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+.. _doc_retargeting_3d_skeletons:
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+
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+Retargeting 3D Skeletons
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+========================
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+
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+To share animations among multiple Skeletons
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+--------------------------------------------
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+
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+Godot has Position/Rotation/Scale 3D tracks (which this document calls "Transform" tracks)
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+with Nodepaths to bones for Skeleton bone animation. This means you can't
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+share animations between multiple Skeletons just by using the same bone
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+names.
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+
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+Godot allows each bone to have a parent-child relationship and can have rotation
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+and scale as well as position, which means that bones that share a name can still
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+have different Transform values.
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+
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+The Skeleton stores the Transform values necessary for the default pose as Bone Rest.
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+If Bone Pose is equal to Bone Rest, it means that the Skeleton is in the default pose.
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+
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+.. note:: Godot 3.x and Godot 4.0+ have different Bone Pose behaviors.
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+ In Godot 3.x, Bone Pose is relative to Bone Rest, but in Godot 4.0+,
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+ it includes Bone Rest. See this `article <https://godotengine.org/article/animation-data-redesign-40>`__.
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+
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+Skeletal models have different Bone Rests depending on the environment from
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+which they were exported. For example, the bones of a glTF model output from Blender
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+have "Edit Bone Orientation" as the Bone Rest rotation. However, there are skeletal
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+models without any Bone Rest rotations, such as the glTF model output from Maya.
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+
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+To share animations in Godot, it is necessary to match Bone Rests as well as Bone Names
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+to remove unwanted tracks in some cases. In Godot 4.0+, you can do that using the scene
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+importer.
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+
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+Options for Retargeting
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+-----------------------
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+
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+Bone Map
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+~~~~~~~~
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+
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+When you select the Skeleton3D node in the advanced scene import menu, a menu will appear
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+on the right-hand side containing the "Retarget" section. The Retarget section has a single
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+property ``bone_map``.
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+
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+.. image:: img/retargeting1.webp
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+
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+With the Skeleton node selected, first set up a new :ref:`class_bonemap` and :ref:`class_skeletonprofile`.
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+Godot has a preset called :ref:`class_skeletonprofilehumanoid` for humanoid models.
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+This tutorial proceeds with the assumption that you are using :ref:`class_skeletonprofilehumanoid`.
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+
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+.. note:: If you need a profile for a model such as a beast or creature, you can export
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+ a :ref:`class_skeletonprofile` from SkeletonEditor with some information converted from Skeleton.
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+
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+When you use :ref:`class_skeletonprofilehumanoid`, auto-mapping will be performed when the
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+:ref:`class_skeletonprofile` is set. If the auto-mapping does not work well, you can map bones manually.
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+
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+.. image:: img/retargeting2.webp
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+
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+Any missing, duplicate or incorrect parent-child relationship mappings will be indicated
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+by a magenta / red button (depending on the editor setting). It does not block the import process,
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+but it warns that animations may not be shared correctly.
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+
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+.. note:: The auto-mapping uses pattern matching for the bone names. So we recommend
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+ to use common English names for bones.
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+
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+After you set up the ``bone_map``, several options are available in the sections below.
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+
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+.. image:: img/retargeting3.webp
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+
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+Remove Tracks
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+~~~~~~~~~~~~~
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+
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+If you import resources as an :ref:`class_animationlibrary` that will be shared, we recommend to enable these options.
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+However, if you import resources as scenes, these should be disabled in some cases.
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+For example, if you import a character with animated accessories,
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+these options may cause the accessories to not animate.
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+
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+Except Bone Transform
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+^^^^^^^^^^^^^^^^^^^^^
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+
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+Removes any tracks except the bone Transform track from the animations.
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+
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+Unimportant Positions
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+^^^^^^^^^^^^^^^^^^^^^
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+
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+Removes Position tracks other than ``root_bone`` and ``scale_base_bone``
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+defined in :ref:`class_skeletonprofile` from the animations. In :ref:`class_skeletonprofilehumanoid`,
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+this means that to remove Position tracks other than "Root" and "Hips".
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+Since Godot 4.0+, animations include Bone Rest in the Transform value. If you disable this option,
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+the animation may change the body shape unpredictably.
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+
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+Unmapped Bones
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+^^^^^^^^^^^^^^
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+
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+Removes unmapped bone Transform tracks from the animations.
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+
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+Bone Renamer
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+~~~~~~~~~~~~
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+
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+Rename Bones
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+^^^^^^^^^^^^
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+
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+Rename the mapped bones.
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+
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+Unique Node
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+^^^^^^^^^^^
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+
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+Makes Skeleton a unique node with the name specified in the ``skeleton_name``.
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+This allows the animation track paths to be unified independent of the scene hierarchy.
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+
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+Rest Fixer
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+~~~~~~~~~~
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+
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+Reference poses defined in :ref:`class_skeletonprofilehumanoid` have the following rules:
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+
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+* The humanoid is T-pose
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+* The humanoid is facing +Z in the Right-Handed Y-UP Coordinate System
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+* The humanoid should not have a Transform as Node
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+* Directs the +Y axis from the parent joint to the child joint
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+* +X rotation bends the joint like a muscle contracting
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+
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+These rules are convenient definitions for blend animation and Inverse Kinematics (IK).
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+If your model does not match this definition, you need to fix it with these options.
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+
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+Apply Node Transform
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+^^^^^^^^^^^^^^^^^^^^
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+
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+If the asset is not exported correctly for sharing, the imported Skeleton may have
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+a Transform as a Node. For example, a glTF exported from Blender with no "Apply Transform"
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+executed is one such case. It looks like the model matches the definition,
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+but the internal Transforms are different from the definition.
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+This option fixes such models by applying Transforms on import.
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+
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+.. note:: If the imported scene contains objects other than Skeletons, this option may have a negative effect.
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+
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+Normalize Position Tracks
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+^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Position track is used mostly for model movement, but sharing the moving animation
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+between models with different heights may cause the appearance of slipping
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+due to the difference in stride length. This option normalizes the Position track values
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+based on the ``scale_base_bone`` height. The ``scale_base_bone`` height is stored
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+in the Skeleton as the ``motion_scale``, and the normalized Position track values is
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+multiplied by that value on playback. If this option is disabled, the Position tracks
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+is not normalized and the Skeleton's ``motion_scale`` is always imported as ``1.0``.
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+
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+With :ref:`class_skeletonprofilehumanoid`, ``scale_base_bone`` is "Hips", therefore the Hips' height is used as the ``motion_scale``.
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+
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+Overwrite Axis
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+^^^^^^^^^^^^^^
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+
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+Unifies the models' Bone Rests by overwriting it to match the reference poses defined in the :ref:`class_skeletonprofile`.
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+
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+.. note:: This is the most important option for sharing animations in Godot 4.0+,
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+ but be aware that this option can produce horrible results **if the original Bone Rest set externally is important**.
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+ If you want to share animations with keeping the original Bone Rest,
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+ consider to use the `Realtime Retarget Module <https://github.com/TokageItLab/realtime_retarget>`__.
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+
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+Fix Silhouette
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+^^^^^^^^^^^^^^
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+
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+Attempts to make the model's silhouette match that of the reference poses defined in the :ref:`class_skeletonprofile`,
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+such as T-Pose. This cannot fix silhouettes which are too different, and it may not work for fixing bone roll.
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+
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+With :ref:`class_skeletonprofilehumanoid`, this option does not need to be enabled for T-pose models,
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+but should be enabled for A-pose models. However in that case, the fixed foot results
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+may be bad depending on the heel height of the model, so it may be necessary to add
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+the :ref:`class_skeletonprofile` bone names you do not want fixed in the ``filter`` array, as in the below example.
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+
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+.. image:: img/retargeting4.webp
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+
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+Also, for models with bent knees or feet, it may be necessary to adjust the ``scale_base_bone`` height.
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+For that, you can use ``base_height_adjustment`` option.
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