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Select a Calibration Point that was created when the ArUcos were added.
Go to the Details panel and scroll down to the Calibration section. Enable the Visualize Points in Editor checkbox.
The Point Visualization Scale adjusts the scale of the markers on the mesh. The Visualization Shape dropdown changes the marker shapes between Cubes and Pyramids. Adjust these values to suit your needs.
Compile and Save the Blueprint.
In the Outliner window, select the nDisplay Blueprint and go to the Details panel. Scroll down to the Editor Preview section and enable the Enable Editor Preview checkbox.
This will allow the CG ArUcos to be displayed on the viewport mesh in the Lens file. Once the LED calibration is applied, the CG ArUcos will be overlaid on the live video feed from the camera that shows the ArUcos on the LED wall.
Place the tracked production camera and any other tracked objects under a Tracking Node. Parent the Tracking Node to the nDisplay Blueprint.
You generated the ArUco markers and are now ready to use them as part of your Lens file to calibrate your LED wall.
In the Content Browser, double-click the Lens File that was created in the Camera Calibration for Production guide to open it. The Lens File should be attached to the camera under the LiveLinkController streaming the FIZ data.
Click the Nodal Offset tab.
Click image to expand.
Go to the Viewport Settings and set the Transparency to 0. This will turn off the CG overlay of the ArUco markers that are displayed in the Editor.
Go to the Nodal Offset section and set the Nodal Offset Algo to Nodal Offset ArUco markers
Set the Calibrator to the nDisplay Blueprint.
Enable the Show Detection checkbox. This will capture an image each time the Viewport is clicked and will be used to gather calibration points of the ArUco Markers.
Point the production camera at the LED wall that is displaying the ArUcos markers. You will now collect images of the ArUco markers across the LED wall. Click the mouse inside the viewport to capture an image. A preview of the captured image will be displayed. Click the OK button.
Click image to expand.
Repeat the previous step multiple times to capture several images across the LED wall. You will see the captured images displayed under the Nodal Offset section.
Once you have captured enough samples across the LED wall, click on Apply to Camera Parent button. This will offset the Tracking Origin previously created and the tracked production camera below it.
To check the alignment of the LED wall, set the Transparency to 0.5. This will show the CG ArUcos applied to the LED wall mesh overlaying the ArUcos on the physical LED wall. Both sets of ArUco markers should now be right on top of each other. If not, the virtual LED mesh does not match the physical LED mesh.
Goals
Objectives
1 - Required Setup
2 - Generating the ArUco markers
3 - Calibrating your LED wall with the ArUco markers
Section Results
Section Results
Remarks
You calibrated your stage LED wall using the ArUco markers.
Using Retarget Profiles
In addition to IK Retargeting your characters during runtime, you can modify Global, Root, and Chain settings dynamically using Retarget Profiles. Retarget Profiles are an additional feature of the Retarget Pose From Mesh Animation Blueprint Node which you can use to change or animate these settings. This can be useful in cases where you need to change or apply different retarget settings at different points throughout an animation.
This document provides instructions on how to set up Retarget Profiles and various ways to modify them.
You can access Retarget Profiles from the Retarget Pose From Mesh node in the target character's Animation Blueprint you created in the Runtime IK Retargeting prerequisite step. Select Retarget Pose From Mesh and locate the Custom Retarget Profile properties in the Details panel.
By default, the settings you set up in the assigned IK Retargeter Asset are used by the Retarget Pose From Mesh node. You can statically override those settings by modifying the Custom Retarget Profile properties on the node:
An array to add chains to override with new Chain Settings. Click Add (+) to add a new chain and set the name to match one of the retarget chains in the IK Retargeter Asset. Expand FK, IK or Speed Planting categories to modify the settings within.
If you need to control when retarget settings change, then you must create additional blueprint logic. Due to the arbitrary nature of Blueprints and Animation situations, there are many ways you can create logic to edit a variety of retarget situations.
In this example, Retarget Profiles will be used to adjust the larger character's arm to correctly reach for the ground, matching the Mannequin.
Because of this specific retarget situation, you need to modify the target character's IK Rig to use IK Goals and Solvers. This example uses a Full Body IK (FBIK) solver, however depending on your character, you could choose other kinds of IK Rig Solvers. This step is required to provide IK arm Chain Settings for the Retarget Profile to modify.
Open the target character's IK Rig Asset used for retargeting and do the following:
Select Full Body IK in the Solver Stack and set Root Behavior to Pin to Input in the Details panel. This is required to prevent the lower body from moving when the IK goals move.
You may also need to create additional bone settings for bones that are controlled by the FBIK solver. This resolves stiffness or incorrect joint rotation that can result from the FBIK solve. To create a bone setting, select the Full Body IK Solver, then right-click a bone you want to create settings for and select Add Settings to Selected Bone.
In this example, to resolve rotational stiffness for the spine, shoulder, and arm bones, bone settings were created for these bones (including any symmetrical bones) with the following properties:
Spine_01
Spine_02
Spine_03
Clavicle_l
Lowerarm_l
Use Preferred Angles: Enabled
Preferred Angles: 0, 0, 45
Returning to the target Animation Blueprint, select the Retarget Pose From Mesh node. In the Details panel click the Custom Retarget Profile dropdown menu and enable Expose As Pin, which adds a Custom Retarget Profile pin on the node.