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metaverseDubai/docs/METAHUMAN_PIPELINE.md

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# MetaHuman Pipeline - Dubai Metaverse
## Overview
This document describes the MetaHuman creation and integration pipeline for the Dubai Metaverse project.
## MetaHuman Framework
### What are MetaHumans?
MetaHumans are Unreal Engine's high-fidelity digital humans created using the MetaHuman Creator. They provide photorealistic human characters with advanced facial animation capabilities.
### MetaHuman Creator
**Tool**: MetaHuman Creator (web-based or plugin)
**Features**:
- High-quality human models
- Extensive customization
- Realistic facial features
- Hair and clothing options
---
## MetaHuman Creation
### Step 1: Access MetaHuman Creator
1. **Epic Games Account**: Sign in to Epic Games account
2. **MetaHuman Creator**: Access via web or Unreal plugin
3. **Create New MetaHuman**: Start new MetaHuman creation
### Step 2: Base Character
1. **Preset Selection**: Choose base preset
2. **Gender**: Select gender
3. **Age**: Adjust age
4. **Ethnicity**: Select ethnicity (Dubai multicultural mix)
### Step 3: Facial Features
1. **Face Shape**: Adjust face shape
2. **Eyes**: Customize eyes
3. **Nose**: Customize nose
4. **Mouth**: Customize mouth
5. **Ears**: Customize ears
6. **Skin**: Adjust skin tone and features
### Step 4: Hair and Appearance
1. **Hair**: Select hair style and color
2. **Eyebrows**: Customize eyebrows
3. **Facial Hair**: Add facial hair (if applicable)
4. **Makeup**: Add makeup (if applicable)
### Step 5: Clothing
1. **Outfit**: Select clothing style
2. **Colors**: Adjust clothing colors
3. **Accessories**: Add accessories (optional)
### Step 6: Export
1. **Review**: Review MetaHuman
2. **Export**: Export to Unreal Engine
3. **Save**: Save MetaHuman asset
---
## Import to Unreal Engine
### Import Process
1. **MetaHuman Plugin**: Ensure MetaHuman plugin is enabled
2. **Import**: Import MetaHuman from MetaHuman Creator
3. **Validation**: Verify import is successful
4. **Placement**: Place in level
### Asset Organization
```
Content/Assets/Characters/MetaHumans/
├── MH_Dubai_01/
│ ├── SK_Character_Male_01
│ ├── [Animation assets]
│ └── [Material assets]
├── MH_Dubai_02/
└── ...
```
---
## Animation Setup
### Animation Blueprints
#### ABP_NPC_Walk
**Walking animation blueprint**
- **Locomotion**: Walking animations
- **Blend Spaces**: Speed-based blending
- **Transitions**: Smooth transitions
#### ABP_NPC_Sit
**Sitting animation blueprint**
- **Idle Sitting**: Sitting idle animations
- **Sitting Variations**: Different sitting poses
#### ABP_NPC_Phone
**Phone usage animation blueprint**
- **Phone Usage**: Using phone animations
- **Variations**: Different phone poses
#### ABP_NPC_Gestures
**Gesture animation blueprint**
- **Gestures**: Hand gestures, talking
- **Variations**: Different gesture types
### Animation Assets
- **AM_Walking**: Walking animation
- **AM_Sitting**: Sitting animation
- **AM_PhoneUsage**: Phone usage animation
- **AM_Gestures**: Gesture animations
---
## Behavior Trees
### BT_NPC_Wander
**Wandering behavior for NPCs**
#### Behavior
1. **Random Movement**: Move to random locations
2. **Wait**: Wait at locations
3. **Repeat**: Repeat wandering pattern
#### Implementation
- **Blackboard**: Store target location
- **Tasks**: Move to location, wait
- **Decorators**: Conditions for behavior
### BT_NPC_Social
**Social behavior for NPCs**
#### Behavior
1. **Group Formation**: Form groups with other NPCs
2. **Conversation**: Simulate conversation
3. **Gestures**: Use gestures during conversation
#### Implementation
- **Blackboard**: Store group members, conversation state
- **Tasks**: Group formation, conversation
- **Decorators**: Social conditions
### BT_NPC_Phone
**Phone usage behavior**
#### Behavior
1. **Phone Usage**: Use phone at intervals
2. **Walking with Phone**: Walk while using phone
3. **Stop and Use**: Stop to use phone
#### Implementation
- **Blackboard**: Store phone usage state
- **Tasks**: Phone usage, movement
- **Decorators**: Phone usage conditions
---
## NPC Controller
### BP_NPCController
**AI controller for NPCs**
### Components
1. **Behavior Tree**: Reference to behavior tree
2. **Blackboard**: NPC state and data
3. **Perception**: AI perception (sight, hearing)
4. **Movement**: AI movement component
### Settings
- **Behavior Tree**: Assign behavior tree
- **Perception**: Configure perception settings
- **Movement**: Configure movement settings
---
## ChatGPT Integration (Optional)
### BP_DialogueSystem
**ChatGPT-powered dialogue system**
### Implementation
1. **API Integration**: Integrate ChatGPT API
2. **Dialogue Generation**: Generate dynamic dialogue
3. **NPC Responses**: NPC responds to player
4. **Context Awareness**: Context-aware dialogue
### Setup
1. **API Key**: Store API key securely (not in repository)
2. **API Client**: Create API client
3. **Dialogue Handler**: Handle dialogue requests
4. **Response Processing**: Process API responses
### Usage
1. **Player Interaction**: Player interacts with NPC
2. **Dialogue Request**: Request dialogue from ChatGPT
3. **NPC Response**: NPC speaks generated dialogue
4. **Continuation**: Continue conversation
---
## MetaHuman Animator
### Facial Capture
**Purpose**: Capture facial animation for MetaHumans
### Setup
1. **MetaHuman Animator Plugin**: Enable plugin
2. **Camera Setup**: Set up camera for capture
3. **Calibration**: Calibrate facial capture
4. **Recording**: Record facial animation
### Usage
1. **Record**: Record facial performance
2. **Process**: Process facial capture
3. **Apply**: Apply to MetaHuman
4. **Refine**: Refine animation
---
## NPC Placement
### Placement Strategy
1. **Density**: Moderate NPC density
2. **Distribution**: Distribute across district
3. **Groups**: Place NPCs in social groups
4. **Activities**: Place NPCs in activity areas
### Areas
- **Marina Promenade**: Pedestrians walking
- **Cafes**: NPCs sitting, socializing
- **Roads**: NPCs walking along roads
- **Parks**: NPCs in parks, green spaces
---
## Performance Optimization
### NPC Optimization
1. **LODs**: Use LODs for distant NPCs
2. **Culling**: Cull NPCs outside view
3. **Instancing**: Use instanced meshes where possible
4. **Animation**: Optimize animation complexity
### Behavior Optimization
1. **Update Frequency**: Optimize behavior tree updates
2. **Perception**: Optimize perception checks
3. **Pathfinding**: Optimize pathfinding
---
## Testing
### NPC Testing
1. **Behavior**: Test NPC behavior
2. **Animation**: Test animations
3. **Performance**: Test performance with NPCs
4. **Interactions**: Test NPC interactions
### Dialogue Testing
1. **ChatGPT Integration**: Test API integration
2. **Dialogue Quality**: Test dialogue quality
3. **Response Time**: Test response time
4. **Context**: Test context awareness
---
## Troubleshooting
### Common Issues
**Issue**: MetaHuman not importing
- **Solution**: Check MetaHuman plugin is enabled
- **Solution**: Verify MetaHuman Creator connection
**Issue**: Animations not working
- **Solution**: Check animation blueprint setup
- **Solution**: Verify animation assets are assigned
**Issue**: Behavior tree not executing
- **Solution**: Check behavior tree assignment
- **Solution**: Verify blackboard setup
**Issue**: Performance issues
- **Solution**: Reduce NPC count
- **Solution**: Use LODs
- **Solution**: Optimize behavior trees
---
## Documentation
### MetaHuman Catalog
Document each MetaHuman:
- Name
- Appearance
- Clothing
- Behavior
- Usage
### Behavior Documentation
Document behavior trees:
- Behavior description
- Blackboard variables
- Tasks and decorators
- Usage
---
**Version**: 1.0
**Last Updated**: [Current Date]