Ziva Real Time Player - Unreal Engine


The Ziva RT Player for Unreal Engine (ZRTP for UE) is a plugin for Unreal Engine that can deploy a ZivaRT character into an application (a game) developed in Unreal Engine. For the purposes of this documentation, we will use a simple “cylinder” asset in our documentation whose animation mimics a very simplistic human elbow.


Unreal Engine Setup

We currently support only Unreal Engine 4.24.

The ZRTP for UE plugin is treated as a “Game Plugin”, meaning it can only be used as a part of an already existing Unreal Engine Project. To learn how to create a project in Unreal Engine, follow the instructions from the Unreal Engine documentation.

ZRTP UE4 Create Actor

Once an Unreal Engine project has been created, navigate to the project directory (the folder with the .uproject file in it) and create a folder named “Plugins” in this directory.

Unzip the ZivaRT.zip archive, and navigate to “ZivaRT\ZRTPlayer-UE4” and copy the “Ziva” folder into the “Plugins” folder that was created in the previous step.

Close your project if it is open, then re-open the project. The Unreal Engine should automatically detect a new plugin, and request that it be installed. Select “Manage Plugins” and agree to installing the plugin. To confirm your recently installed plugin, go to “Edit->Plugins”, then in the plugins sidebar scroll to the bottom to find a category of plugins called “Project”, with a subcategory “Animation”. Selecting either of these categories will show the Ziva plugin. Make sure the “Enabled” checkbox is checked.

ZRTP UE4 Plugin Menu

If the Ziva plugin is not immediately available, try re-compiling your project. It may be necessary to ensure that your Unreal project is a “Code” project instead of a “Blueprints” project in order for this step to succeed.

Importing Assets

Two files must be imported into Unreal in order to set up a ZivaRT character:

FBX file

The FBX file is the standard way of importing an animated character into Unreal, and Ziva Unreal takes advantage of this. There are three important things that come into Unreal via the FBX file:


The character’s mesh is brought into Unreal through the FBX file.


In Unreal, ZivaRT characters are considered “skeletal meshes”. This means that they must have a joint skeleton bound to them for skinning. (A single-joint skeleton can be used for characters animated using only scalar parameters; the one joint will just be used to position the character mesh in space).


Animation curves are imported into Unreal via FBX files. Note that animations can either be in the same FBX file as the Mesh and Skeleton, or they can be imported from separate files. This allows many different animations for the same character to be imported separately. There are several distinct types of animation curves in Unreal. The simplest are skeletal animations that move the joints of a skeleton. Scalar parameters are animated via material and/or morph target animation curves.

After importing an FBX file into Unreal, there will be a collection of assets of varying types (animation, skeletal mesh, physics, etc) placed into your content browser.

ZRTP UE4 Create Actor

ZivaRT file

The ZivaRT file (.zrt) contains the trained model used to drive high-quality mesh deformations during animation of the character in Unreal. It must have been trained on the exact same mesh (and skeleton) imported into Unreal via an FBX file. In particular, the rest/bind pose of the mesh in the FBX must be exactly the same as the rest pose used during model training.

When the Ziva Unreal plugin is enabled in Unreal Editor, “.zrt” files are recognized as a valid asset type that can be imported into the Editor.

ZRTP UE4 Create Actor

Quick Setup of a ZivaRT Character

To help you set up a character, here is a quick step-by-step guide.

Create a “ZivaSkeletalMeshActor” in the scene.

ZRTP UE4 Create Actor

Select the new actor, in the details panel set the skeletal mesh of the actor to be the skeletal mesh asset imported from the fbx file.

ZRTP UE4 Set Skeletal Mesh

Set the animation to be the animation asset imported from the fbx file. If no animation was imported with the original fbx, import an animation using a separate fbx and add set the newly imported animation to the animation.

ZRTP UE4 Set Animation

Set the Ziva Solver to be the Ziva Solver asset imported from the zrt file.

ZRTP UE4 Set Ziva Solver

At this point, pressing “play” should animate the character based on the animation asset, and the shape of the character will deform according to the results of the ZivaRT player plugin.

ZRTP UE4 Set Ziva Solver

Actor Types

Ziva Skeletal Mesh Actor

This actor type is a Skeletal Mesh Actor that uses the Ziva Skeletal Mesh Component for its Mesh.

Ziva Character

This actor type is a Character that uses a Ziva Skeletal Mesh Component for its Mesh.

Ziva Skeletal Mesh Component Options

ZRTP UE4 Ziva Solver Options
Ziva Solver

Ziva Solver asset slot, that defines the Ziva Solver asset used for this Ziva Skeletal Mesh Component. Typically imported to Unreal via a “.zrt” file.

Pose Parameters

Pose parameter values that aren’t part of the joint skeleton. If “0 array elements” is shown, then this ZivaRT character is not using pose parameters. Note: pose parameters are also known as “extra parameters”.

Enable Deformation

Whether or not to compute deformations using the Ziva solver.

Recompute Normals

Whether or not to recompute normals of the deformed mesh.

Preserve Normal Offset

Whether or not to preserve the original normals relative to the surface curvature.

Static Solver Quality

Number between 0 and 1 which trades off runtime speed for quality. 1.0 indicates highest quality result, 0.0 indicates lowest quality result. Default is 1.0.