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Custom Attribute Data array for each bone in current Skeleton Asset. |
Data Model |
Here you can locate a viewable Data Asset containing important animation data for the current animation such as, Bone Animation Tracks and Curve Data, in addition to foundational values like the animations frame rate, sampled frames and keys. |
Controller |
Here you can locate an instance of the current animation's Data Controller. This asset handles the operation of the Data Model asset found above. |
Meta Data |
Meta data that can be saved with the asset. You can query available data with the 'GetMetaData' debug command. |
Remarks |
Right-clickingan asset will open a context menu, with options toSavethe asset,Openthe asset in a new window, orBrowsefor theFile Pathin a File Explorer window on your computer. |
Aligning the LED Wall to Camera Tracking using ArUcos |
In this Quick Start guide, you will go through the steps to align an LED wall to your camera tracking with ArUco markers. |
Generate ArUco markers for your LED wall. |
Preview the ArUco markers in the editor Viewport and the stage LED screens. |
Use the ArUco markers to calibrate your LED wall. |
For this guide, you will use a production camera, an optical camera tracking system, and an AJA Kona 5 for source video input. In addition, you will need an existing LED wall configuration and a nDisplay Blueprint that matches your stage LED wall configuration. Follow the Rendering to Multiple Displays with nDisplay documentation to learn how to create your nDisplay Blueprint. |
Before proceeding, follow the Camera Calibration for Production guide to make sure the lens distortion and nodal point offset of your camera are calibrated. This will create a Lens File Asset that will be used as part of the LED wall alignment with camera tracking. |
The example in this guide is based on the Epic LA RnD stage LED wall setup. |
Click image to expand. |
Click Settings > Plugins to open the Plugins Menu. |
Search for the LED Wall Calibration and the Live Link Over nDisplay plugins and enable them. Restart the editor. |
In the Content Browser, search for your nDisplay stage actor Blueprint and double-click it to open it. |
Click image to expand. |
Select your first wall mesh from the Components panel and double-click the corresponding cluster from the Cluster panel. This will give you the selected display's resolution. |
With the wall mesh selected, click + Add Component and search for and select Calibration Point. This will add a Calibration Point component as a child of your wall mesh. |
Rename the Calibration point to ArUcoW1. |
With the Calibration Point selected, go to the Details panel and scroll down to the Calibration section. Click Create ArUcos. |
The ArUco Generation Options window will open. |
Enter the Texture Width and Texture Height values that correspond to the wall viewport that ArUcos are being applied to. |
Select the appropriate ArUco Dictionary from the list. In this example, the DICT_6x6_1000 dictionary is selected, which has 1000 unique ArUco symbols. |
Enter the Marker ID that will be used as the starting ID for the ArUco markers that will be generated. |
Enter the Place Modulus value. This value represents the number of LED panels that will be skipped when placing the ArUco markers. This is useful for working on a large LED wall, where you would use over 1000 unique ArUco symbols if they were to be placed on every LED panel. The default value is 2. Change this to 1 for smaller LED walls where one ArUco can be displayed on every panel. Using the default value of 2 will place an ArUco symbol on every second LED panel. |
Click OK to generate the ArUco markers. |
Select a location to save the texture and click OK. A confirmation window will appear that tells you which marker Id to start from for the next viewport. This will be remembered by UE, but can be adjusted in case you need to change the order. Click OK to confirm. |
Select the Viewport to which the calibration point was applied in the Cluster tab. |
Go to the Details panel on the right. Scroll down to the Texture Replacement section and select the generated texture as the Source Texture. Enable the Enable Viewport Texture Replacement checkbox. |
Repeat steps 5 to 10 to add the ArUco markers to the remaining LED viewports. |
In the Content Browser, double-click the nDisplay Blueprint to open it. |
Click + Variable to create a new boolean variable and name it Replace_Viewport_Textures. Go to the Details panel and enable the Instance Editable checkbox. |
Drag Replace_Viewport_Textures to the Event Graph and select Get Replace_Viewport_Textures to create a node. |
Right-click in the Event Graph and search for and select Set Replace Texture Flag for All Viewports. |
Connect the Event Tick node to the Set Replace Texture Flag for All Viewports node. Connect the Replace Viewport Textures node to the Replace pin of the Set Replace Texture Flag for All Viewports node. |
Compile and Save the Blueprint. |
To see the changes in the Preview Pane of the nDisplay Blueprint, select the nDisplay Blueprint and go to the Details panel. Scroll down to the Editor Preview section and enable the Replace Viewport Textures and Enable Editor Preview checkboxes. This will show the ArUco markers. |
Click image to expand. |
If you are using multiple render nodes, sync the project to the other computers now. |
In the Outliner, select the nDisplay Blueprint and go to the Details panel. Scroll down to the Default tab and enable the Replace Viewport Textures checkbox. The ArUco markers will now appear on the LED wall. |
Click image to expand. |
To see the ArUco markers in the Editor Viewport, scroll down to the Editor Preview section and enable the Enable Editor Preview checkbox. |
Click image to expand. |
To check the alignment of the LED wall, it is helpful to see the points at the corners of the ArUco markers. |
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