U Animation

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 data
    • Composite - Stitching multiple animation clips into one
    • Animation Montage - More complicated animation logic, (combo system with branching)
    • Blend Space - Blend on parameter change
    • Notifies -
  • 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 sockets
  • Virtual 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