Refactor CR_Als pelvis offset to handle differently sized skeletal meshes #657
corbin-poteet
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You could also use Corrective Poses in cases where the Mesh has very different proportions |
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Howdy!
I made a fork of this repo to convert the plugin into a Game Feature Plugin for Lyra and I ran into a tiny issue with the current implementation of the control rig. Lyra's characters use an invisible skeletal mesh and attach cosmetic actors to it using a "Copy Pose From Mesh" AnimBP node to match the cosmetic skeletal mesh to the character's main skeletal mesh.
Desired Results
This works fine with Lyra's
CR_Mannequin_FootPlantcontrol rig-SKM_Manny(exact same size skeleton as the parent skeleton):SKM_Quinn(different size skeleton):Current Results
But with ALS's
CR_Alsthis results in smaller skeletons hovering and larger skeletons crouching-SKM_MannywithCR_Als's preview mesh set toSKM_Manny:SKM_QuinnwithCR_Als's preview mesh set toSKM_Manny(you can't see it in the picture obviously but it literally hovers up and down):SKM_MannywithCR_Als's preview mesh set toSKM_Quinn:I assume it's something to do with how the pelvis offset is handled. Comparing
CR_AlsandCR_Mannequin_FootPlant, they have pretty similar pelvis offset functions. I've tried a lot of things but I can't for the life of me figure out what exactly would need to be changed, I saw you were working on a 5.7 update so I figured you'd might like to take a look at it.ALS's

CR_Als:Lyra's

CR_Mannequin_FootPlant:I know this is somewhat outside the scope of ALS, but I think it'd be a worthwhile change as this seems to be how Epic does cosmetics in Fortnite.
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