Obsidian: [[10-01-01-U_Physics]] [[05-01-01-U_BP]] [[05-01-01-U_Code]]
### animatpon
blend skeletals
### control rig
### beh tree
what to do
https://www.patreon.com/rokandic
import: with skeleton - update skeleton reference pose - !!!!!!!!! important
Houdini KineFX
Principles of animation
Unreal Animation
Persona:
- Skeleton
Skeleton Asset
Sockets
- grab component to parent to mesh > choose parent socet in details.
- Mesh -
Skeletal Mesh
- Animations
Animations
- Files with anim dataComposite
- Stitching multiple animation clips into oneAnimation Montage
- More complicated animation logic, (combo system with branching)Blend Space
- Blend on parameter changeNotifies
-
- Animation Blueprint -
Animation BP
with ‘Final Animation Pose’ as output- Anim Graph > State Machine for anim / anim blaend state blendings.
- Locomotion
- State (with anim) to add: drag anims states to graph
- Condition transision - bool from gameplay blend
- Event Graph - write code do get set params/variables.
Physic Asset
- Ragdolls
Unreal Assets
Other Assets:
- Animation Layer Interface
- Anim Offset
- Animation Sharing Setup
- Bone Compression settings
- Control Rig - Control Rig shape library
- Mirror data table
- Pose Asset
Bones actions:
Copy pose from mesh
- [v]-use aatach parent - direct attachment. State machine- attach to bone or socket
IK bones
- for guns or use socketsVirtual bones
- virtual bone relation before apply anything
Skeleton
Retarget
Same skeleton
No retarget needed. Only bone translation data in bone translation component - retarget animation change only bone names information’s on runtime
Change influences source
Rotation always come from animation data. - Animation drive rotation but not location and stretch
Skeleton list (in persona)) > Advanced
Animation
- bone translation come from anim (unchanged) (Root, IK’s, And any markers)Skeleton
- trom target skeleton bind pose (all)Animation Scaled
- from animation but scaled with skeleton proportions (pelvis)- Animation Relative - All IK, foot, root. (Take rot from anim keep scale from skeleton)
- Orient and Scale
Different skeleton
Retarget > go to skeleton asset and in retarget manager > manage retarget base pose
Anim
TURN / INPLACE ANIMATIONS BP:
- rotate 360 (face 0 in middle of animation), thenn counterfit rotation linear to face always front
RMB
>convert to single frame anim
and feed angle- additive animation :
Apply Additive
Root Motion
motion driven by animation instead of animation controller. root bone is animated and collision capsule move and rotate. Usefull because:
in place animation cant have root motion.
animation details panel:
- enable root motion: it will look like in place, (in wievport process rootmotion to visualize !!!!)
- root lock: - Anim first frame !
in anim BP:
- in class defaults: Root motion mode: root motion from everything (will extract from all anims that have it enable)
IK
Full Body IK
Motion Warping
- adjust motion to contact with world
Controll Rig
https://www.youtube.com/watch?v=y2WzNvJZk0E
Anim Dynamics (Secondary Motion)
in component space. but can wind interactions Setup in BP Graph. Dynamic on a bone behaviour
- single bone dynamic - cheaper
- chain dynamic
VFX unreal - anim dynamics
VFX unreal
ptak flaping to the music: https://youtu.be/TBiepo5ZQhY
https://youtu.be/_1j5Tf6ulII