Adding Dual Quaternion support to UnrealEngine4 (Images inside)

167891012»

Comments

  • AlienRendersAlienRenders Posts: 777
    edited March 27

    There's a Default Deformer Graph setting in project but it doesn't seem to do anything in 5.1. Haven't checked 5.2 yet. Also, I never added a project setting for the default skinning method. If I have time, I'll check to see if this works on 5.2 and add a default setting for the skinning method.

    As for recompute tangents and normals, I think I can use the node I wanted on 5.2 where it's part of the original deformer plugin. So I can add the DQS graph for that. I'll see if I can this done as well. If you really need to use this, you can uncheck the checkbox to enable deformer, do recompute normals and turn it back on. I know it's not the best solution, but it's at least a workaround for now.

    As for morphs not working, I'm not sure why that would be. If someone can send me a test project, I'd be happy to look at it. Not sure about the jitter issue either.

    Sorry for any inconvenience on these changes.

     

    Post edited by AlienRenders on
  • AlienRendersAlienRenders Posts: 777
    edited March 27

    I took a look at the code in 5.3 today. The defaults in the project settings look like it's a completely new API that hasn't been hooked up yet. Nothing calls the method that uses those defaults. I've only seen two places that even ask for the interface.

    The more I look at this, the more I want to put the skinning type (LS or DQS) on the graph itself. So you just set the graph and it knows what kind of skinning shoud be used. I didn't do that originally because the task seemed daunting with 5.1 looking vastly different than 5.3. But I'm now thinking I should give it a shot.

    As for the default graphs, it looks like this will be implemented at some point by a UE developer, so I'm not going to add it. However, I will try to add it on my own branch. I will make 5.1 look more like 5.3 so that the normal recomputations can work and I'll make the default deformer work.

    edit: I updated my pull request so that the SkinningFormat flag is passed in the same manner as other rendering flags. I created a DQS recompute normals graph as well. But I have no idea how you would use it in a conventional workflow. You can't use the recompute normals graph as the main graph. So you'd have to swap it and swap it back. I think this is what they were trying to solve with the project settings but never completed it.

    As for using DQS by default, it's just a couple clicks per class. I really don't see this as an issue. I don't have time right now to update the 5.1 branch. But when I do, I'll try to hook up the default grahps in the project settings. I'm still not sure what to do about the default recompute normals graph project setting. You'd need a separate setting for each class. OR a separate setting for LS and DQS, but even then, you can't override this per class. The way it is now just makes no sense to me. There should probably be a deformer graph as well as a recompute normals graph property. Then you can set defaults per class (or in project settings for those that haven't been set) and you're done.

    Post edited by AlienRenders on
  • AlienRendersAlienRenders Posts: 777

    Could someone help me out? I need someone to confirm something for me. In UE, could someone duplicate the LS deformer graph for recomputing normals? It's in the plugin contents. You can enable it in your content folder if you click on Settings at the top left of the content window and enable engine and plugin content.

    Duplicate this.

    Engine/Plugins/Deformer Graph Content/Deformers/DG_LinearBlend_Skin_Morph_Cloth_RecomputeNormals

    Open the copy. Drag a new node onto the graph for the Skinned Mesh node. Do not copy the existing one. Drag it from the Palette window.

    Now mouse over the Index Buffer pin. Does the Data Domain say Triangle x 3? Now mouse over the same pin on the pre-existing Skinned Mesh node. Does it say Triangle without x3?

    Seems to me the recompute normals graph hasn't been updated. I can't connect these nodes together in the DQS graph I'm trying to create because the types are incompatible. But on 5.3, the graph is MUCH simpler. So may have to wait for 5.3 to get something more robust.

     

     

  • McKenzieMcKenzie Posts: 5
    edited April 2

    AlienRenders said:

    Could someone help me out? I need someone to confirm something for me. In UE, could someone duplicate the LS deformer graph for recomputing normals? It's in the plugin contents. You can enable it in your content folder if you click on Settings at the top left of the content window and enable engine and plugin content.

    Duplicate this.

    Engine/Plugins/Deformer Graph Content/Deformers/DG_LinearBlend_Skin_Morph_Cloth_RecomputeNormals

    Open the copy. Drag a new node onto the graph for the Skinned Mesh node. Do not copy the existing one. Drag it from the Palette window.

    Now mouse over the Index Buffer pin. Does the Data Domain say Triangle x 3? Now mouse over the same pin on the pre-existing Skinned Mesh node. Does it say Triangle without x3?

    Seems to me the recompute normals graph hasn't been updated. I can't connect these nodes together in the DQS graph I'm trying to create because the types are incompatible. But on 5.3, the graph is MUCH simpler. So may have to wait for 5.3 to get something more robust.

     

     

    Yeah I tried it and it just said as you described... the one dragged  from the Palette window said "Triangle x 3 (Dimensional)"
    and the pre-existing one said only "Triangle (Dimensional)"

    sorry for the late reply...I'll help as much I can within my reach
     

    Post edited by McKenzie on
  • AlienRendersAlienRenders Posts: 777
    edited April 4

    Thanks! I appreciate it. I'll try to report the bug.

    edit: I've submitted a bug report. It's an easy fix, so maybe they'll get to it. Thing is the graph is insanely complicated on 5.1. In 5.3, they greatly simlplified it. So I think I'm going to likely skip 5.2 and jump straight ot 5.3 when it comes out. If I have some free time, I'll even add proper project default setting so you people can set it once and have DQS everywhere if they want it. And I'll run some tests on morphs as well.

    If someone can provide me a test project for morphs, I could look at it much sooner.

    Post edited by AlienRenders on
  • faseceroofaseceroo Posts: 8
    edited April 15

    Hi, I´m trying to build 5.1 mod from source and after about 3 hs I´m getting this at the end of the log
     

    AutomationException: Attempt to add file to temp storage manifest that does not exist (C:\Users\User\Downloads\Unreal\Engine\Intermediate\Build\Win64\UnrealGame\Inc\AITestSuite\UHT\AITestSuiteClasses.h)

    Post edited by faseceroo on
  • faseceroofaseceroo Posts: 8
    edited April 15

    Nevermind, after following this procedure it went through ^^

     

    AlienRenders said:

    I updated 5.0-mod. To build with your compiler start a x64 native tools command prompt for the VS version you want to use. If you get an error about unrealbuildtool.dll not being built, type this:

    set Platform=

    Then run GenerateProjectFiles.bat again.

    And yes, there's nothing after the equal sign.

    I haven't built this one yet. I may only have time this weekend.

     

    Post edited by faseceroo on
  • AlienRendersAlienRenders Posts: 777

    Just a warning to not use 5.2-mod. It doesn't work. My 5.1 and 5.2 builds no longer work (unrelated to DQS). I wanted to skip 5.2, but I tihnk 5.3 has the same problems. So until those things are fixed in Unreal Engine, there will be no further DQS builds.I've posted on their forums and asked on their Discord channel and no one even knows what I'm talking about. A few mods said something in the forums, but no fix. I'm going back to UE 4 for my own projects and won't be touching UE5 until the quality improves.

     

  • AlienRenders said:

    Just a warning to not use 5.2-mod. It doesn't work. My 5.1 and 5.2 builds no longer work (unrelated to DQS). I wanted to skip 5.2, but I tihnk 5.3 has the same problems. So until those things are fixed in Unreal Engine, there will be no further DQS builds.I've posted on their forums and asked on their Discord channel and no one even knows what I'm talking about. A few mods said something in the forums, but no fix. I'm going back to UE 4 for my own projects and won't be touching UE5 until the quality improves.

     

    The amount of major problems with UE5 is most likely related with the new code being slapped ontop of UE4's code. It's a mess currently.

  • AlienRendersAlienRenders Posts: 777

    An Epic staff member on the UE forums was finally able to reproduce the bug(s) I was experincing. A friend confirmed it. It took a lot of work to narrow down how to cause it. Still don't know why it's happening. In UE5, they replaced the import modules for 3d meshes, textures and other things. I think they may have gotten some of the configuration wrong, but that's just a guess at this point. You couldn't use Class references in the main character's properties if you used top down, first person or third person templates when setting up your project. Only the empty project works as of now. If you tried to use class references, your textures would no longer be able to be reimported and your materials would suddenly have nodes disappear. Yeah, it was pretty bad.

    Anyhow, hopefully they'll fix it soon and we can move beyond this. I lost a LOT of time on this, so I'll be happy when it's fixed.

    Here's the thread in case anyone is interested.

    https://forums.unrealengine.com/t/ue5-2-how-to-fix-interchange-errors-cant-reimport-textures-nodes-disappearing/1164835/1

     

Sign In or Register to comment.