Quick Start Guide

Unreal SDK installation and First Steps to experience a didimo

Unreal SDK Download and Installation (for C++ projects)

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  • You will need the Windows SDK installed to have a C++ project.
  • You also need Microsoft .NET Core 3.1 Runtime.
  • Make sure Visual Studio is installed correctly for Unreal Engine support.
  1. Please download the Didimo Unreal SDK Plugin.
  2. Start Unreal Engine.
  3. If you don't have a C++ project, create one, open it, and save it.
  4. Exit Unreal Engine.
  5. In the File Explorer, navigate to [PROJECT_NAME]/Plugins folder.
  6. If there is no Plugins folder, create it yourself.
  7. Extract the ZIP file contents into the Plugins folder.
  8. You now have a new folder called UnrealSDK, please start Unreal Engine and open the project.
  9. A popup may appear notifying you that a new plugin was added.
  10. Select Edit -> Plugins.
  11. Find the UnrealSDK plugin and check the Enabled option.
  12. Restart Unreal Engine.
  13. In the Content Browser, click on Settings. Confirm that Show Plugin Content and Show Engine Content are both checked.
  14. In the Content Browser, check if you can find the UnrealSDK Plugin in Plugins.
  15. Check out the DemoScene to experience a test didimo on a prepared Unreal Engine scene.

Import a didimo

  1. After generating your didimo, make sure it is in FBX format, in order to be correctly imported into Unreal.
  2. Open the didimo package you downloaded and drag and drop the .fbx file in Unreal's Content Browser.
  3. The FBX import will begin and a window will pop up with the FBX import settings.
    1. Under "Mesh", make sure you select the respective Female / MaleDidimoUnrealSkeleton, to import the didimo with the correct skeleton.
    2. If your didimo has animations built in that you want to experience in Unreal, make sure you check the "Import Animations" box under "Animation".
  4. Click "Import All" and the didimo will be added into the folder you chose. It includes Textures and Materials folder, the Skeletal Mesh asset, Physics Asset and the Didimo Character Blueprint.

Play animations on a didimo

Facial ARKit Animations

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Modification to JSON animation ARKit file:

As this a Preview package, you will need to do a modification to the ARKit files, so they can be correctly interpreted by the parser. The modification is essentially adding "x", "y" and "z" to each entry under "skeleton", as you can see in the following image:

The original file is on the left and the final file, after modifications is on the right.The original file is on the left and the final file, after modifications is on the right.

The original file is on the left and the final file, after modifications is on the right.

  1. Go into [PROJECT_NAME]/Plugins/UnrealSDK/Assets location, inside your project folder, using the File Explorer.
  1. Modify the file located here.
  2. Re-open the project and re-import any didimo you want to use with that animation.
  3. Place the Didimo Character Blueprint in a scene and press the play button.

Body Animations

  1. After importing the didimo, you can see that an Animation Sequence was added. Open it up and click on the Animation Blueprint icon.

Animation Blueprint button highlightedAnimation Blueprint button highlighted

Animation Blueprint button highlighted

  1. Zoom in on the graph and find the Female / MaleIdle node.

Body Idle Animation nodeBody Idle Animation node

Body Idle Animation node

  1. It currently has an idle animation, but you can choose an FBX animation of your choice, as long as it's made for the Didimo Skeleton. You can use Mixamo animations, for example.
  2. Save everything and place the Didimo Character Blueprint in a scene and press the Play button.