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Add tutorials for blend animation and retargeting
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TokageItLab committed Oct 19, 2022
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42 changes: 42 additions & 0 deletions tutorials/animation/animation_tree.rst
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Expand Up @@ -188,6 +188,48 @@ Transitions also have a few properties. Click any transition and it will be disp
* *Priority* is used together with the ``travel()`` function from code (more on this later). Lower priority transitions are preferred when travelling through the tree.
* *Disabled* toggles disabling this transition (when disabled, it will not be used during travel or auto advance).

For better blending
-------------------

In Godot 4.0+, in order for the blending results to be deterministic (reproducible and always consistent),
the blended property values must have a specific initial value.
For example, in the case of two animations to be blended, if one animation has a property track and the other does not,
the blended animation is calculated as if the latter animation had a property track with the initial value.

When using Position/Rotation/Scale 3D tracks for Skeleton3D bones, the initial value is Bone Rest.
For other properties, the initial value is ``0`` and if the track is present in the ``RESET`` animation,
the value of its first keyframe is used instead.

For example, the following AnimationPlayer has two animations, but one of them lacks a Property track for Position.

.. image:: img/blending1.webp

This means that the animation lacking that will treat those Positions as ``Vector2(0, 0)``.

.. image:: img/blending2.webp

This problem can be solved by adding a Property track for Position as an initial value to the ``RESET`` animation.

.. image:: img/blending3.webp

.. image:: img/blending4.webp

.. note:: Be aware that the ``RESET`` animation exists to define the default pose when loading an object originally.
It is assumed to have only one frame and is not expected to be played back using the timeline.

Also keep in mind that the Rotation 3D tracks and the Property tracks for 2D rotation
with Interpolation Type set to Linear Angle or Cubic Angle will prevent rotation of more than 180 degrees
from the initial value as blended animation.

This can be useful for Skeleton3Ds to prevent the bones penetrating the body when blending animations.
Therefore, Skeleton3D's Bone Rest values should be as close to the midpoint of the movable range as possible.
**This means that for humanoid models, it is preferable to import them in a T-pose**.

.. image:: img/blending5.webp

You can see that the shortest rotation path from Bone Rests is prioritized rather than the shortest rotation path between animations.

If you need to rotate Skeleton3D itself more than 180 degrees by blend animations for movement, you can use Root Motion.

Root motion
-----------
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1 change: 1 addition & 0 deletions tutorials/assets_pipeline/index.rst
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Expand Up @@ -10,5 +10,6 @@ Assets pipeline
importing_audio_samples
importing_translations
importing_scenes
retargeting_3d_skeletons
exporting_3d_scenes
escn_exporter/index
170 changes: 170 additions & 0 deletions tutorials/assets_pipeline/retargeting_3d_skeletons.rst
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.. _doc_retargeting_3d_skeletons:

Retargeting 3D Skeletons
========================

To share animations among multiple Skeletons
--------------------------------------------

Godot has Position/Rotation/Scale 3D tracks (hereafter called Transform tracks)
with Nodepaths to bones for Skeleton bone animation. If you think that you can
share animations between multiple Skeletons as long as the bone names are the
same, that is not correct.

Godot allows each bone to have a parent-child relationship and can have rotation
and scale as well as position, which means that bones can have different Transform values.

The Skeleton stores the Transform values necessary for the default pose as Bone Rest.
If Bone Pose is equal to Bone Rest, it means that the Skeleton is in the default pose.

.. note:: Godot 3.x and Godot 4.0+ have different Bone Pose behaviors.
In Godot 3.x, Bone Pose is relative to Bone Rest, but in Godot 4.0+,
it includes Bone Rest. See this `article <https://godotengine.org/article/animation-data-redesign-40>`__.

Skeletal models have different Bone Rests depending on the environment from
which they were exported. For example, the bones of a glTF model output from Blender
have Edit Bone Orientation as the Bone Rest rotation. However, there are skeletal
models without any Bone Rest rotations, such as the glTF model output from Maya.

To share animations in Godot, it is necessary to match Bone Rests as well as Bone Names,
moreover to remove unwanted tracks in some cases. In Godot 4.0+, you can do that using
the scene importer.

Options for Retargeting
-----------------------

Bone Map
~~~~~~~~

When you select the Skeleton3D node on the scene importer, you can find the Retarget
section on the inspector.

.. image:: img/retargeting1.webp

With the Skeleton node selected in the importer, first set up a new BoneMap and SkeletonProfile.
Godot has a preset called SkeletonProfileHumanoid for humanoid models.
This tutorial will proceed with the assumption that you will use SkeletonProfileHumanoid.

.. note:: If you need a profile for a model such as a beast or creature, you can export
a SkeletonProfile from SkeletonEditor with some information converted from Skeleton.

When you use SkeletonProfileHumanoid, the auto-mapping will be performed when the
SkeletonProfile is set. If the auto-mapping does not work well, you can map bones manually.

.. image:: img/retargeting2.webp

Any missing, duplicate or incorrect parent-child relationship mappings will be indicated
by a magenta / red button (depending on the editor setting). It does not block the import process,
but it warns that animations may not be shared correctly.

.. note:: The auto-mapping uses pattern matching for the bone names. So we recommend
to use common English names for bones.

After you set up the BoneMap, several options are available in the sections below.

.. image:: img/retargeting3.webp

Remove Tracks
~~~~~~~~~~~~~

If you import resources as an AnimationLibrary that will be shared, we recommend to enable these options.
However, if you import resources as scenes, these should be disabled in some cases.
For example, if you import a character with animated accessories,
these options may cause the accessories to not animate.

Except Bone Transform
^^^^^^^^^^^^^^^^^^^^^

Removes any tracks except the bone Transform track from the animations.

Unimportant Positions
^^^^^^^^^^^^^^^^^^^^^

Removes Position tracks other than ``root_bone`` and ``scale_base_bone``
defined in SkeletonProfile from the animations. In SkeletonProfileHumanoid,
this means that to remove Position tracks other than Root and Hips.
Since Godot 4.0+, animations include Bone Rest in the transform value. If you disable this option,
the animation may change the body shape unpredictably.

Unmapped Bones
^^^^^^^^^^^^^^

Removes unmapped bone transform tracks from the animations.

Bone Renamer
~~~~~~~~~~~~

Rename Bones
^^^^^^^^^^^^

Rename the mapped bones.

Unique Node
^^^^^^^^^^^

Makes Skeleton a unique node with the name specified in the Skeleton Name.
This allows the animation track paths to be unified independent of the scene hierarchy.

Rest Fixer
~~~~~~~~~~

Reference Poses defined in SkeletonProfileHumanoid have the following rules:

* The humanoid is T-pose
* The humanoid is facing +Z in the Right-Handed Y-UP Coordinate System
* The humanoid should not have a transform as Node
* Directs the +Y axis from the parent joint to the child joint
* +X rotation bends the joint like a muscle contracting

These rules are convenient definitions for blend animation and Inverse Kinematics (IK).
If your model does not match this definition, you need to fix it with these options.

Apply Node Transform
^^^^^^^^^^^^^^^^^^^^

If the asset is not exported correctly for sharing, the imported Skeleton may have
a transform as a Node. For example, a glTF exported from Blender with no Apply Transform
executed is one such case. It looks like the model matches the definition,
but the internal transforms are different from the definition.
This option fixes such models by applying transforms on importer.

.. note:: If the imported scene contains objects other than Skeletons, this option may have a bad effect.

Normalize Position Tracks
^^^^^^^^^^^^^^^^^^^^^^^^^

Position track is used mostly for model movement, but sharing the moving animation
between models with different heights may cause the appearance of slipping
due to the difference in stride length. This option normalizes the Position track values
based on the ``scale_base_bone`` height. The ``scale_base_bone`` height is stored in the Skeleton,
and the normalized Position track values is multiplied by that value on playback.
If this option is disabled, the Position tracks is not normalized
and the Skeleton's ``motion_scale`` is always imported as ``1.0``.

With SkeletonProfileHumanoid, ``scale_base_bone`` is Hips, therefore the Hips' height is used as the Motion Scale.

Overwrite Axis
^^^^^^^^^^^^^^

Unifies the models' Bone Rest by overwriting it to match the Reference Pose defined in the SkeletonProfile.

.. note:: This is the most important option for sharing animations in Godot 4.0+,
but be aware that this option can produce horrible results **if the original Bone Rest set externally is important**.
If you want to share animations with keeping the original Bone Rest,
consider to use the `Realtime Retarget Module <https://github.com/TokageItLab/realtime_retarget>`__.

Fix Silhouette
^^^^^^^^^^^^^^

Attempts to make the model's silhouette match that of the reference pose defined in the SkeletonProfile,
such as T-Pose. This cannot fix silhouettes which are too different, and it may not work for fixing bone roll.

With SkeletonProfileHumanoid, this option does not need to be enabled for T-pose models,
but should be enabled for A-pose models. However in that case, the fixed foot results
may be bad depending on the heel height of the model, so it may be necessary to add
the SkeletonProfile bone names you do not want fixed in the Filter array, as in the below example.

.. image:: img/retargeting4.webp

Also, for models with bent knees or feet, it may be necessary to adjust the ``scale_base_bone`` height.
For that, you can use Base Height Adjustment option.

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