# User Models

{% hint style="warning" %}
**ALL** custom USER MODELS need to be placed in the **Characters** folder in your **Content Drawer** in order to work properly with HEAT.
{% endhint %}

* Ensure that your model is in the content browser file path: **ALL/Content/Characters**.  This is where Unreal typically puts any custom character that you import into your project, but please double check and make sure.  Move the character if it is not in the correct place.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2F2ZV10uSB9EMwEzU1k5IY%2Fimage.png?alt=media&#x26;token=03acbb94-94e1-4873-9c4a-b3686105e838" alt=""><figcaption><p>Necessary file location for user model</p></figcaption></figure>

## CREATING A T-POSE ASSET

HEAT retargets off of a T-Pose, so if your character is in any other position please start here.  If your character is already in T-Pose you can skip ahead to the [Blueprint Class section](#importing-a-blueprint-class).

* Open up your characters Skeletal Mesh asset

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FakmVbKmf2QMVoTfJ05ut%2Fimage.png?alt=media&#x26;token=ebe0aafb-ba50-4eb0-ad25-3a65dd78d9e7" alt=""><figcaption><p>Skeletal Mesh asset</p></figcaption></figure>

* Adjust your characters pose to match a T-Pose.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FnWWpwXxljO5AtxzIutkp%2Fimage.png?alt=media&#x26;token=e4acc5c0-e3a8-4492-88e1-a623c6d44b01" alt=""><figcaption><p>Character Skeletal Mesh asset moved to T-Pose</p></figcaption></figure>

* Create a Pose Asset from this new T-Pose:

  1. Click **'Create Asset'** (<img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FltycoVN0ytilR5cgohUw%2Fimage.png?alt=media&#x26;token=2938d746-3ddf-42d9-8b4f-91faac902221" alt="" data-size="line">) at the top of the Skeletal Mesh window.
  2. Hover over **'Create PoseAsset'** (<img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FYU7g2oBXKYffn8xC8km1%2Fimage.png?alt=media&#x26;token=7a3be2bd-2dcf-48fb-8a9c-fca2d7b7dc71" alt="" data-size="line">) and click on **'Current Pose'.**
  3. Name your new Pose Asset.

## IMPORTING A BLUEPRINT CLASS

* If you are using a character downloaded or rigged from Mixamo, Unreal, Vipe, or Ready Player Me we already have blueprint classes available for easy use.  Simply download the needed Blueprint Class asset from [this link](https://drive.google.com/drive/folders/1hrtoYHQuG-aGNZumxB7ldnVflpQy4eX9?usp=drive_link) and add the downloaded UEAsset file to your **Characters** folder of your unreal project.  If you are using a fully custom character and rig please skip ahead to the [Creating a Blueprint Class section](#creating-a-blueprint-class) to remap from HEAT to your custom bone names.

{% hint style="info" %}
The downloaded UEasset file must be added to your project in the windows file explorer, not directly in the project.  A simple way to do this is to right click on the **'Characters'** folder in your content browser and select **'Show In Explorer'**.  Copy and paste your Blueprint Class UEasset into this location.
{% endhint %}

* After pulling in your Blueprint Class asset please skip ahead to the [Applying your Blueprint Class section](#applying-your-blueprint-class-to-your-skeleton).

## CREATING A BLUEPRINT CLASS

* In the content browser right click in an empty spot in the **Characters** folder that your imported character is in.
* In the right click menu, under the **'Create Basic Asset'** section click the **'Blueprint Class'** option.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FBE3qnLQGEnV6ApTTDoJC%2Fimage.png?alt=media&#x26;token=4ec2abcb-4788-48ec-87d0-2cf7d5ce9cda" alt="" width="232"><figcaption><p>Create Blueprint Class menu option</p></figcaption></figure>

* An options window will pop up on your screen with a search field in it.  In this search field look for **'HeatPoseModifier'** and select it.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FoMgZhNbu25cIN8qTy7A5%2Fimage.png?alt=media&#x26;token=6c732c9b-5f38-4dac-83da-60ef4f826cb7" alt=""><figcaption><p>HeatPoseModifier Blueprint Class option</p></figcaption></figure>

{% hint style="warning" %}
If you do not see the search bar in the blueprint class builder click the drop down arrow next to **'ALL CLASSES'**
{% endhint %}

* A new Blueprint Class will be created in your content browser.  Name this asset something that makes it easy to find and identify.
* Open the newly created Blueprint Class asset and open up the **'Bones Map Overrides'** dropdown on the right hand side of the window.
* In the **'Bones Map Overrides'** section begin to fill out your corresponding bones to match the HEAT bone names.  e.g. Heat\_Hips -> Hips.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FDSJS8wWtNYJpFiUcrW53%2Fimage.png?alt=media&#x26;token=c0bd3fac-037d-459c-b397-b40c2666ce8d" alt=""><figcaption><p>example of completed Bones Map Overrides section</p></figcaption></figure>

* If your character was not already in a T-Pose then pull the previously created T-Pose PoseAsset from your content browser into the **'Pose Asset'** section of the Blueprint Class above the Bones Map Overrides section.

{% hint style="warning" %}
Remember to only add a pose asset if your character is NOT already in a T-pose
{% endhint %}

* In the upper left hand corner of the Blueprint Class window click the **'Compile'** (<img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FVXhBcFn0Rc6AfKB1eYAZ%2Fimage.png?alt=media&#x26;token=ff3c2aa3-2a8a-4ceb-94d1-4a590ea931c3" alt="" data-size="line">) button.

## APPLYING YOUR BLUEPRINT CLASS TO YOUR SKELETON

* In the main menu options at the top of your unreal project select **'Edit -> Project Settings'** (<img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FZ30q9lpwYNlfW5a26G7e%2Fimage.png?alt=media&#x26;token=1a9325ed-b07d-4760-9581-b07b46bf57db" alt="" data-size="line">).
* In the **Project Settings** search bar type '**Heat**'.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FrBQkA3WDHYSHDB2YHpG4%2Fimage.png?alt=media&#x26;token=064544c2-26d0-4a25-927f-a41331e69d45" alt=""><figcaption><p>searching HEAT within the project settings window</p></figcaption></figure>

* In the field labeled **'Skeleton to Pose'** within the HEAT dropdown menu click the plus (<img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FOHYBzlPl75y3FrOaponP%2Fimage.png?alt=media&#x26;token=6b2c2928-206a-4992-b702-5de98f9e1ccf" alt="" data-size="line">) button to add a new element.
* In the **'Key (Soft Object Path)'** section drag your characters **Skeleton** asset onto the selection area OR select your characters **Skeleton** from the drop down menu.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2F2MXQVBmt767eN5zcHK8c%2Fimage.png?alt=media&#x26;token=5a2494dc-9613-4630-9ff8-67caea957b83" alt=""><figcaption><p>Dropping character skeleton into the Soft Object Path</p></figcaption></figure>

* Below in the **'Value (Soft Class Path)'** drag the created or downloaded **'Blueprint Class'** asset OR select it from the drop down menu.

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2Fslcs1QbK3bK7WntcgcoN%2Fimage.png?alt=media&#x26;token=54905814-28ef-4467-9559-7713b429a342" alt=""><figcaption><p>Selecting Blueprint Class from Soft Class Path drop down</p></figcaption></figure>

* Your character is now ready to be dragged into the scene and animated from the HEAT plug-in!

## DRAGGING YOUR ANIMATED CHARACTER INTO YOUR SCENE

* Open the HEAT plug in by navigating to the main menu bar at the top of your project and selecting **'Window -> HEAT'**.
* Log in if you are not already
* In the lower right hand corner of the Plug In change the **'Import As:'** field from **Unreal Mannequin** to **User Model**.
* Now under the **'Model'** drop down you will see your own user character.  **Select it**.
* With your model selected drag and drop any animation in the HEAT library to be immediately retargeted to your own user character!

<figure><img src="https://3615087246-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FayEAytwtGUY9ZVsFfLoQ%2Fuploads%2FcIttwpzOz5aGpZ8C2OR0%2Fimage.png?alt=media&#x26;token=b067fb49-04f3-4ca9-b4ad-810b0d4d70f7" alt=""><figcaption></figcaption></figure>

Next you will find a link to our pre-made Blueprint Class configuration files.
