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There's also support within UE for reusing animation graphs / nodes between different blueprints: SubAnimInstance
If you want to retarget, then you want to select the lowest on that list that you have (ideally the blueprint) and right click, select retarget and select the skeletal mesh you want to retarget to (you may have to un-check only show compatible skeletons). This will ensure that the blueprint, blendspaces, and sequences are duplicated and retargeted appropriately and does so with the minimal amount of work from you. When you do this you can select what folder you want to put the retargeted assets into - I suggest keeping each character in a separate folder so when you retarget you can just select the new character's folder.
Currently, the majority of our animations come from mixamo
Note: when importing animations, right now we configure the root motion like this:
As opposed to this (which we currently use for our attack animation because it has to move):
Doing this allows the mesh to not move so that we keep the mesh with the player controller.
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animation-field-guide-v1-1-final-f431a792f4b2.pdf
https://www.unrealengine.com/en-US/blog/real-time-character-animation-training-roundup-free-resources
We have a couple of options:
Animations consist of a few things:
Discussion on how to plan / develop attack animations well (different phases): https://80.lv/articles/separation-compensation-principle-in-strikes-animation/
Tutorial on stylized run animation in blender: https://80.lv/articles/in-depth-course-make-your-blender-character-run/
There's also support within UE for reusing animation graphs / nodes between different blueprints:
SubAnimInstance
If you want to retarget, then you want to select the lowest on that list that you have (ideally the blueprint) and right click, select retarget and select the skeletal mesh you want to retarget to (you may have to un-check
only show compatible skeletons
). This will ensure that the blueprint, blendspaces, and sequences are duplicated and retargeted appropriately and does so with the minimal amount of work from you. When you do this you can select what folder you want to put the retargeted assets into - I suggest keeping each character in a separate folder so when you retarget you can just select the new character's folder.Currently, the majority of our animations come from mixamo
Note: when importing animations, right now we configure the root motion like this:
As opposed to this (which we currently use for our attack animation because it has to move):
Doing this allows the mesh to not move so that we keep the mesh with the player controller.
Some documentation on animation:
Helpful tools (not used):
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