Commit Graph

103 Commits

Author SHA1 Message Date
halfdan ingvarsson
d149750bcf Skelmesh Conversion: Ensure build data is set to latest version, otherwise no build options show up.
#jira UE-188300
#rnx

[CL 26866156 by halfdan ingvarsson in ue5-main branch]
2023-08-04 20:50:20 -04:00
halfdan ingvarsson
319d1b93e7 Skelmesh Conversion: Don't override the base LOD value from the static mesh's reduction settings.
#jira UE-188273
#rnx

[CL 26860303 by halfdan ingvarsson in ue5-main branch]
2023-08-04 16:33:13 -04:00
alexis matte
5ef80ec310 Fix a possible deadlock when building skeletalmesh
#jira UE-189048
#rb jeanluc.corenthin
#rnx

[CL 26717213 by alexis matte in ue5-main branch]
2023-07-31 15:16:30 -04:00
balazs toereki
64d909ddc6 LODUtilities MatchImportedMaterials fix for skeletal with no material re-imports
#jira UE-188497
#rb Alexis.Matte

[CL 26368765 by balazs toereki in ue5-main branch]
2023-07-05 09:04:15 -04:00
robert millar
94c717a93c Add extra info in message when skin weight profiles don't match
#rb none

[CL 26294482 by robert millar in ue5-main branch]
2023-06-28 14:58:28 -04:00
halfdan ingvarsson
9c3950900b Skelmesh: Optimize import of alternative skin weights.
#jira UE-186957
#preflight 646e950df85111e06cc68d00
#rb alexis.matte

[CL 25635967 by halfdan ingvarsson in ue5-main branch]
2023-05-25 20:47:10 -04:00
Alexis Matte
a922921aee Fix material rematch when re-importing skeletalmesh
#jira none
#rb jeanluc.corenthin
#rnx
#preflight 646e2bbd6c2a2532b1e12c57

[CL 25604611 by Alexis Matte in ue5-main branch]
2023-05-24 11:43:05 -04:00
halfdan ingvarsson
67a3b6d37c Skelmesh Converter: Fix setting multiple LODs
#jira UE-182276
#rnx
#preflight 644ae6e5401d328ad9d28205

[CL 25238008 by halfdan ingvarsson in ue5-main branch]
2023-04-28 15:34:02 -04:00
halfdan ingvarsson
d9d24a10d6 Skeletal Mesh: Allow creation, use and cooking of arbitrary per-vertex attributes on skeletal meshes.
#jira UE-141809
#rb alexis.matte, josie.yang
#preflight 643f3b0b8d0bcde49c23411f

[CL 25099619 by halfdan ingvarsson in ue5-main branch]
2023-04-18 21:22:54 -04:00
benoit gadreau
c58b1167bf Skeleton Mesh Editing tool: multi selection + transform gizmo
- multiselection: bones can be multi-selected (using shift/ctrl) so that they can be bulk edited
    - bones can be transformed individually (unlike in the level editor where the last selected element's transform is used as pivot)
    - added USkeletalMeshGizmoContextObject to manage gizmo wrappers for skeletal mesh tools
    - gizmo: re-used the transform gizmo work done with several fixes/improvements so that they can be used in other contexts
        - UTransformGizmo can be used without TransformGizmoSource, most of the infos can be retrieved from the IToolsContextQueriesAPI
        - UTransformGizmo can be passed an external StateTarget to handle transaction externally
        - UTransformGizmo fixed rotations going in the wrong direction when dragging

#jira UE-183454
#jira UE-183453
#rb kiaran.ritchie
#preflight 643d63df8e01968448cf53db

[CL 25085825 by benoit gadreau in ue5-main branch]
2023-04-18 10:17:27 -04:00
kiaran ritchie
f4ec9e22c9 Moving skeletal mesh editing APIs into their own module inside the skeletal mesh editing plugin.
#rb benoit.gadreau
#JIRA none
#preflight https://horde.devtools.epicgames.com/job/6438a22c8901e5ef98d90808
#preflight 643972a3db681113a4fc9d86

[CL 25041820 by kiaran ritchie in ue5-main branch]
2023-04-14 11:54:04 -04:00
halfdan ingvarsson
470c8eabf5 Skelmesh Converter: Check if the mesh geometry has vertex color data, in which case set the flag on the skelmesh so that it gets displayed properly.
#jira UE-168307
#preflight 6436561d00398d6f882b88b3
#rnx

[CL 25003708 by halfdan ingvarsson in ue5-main branch]
2023-04-12 03:46:26 -04:00
benoit gadreau
57d752ac3d Skeleton Modifier BP/Python API
#jira UE-182535
#rb kiaran.ritchie
#preflight 642e85d8f6304b1f0231ab71

[CL 24963203 by benoit gadreau in ue5-main branch]
2023-04-07 06:01:47 -04:00
benoit gadreau
34e7de0680 - added USkeletalMesh::Get/CommitMeshDescription functions to ease skeletal mesh manipulations thru mesh description
- store RefBasesInvMatrix when transacting as the number of bones serialized with the ref skeleton can vary
- fixed transaction issue with Modify not being called on USkeletalMeshEditorData


#jira UE-181601
#rb halfdan.ingvarsson
#preflight 642be5c0f376ab43d25f537f

[CL 24912623 by benoit gadreau in ue5-main branch]
2023-04-04 12:27:04 -04:00
Alexis Matte
f4e1b59c90 Rematch material on re-import for both the static mesh and the skeletal mesh.
Add a new factory step call ImportAssetObjectFinalize_GameThread so we can call some UI on the game thread when importing an asset.

#jira UE-174377
#rb jeanluc.corenthin
#rnx
#preflight 64235271a86ae7cbcccfa4af

[CL 24835626 by Alexis Matte in ue5-main branch]
2023-03-29 10:19:22 -04:00
benoit gadreau
78dae93893 Skeleton Editing Tool
#jira https://jira.it.epicgames.com/browse/UE-171705
#rb kiaran.ritchie
#preflight 64218308974dfaa53c888935

[CL 24802004 by benoit gadreau in ue5-main branch]
2023-03-27 09:46:51 -04:00
benoit gadreau
91881b5d75 Skeletal mesh - skeleton new editing API
#jira UE-180887
#rb kiaran.ritchie
#preflight 641c142b76461c460b8f0f84

[CL 24759366 by benoit gadreau in ue5-main branch]
2023-03-23 05:38:02 -04:00
kiaran ritchie
928e01df7d Skeletal Mesh Editing interface (submitted on behalf of Benoit Gadreau)
#rb kiaran.ritchie
#preflight https://horde.devtools.epicgames.com/job/63d29c085354589b5c5e6c02
#JIRA https://jira.it.epicgames.com/browse/UE-178881

[CL 24467630 by kiaran ritchie in ue5-main branch]
2023-03-01 14:13:08 -05:00
Alexis Matte
9d316ac34d Fix assert when showing alternate skinning
#jira UE-169693
#rb halfdan.ingvarsson
#rnx
#preflight 63bc7ff4763c6c10644743d1

[CL 23619555 by Alexis Matte in ue5-main branch]
2023-01-09 16:08:03 -05:00
kiaran ritchie
82ece8c6aa Fixing minor bug when checking for number of bones in new skeleton when creating a skeletal mesh from a static mesh.
#rb trivial
#fyi halfdan.ingvarsson, ryan.schmidt
#preflight
#preflight 6398f63e680483bcb10977c1

[CL 23498029 by kiaran ritchie in ue5-main branch]
2022-12-13 17:13:20 -05:00
danny couture
0438d336d2 Allow skinned mesh reduction to use parallelfor when running from workers
#rnx
#rb trivial
#fyi Alexis.Matte
#preflight skip

[CL 23486256 by danny couture in ue5-main branch]
2022-12-12 21:15:18 -05:00
henry falconer
c5c0048993 Added support for setting r.GPUSkin.UnlimitedBoneInfluences and r.GPUSkin.UnlimitedBoneInfluencesThreshold per platform
#rb josie.yang,jeremy.moore
#preflight 6391c6970236bc17ce1f98f8

[CL 23448049 by henry falconer in ue5-main branch]
2022-12-08 11:50:34 -05:00
halfdan ingvarsson
c25b082ca5 Update skeletal mesh conversion to support geometry scripting.
#jira UE-168307
#preflight 638da2c6cb3b75418338b223
#rnx

[CL 23387967 by halfdan ingvarsson in ue5-main branch]
2022-12-05 04:17:43 -05:00
henry falconer
4510b454c4 Allow users to limit the number of bone influences per vertex below what the project supports.
BoneInfluencesLimit can be set on each LOD of an asset. DefaultBoneInfluencesLimit is a per-platform global default that can be set from the project settings.

This allows you to, for example, enable Unlimited Bone Influences on a project while ensuring that meshes don't use more than 8 influences by default, even if they've been imported with more.

#rb alexis.matte,josie.yang
#preflight 6380959cf514e1ded907774d

[CL 23265588 by henry falconer in ue5-main branch]
2022-11-25 08:32:25 -05:00
halfdan ingvarsson
f1fc4f43d0 Add a utility function to convert static meshes to skeletal meshes using a reference skeleton and a skeleton object.
Add an RMB entry to the static mesh asset browser menu to initiate conversion.
Fix computation of the bounding sphere of a skelmesh to match what static mesh and TBoxSphereBounds actually do. Previously the bounding sphere would be contained by the longest side of the bounding box, whereas in fact the sphere should contain the entirety of the box.

#jira UE-168307
#preflight 63754b3d1c114bec05140526

[CL 23164332 by halfdan ingvarsson in ue5-main branch]
2022-11-16 17:42:47 -05:00