docs/how-to/ue4-retargeting.md deleted file mode 100644 index 0c4bad7..0000000 --- a/documentation/docs/how-to/ue4-retargeting.md +++ /dev/null @@ -1,105 +0,0 @@ -# Retarget Unreal Engine 4 Mannequin animation - -This article explains how to retarget Mannequin-compatible animation for a Skeletal Mesh -with Mannequin-compatible skeleton (armature). - -The entire process happens only in Unreal Engine 4 and implies you have done FBX export -with a mannequin-compatible character (perhaps following another How-To). - - -!!! Warning - This article is not a part of the official Unreal Engine 4 documentation and may not be - up to date with its latest features. - - -[TOC] - - -## Intro - -This article is an example of a retargeting procedure and does not contain -the optimal retargeting settings. Every Skeletal Mesh is unique and may require different -retargeting settings for achieving better results. Do not take the advice given here -as the best possible for your project. - - -## 1. Import FBX - -Create a separate folder for the character and import the FBX file with default settings. - - - ---- - -## 2. Select Rig for Mannequin - -We need the retargeting system to pick up Mannequin animation blueprints as a potential source of retargeting. -For that, you may need to assign the humanoid rig to the Mannequin Skeleton. - - 1. Find and Open the Mannequin Skeleton asset - 2. Open the Retarget Manager - 3. Select Humanoid Rig - 4. Save the Mannequin Skeleton - - - ---- - -## 3. Retarget your character - - 1. Find and Open your character skeleton asset - 2. Open the Retarget Manager - 3. Select Humanoid Rig - 4. Open Skeleton Tree - 5. Select "Show Retargeting Options" in the dropdown - 6. Recursively set Translation Retargeting Skeleton for all bones - 7. Set Translation Retargeting Animation for **root** - 8. Set Translation Retargeting Animation Scaled for **pelvis** - 9. Save the skeleton - - - ---- - -## 4. Retarget the animation blueprint - - 1. Find the animation blueprint you want to retarget - 2. Choose the correct retargeting options - 3. Retarget and save the resulting assets - - - ---- - -## 5. Use your character and animation on the player pawn - - 1. Swap skeletal mesh with your character - 2. 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a/documentation/docs/img/logo-squared.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:a9d7d0404dccd76a64833fe98b5029a06b06fcdbd36b78e16aa73f79e1474c61 -size 66383 diff --git a/documentation/docs/img/logo.png b/documentation/docs/img/logo.png deleted file mode 100644 index 423eaf2..0000000 --- a/documentation/docs/img/logo.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:95173fa69e49b8b1dbd54adcb0a06cf0cf2c75060345ee1521396d43a5b459d2 -size 45575 diff --git a/documentation/docs/index.md b/documentation/docs/index.md deleted file mode 100644 index d565ec2..0000000 --- a/documentation/docs/index.md +++ /dev/null @@ -1,73 +0,0 @@ -[![Chiro UE4 Mannequin Logo](./img/logo.png)](index.md) - -# Chiro (UE4 Mannequin) - -"Chiro (UE4 Mannequin)" is a [Blender](https://www.blender.org/) add-on -for [skinning](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html) -with Unreal Engine 4 Mannequin armature. - ---- - -[![GNU GPL3](https://img.shields.io/badge/license-GPL3-blue.svg?style=for-the-badge&logo=blender)]() - ---- - - -## Who is it for - - - **3D Artists**, who want to skin their characters with the Mannequin skeleton - - **Indie Game Developers**, who want an easy way to swap an armature of a mesh with the Mannequin skeleton - - -## Why we need it - - - animation created for Mannequin may be reused - - blueprints created for Mannequin may be reused - - Mannequin skeleton may be reused - - -## What it gives you - - - Free software (as in freedom) - - Skinning with Mannequin compatible armatures - - FBX export made easy (with correct scale) - - Mixamo to Mannequin skeleton transformations automation - - A bunch of automations - - -## What it does not do - -The primary goal of this add-on is to make -[Skinning](https://docs.blender.org/manual/en/latest/animation/armatures/skinning/introduction.html) easy. -If you need to animate your characters, you should consider using EpicGames Blender Tools for that (e.g. Unreal to Rigify). - - -## Blender compatibility - -Requires **2.8x** -Tested with **2.83 LTS** - - -## Found a bug? - -Create a new [GitHub Issue](https://github.com/vespero-group/chiro-ue4/issues). - - -## Need help? - -Try asking in the [chiro-ue4:matrix.org](https://matrix.to/#/!pfBEGiBXAHTOGcAwwq:matrix.org?via=matrix.org) matrix channel, or raise a [GitHub issue](https://github.com/vespero-group/chiro-ue4/issues). - - -## Want to help? - -We believe that artists should have access to free (as in freedom) and open-source software of high quality. -If you want to support our cause, you could - - - Give us a star on [GitHub](https://github.com/vespero-group/chiro-ue4) - - Let us know how we could make it better via [GitHub Issues](https://github.com/vespero-group/chiro-ue4/issues) - - Tell others about the add-on and what it does - - -## Good luck! - -We wish this project can serve you well, creative person. Go, make the world a little better! diff --git a/documentation/docs/installation.md b/documentation/docs/installation.md deleted file mode 100644 index 0fc8d05..0000000 --- a/documentation/docs/installation.md +++ /dev/null @@ -1,19 +0,0 @@ -# Installation - -## Download - -You may download releases from: - - - [GitHub Release page](https://github.com/vespero-group/chiro-ue4/releases) - -## Install - -You may install the addon in any way [supported](https://docs.blender.org/manual/en/latest/editors/preferences/addons.html) by Blender. - -## Configuration - -There are 2 configuration options. They enable extra features not needed for most of the usual workflows. - - - Advanced features (disabled). This option makes some advanced tools to appear in UI. Most of those are used internally by other tools and are not required for straightforward use. - - - Developer mode (disabled). This option makes a developer UI panel to show up. The panel comprises tools only needed for developers of this addon and not required for any usual workflows. diff --git a/documentation/docs/re-pose.md b/documentation/docs/re-pose.md deleted file mode 100644 index ee6f32f..0000000 --- a/documentation/docs/re-pose.md +++ /dev/null @@ -1,24 +0,0 @@ -# RePose character - - -## Re-Pose Mannequin A-Pose - -Pose Mode -> Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> A-Pose" - - -[![RePose Mannequin A-Pose Menu](img/feature/re-pose/re-pose-mannequin-a-menu.png)](img/feature/re-pose/re-pose-mannequin-a-menu.png) - - -[![RePose Mannequin A-Pose Action](img/feature/re-pose/re-pose-mannequin-a-action.gif)](img/feature/re-pose/re-pose-mannequin-a-action.gif) - - - -## Re-Pose Mannequin T-Pose - -Pose Mode -> Pose -> Re-Pose (Chiro UE4) -> "Mannequin --> T-Pose" - - -[![RePose Mannequin T-Pose Menu](img/feature/re-pose/re-pose-mannequin-t-menu.png)](img/feature/re-pose/re-pose-mannequin-t-menu.png) - - -[![RePose Mannequin T-Pose](img/feature/re-pose/re-pose-mannequin-t-action.gif)](img/feature/re-pose/re-pose-mannequin-t-action.gif) diff --git a/documentation/docs/select-bone-group.md b/documentation/docs/select-bone-group.md deleted file mode 100644 index bd4d8d3..0000000 --- a/documentation/docs/select-bone-group.md +++ /dev/null @@ -1,67 +0,0 @@ -# Select bone group - -## Mannequin - -### Twist Bones - -Select all Twist bones in the Mannequin armature - -The twist bones are: - - - upperarm_twist_01_l - - upperarm_twist_01_r - - lowerarm_twist_01_l - - lowerarm_twist_01_r - - thigh_twist_01_l - - thigh_twist_01_r - - calf_twist_01_l - - calf_twist_01_r - -Edit Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Twist Bones" - -or - -Pose Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Twist Bones" - - -[![Select Mannequin Twist Bones Menu](img/feature/select-bone-group/mannequin-twist-bones-menu.png)](img/feature/select-bone-group/mannequin-twist-bones-menu.png) - - -### Palm Bones - -Select all Palm bones in the Mannequin armature - -The palm bones are hands and all fingers (32 bones in total). - -Edit Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Palm" - -or - -Pose Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> Palm" - - -[![Select Mannequin Palm Bones Menu](img/feature/select-bone-group/mannequin-palm-bones-menu.png)](img/feature/select-bone-group/mannequin-palm-bones-menu.png) - - -### IK Bones - -The IK bones are: - - - ik_hand_root - - ik_hand_gun - - ik_hand_l - - ik_hand_r - - ik_foot_root - - ik_foot_l - - ik_foot_r - -Select all IK bones in the Mannequin armature - -Edit Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> IK Bones" - -or - -Pose Mode -> Select -> Select Bone Group (Chiro UE4) -> "Mannequin --> IK Bones" - - -[![Select Mannequin IK Bones Menu](img/feature/select-bone-group/mannequin-ik-bones-menu.png)](img/feature/select-bone-group/mannequin-ik-bones-menu.png) diff --git a/documentation/mkdocs.yml b/documentation/mkdocs.yml deleted file mode 100644 index 63d3381..0000000 --- a/documentation/mkdocs.yml +++ /dev/null @@ -1,27 +0,0 @@ -theme: readthedocs -site_name: Chiro (UE4 Mannequin) -repo_url: https://github.org/vespero-group/chiro-ue4 -google_analytics: ['UA-174942804-1', 'vespero-group.github.io'] - -nav: - - 'index.md' - - 'Getting Started': - - 'getting-started.md' - - 'installation.md' - - 'How To': - - 'Skinning': 'how-to/leah.md' - - 'Mixamo Re-Skin': 'how-to/mixamo.md' - - 'UE4 Retargeting': 'how-to/ue4-retargeting.md' - - 'Tools Overview': - - 'Add Armature': 'add-armature.md' - - 'Add Mesh': 'add-mesh.md' - - 'Add Skeletal Mesh': 'add-skeletal-mesh.md' - - 'Apply Pose to Mesh & as Rest': 'apply-pose-to-mesh.md' - - 'Edit Armature': 'edit-armature.md' - - 'Export FBX': 'export-fbx.md' - - 'Re-Pose': 're-pose.md' - - 'Select Bones': 'select-bone-group.md' - -markdown_extensions: - - admonition - - toc \ No newline at end of file diff --git a/addon/ops/__init__.py b/ops/__init__.py similarity index 100% rename from addon/ops/__init__.py rename to ops/__init__.py diff --git a/addon/ops/add_armature.py b/ops/add_armature.py similarity index 100% rename from addon/ops/add_armature.py rename to ops/add_armature.py diff --git a/addon/ops/add_mesh.py b/ops/add_mesh.py similarity index 100% rename from addon/ops/add_mesh.py rename to ops/add_mesh.py diff --git a/addon/ops/add_skeletal_mesh.py b/ops/add_skeletal_mesh.py similarity index 100% rename from addon/ops/add_skeletal_mesh.py rename to ops/add_skeletal_mesh.py diff --git a/addon/ops/apply_pose_to_mesh.py b/ops/apply_pose_to_mesh.py similarity index 100% rename from addon/ops/apply_pose_to_mesh.py rename to ops/apply_pose_to_mesh.py diff --git a/addon/ops/dev/export_armature.py b/ops/dev/export_armature.py similarity index 100% rename from addon/ops/dev/export_armature.py rename to ops/dev/export_armature.py diff --git a/addon/ops/dev/export_mesh.py b/ops/dev/export_mesh.py similarity index 100% rename from addon/ops/dev/export_mesh.py rename to ops/dev/export_mesh.py diff --git a/addon/ops/dev/test_operator.py b/ops/dev/test_operator.py similarity index 100% rename from addon/ops/dev/test_operator.py rename to ops/dev/test_operator.py diff --git a/addon/ops/fbx_export.py b/ops/fbx_export.py similarity index 100% rename from addon/ops/fbx_export.py rename to ops/fbx_export.py diff --git a/addon/ops/operator_mixin.py b/ops/operator_mixin.py similarity index 100% rename from addon/ops/operator_mixin.py rename to ops/operator_mixin.py diff --git a/addon/ops/re_pose.py b/ops/re_pose.py similarity index 100% rename from addon/ops/re_pose.py rename to ops/re_pose.py diff --git a/addon/ops/select_bone_group.py b/ops/select_bone_group.py similarity index 100% rename from addon/ops/select_bone_group.py rename to ops/select_bone_group.py diff --git a/addon/ops/transform.py b/ops/transform.py similarity index 100% rename from addon/ops/transform.py rename to ops/transform.py diff --git a/addon/ui/__init__.py b/ui/__init__.py similarity index 100% rename from addon/ui/__init__.py rename to ui/__init__.py diff --git a/addon/ui/menu/__init__.py b/ui/menu/__init__.py similarity index 100% rename from addon/ui/menu/__init__.py rename to ui/menu/__init__.py diff --git a/addon/ui/menu/add_armature_sub_menu.py b/ui/menu/add_armature_sub_menu.py similarity index 100% rename from addon/ui/menu/add_armature_sub_menu.py rename to ui/menu/add_armature_sub_menu.py diff --git a/addon/ui/menu/add_mesh_sub_menu.py b/ui/menu/add_mesh_sub_menu.py similarity index 100% rename from addon/ui/menu/add_mesh_sub_menu.py rename to ui/menu/add_mesh_sub_menu.py diff --git a/addon/ui/menu/add_skeletal_mesh_sub_menu.py b/ui/menu/add_skeletal_mesh_sub_menu.py similarity index 100% rename from addon/ui/menu/add_skeletal_mesh_sub_menu.py rename to ui/menu/add_skeletal_mesh_sub_menu.py diff --git a/addon/ui/menu/edit_armature_sub_menu.py b/ui/menu/edit_armature_sub_menu.py similarity index 100% rename from addon/ui/menu/edit_armature_sub_menu.py rename to ui/menu/edit_armature_sub_menu.py diff --git a/addon/ui/menu/fbx_export_sub_menu.py b/ui/menu/fbx_export_sub_menu.py similarity index 100% rename from addon/ui/menu/fbx_export_sub_menu.py rename to ui/menu/fbx_export_sub_menu.py diff --git a/addon/ui/menu/re_pose_sub_menu.py b/ui/menu/re_pose_sub_menu.py similarity index 100% rename from addon/ui/menu/re_pose_sub_menu.py rename to ui/menu/re_pose_sub_menu.py diff --git a/addon/ui/menu/select_bone_group_sub_menu.py b/ui/menu/select_bone_group_sub_menu.py similarity index 100% rename from addon/ui/menu/select_bone_group_sub_menu.py rename to ui/menu/select_bone_group_sub_menu.py diff --git a/addon/ui/panels/__init__.py b/ui/panels/__init__.py similarity index 100% rename from addon/ui/panels/__init__.py rename to ui/panels/__init__.py diff --git a/addon/ui/panels/export.py b/ui/panels/export.py similarity index 100% rename from addon/ui/panels/export.py rename to ui/panels/export.py diff --git a/addon/utils/arma.py b/utils/arma.py similarity index 100% rename from addon/utils/arma.py rename to utils/arma.py diff --git a/addon/utils/bone.py b/utils/bone.py similarity index 100% rename from addon/utils/bone.py rename to utils/bone.py diff --git a/addon/utils/cfg.py b/utils/cfg.py similarity index 100% rename from addon/utils/cfg.py rename to utils/cfg.py diff --git a/addon/utils/context.py b/utils/context.py similarity index 100% rename from addon/utils/context.py rename to utils/context.py diff --git a/addon/utils/export_helper.py b/utils/export_helper.py similarity index 100% rename from addon/utils/export_helper.py rename to utils/export_helper.py diff --git a/addon/utils/fs.py b/utils/fs.py similarity index 100% rename from addon/utils/fs.py rename to utils/fs.py diff --git a/addon/utils/mesh.py b/utils/mesh.py similarity index 100% rename from addon/utils/mesh.py rename to utils/mesh.py diff --git a/addon/utils/mode.py b/utils/mode.py similarity index 100% rename from addon/utils/mode.py rename to utils/mode.py diff --git a/addon/utils/object.py b/utils/object.py similarity index 100% rename from addon/utils/object.py rename to utils/object.py diff --git a/addon/utils/pose.py b/utils/pose.py similarity index 100% rename from addon/utils/pose.py rename to utils/pose.py diff --git a/addon/utils/transform.py b/utils/transform.py similarity index 100% rename from addon/utils/transform.py rename to utils/transform.py