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[5.2] Problems with body proportions in retargeting

Open eurg94 opened this issue 1 year ago • 4 comments

Heya!

So I'll explain as best I can, currently, I notice that the characters' bodies have differences in body proportions compared to the UE4 mannequin or manny, (especially the shoulders).

The concern is that "overall" the animations retarget correctly, but there will still be some small defect noticeable locomotion (but acceptable)

But often on attacks I'll have completely broken body movement twists.

Screenshots, log Before Here I had to readjust manually to make the hand position consistent. ((But honestly, it's really tedious to do this for every attack animation haha) After


This kind of problem occurs on some attacks, even when I activate the solver, so my question is this:

Is it an issue of body proportions?

RTG

I make good use of the pose Asset provided by the plugin, (I even tried with a plugin that exactly mimics the A-pose of the dummy).

I've tried using the Vroid skeleton with the Unreal 4 and Humanoid naming conventions, but nothing works, the problem is always the same... If you have a trick to solve this problem, I'd love it xD.

UnrealEngine Version: I'm currently using Unreal Engine 5.2

Additional context

I went to :

https://ruyo-github-io.translate.goog/VRM4U/

Following the method and trying to optimize, but I have the impression to be in a dead end...

is there an optimized way to retarget characters with different proportions?

Thank you, have a nice day!

eurg94 avatar Aug 25 '23 18:08 eurg94

Hi. Perhaps the IK of the arm during retargeting is not working properly. Try removing the arm IK from IK_Mannequin and use it. Or use IK_MannequinBone and it should work. In any case, if the arm IK is removed from IKRig, it should work.

ruyo avatar Aug 30 '23 12:08 ruyo

Works perfectly, thanks for your help!

(By the way, thank you for your wonderful work, it allows me to create a project that is close to my heart! I'm infinitely grateful!)

By the way, I wanted to ask you, do you know any good locomotion packs? I find the locomotion on the male Vroid characters rather... strange :(

(as people mostly develop their locomotion on the unreal 4 dummy, the result is disappointing on the male Vroid character).

That said, the animations on the female characters are very well done!

eurg94 avatar Sep 07 '23 19:09 eurg94

Thanks! It is difficult to find suitable motions for UE. The motion for VRChat published on Booth may be somewhat easier to use.

ruyo avatar Sep 21 '23 14:09 ruyo

Thank you for your reply!

I think I've found a good balance on animations and how to work optimally with Vroid characters and your plugin is very satisfying!

I use an abp otpimized in threadsafe, and distance matching for start/stop locomotion as well as distance matching in jump, and the result is really satisfying, even on Vroid characters!

I've created my climb plugin to see the result, and to be honest, it's pretty amazing!

I'm currently trying to learn procedural animation (especially for IK_foot)!

I'd be glad to share my tips with you if need be, don't hesitate!

And thank you very much for creating this plugin!

eurg94 avatar Sep 21 '23 15:09 eurg94