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Animation Features. 4.14. Agenda. Animation Editor Revamp Default Anim Blueprint (Post Anim Blueprint) Child Anim Montage Animation Curve Window Morph Target Debug View Mode Advanced : Pose Driver Advanced : Virtual bone. Animation Editor Revamp.
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Animation Features 4.14
Agenda • Animation Editor Revamp • Default Anim Blueprint (Post Anim Blueprint) • Child Anim Montage • Animation Curve Window • Morph Target Debug View Mode • Advanced : Pose Driver • Advanced : Virtual bone
Animation Editor Revamp • Persona -> Skeleton, Mesh, Animation, Anim Blueprint Editor • Before it was one big editor called Persona that has 4 different modes • Major issue : You can’t open multiple animations or multiple meshes playing the same animation belong to the same skeleton • This was a huge workflow problem animators face often • Also, the mode is not something we use a lot in our editor. Difficult for the new people.
Animation Editor Revamp • The flow is still guaranteed - opening mesh, and open animation, open another mesh, and compare • Recording has moved to Transport Controls
Animation Editor Revamp • Preview Scene Setup
Post Process Anim Blueprint • Can be set on SkeletalMesh and it will run all the time on the SkeletalMeshComponent when instantiated • This is useful to do something you always want to apply to the mesh - i.e. anim dynamics • If you have animation blueprint set on the mesh component, it will run AFTER the animation blueprint runs • Anim BP-> Post Process Anim Blueprint • Pre Physics : runs before physics
Child Anim Montage • This is created from another Anim Montage as a child • It derives all notifies, sections, tracks from the AnimMontage • Only allows it to override animation asset data (AnimSequence or AnimComposite) • This will scale the animation length to fit in the track • So that game play won’t have any impact on the animation asset changes • Good for variation of the animations without impacting gameplay
Animation Curve Window • Curve type now moved to Skeleton (not per asset) • Now you can only set it in one place • Morphtarget curve type is automatically set if it contains same name of morphtarget
Morphtarget Debug View • Community contribution (git : tmiv) • Extended to multiple support and cleaned up UI
Advanced Topics • Pose Driver : interpolates from from multiple inputs to multiple outputs • Now bone transform drive target outputs • Shoulder with 4 poses and blending based on arm rotations • Example - RBF node from Maya
Advanced Topic • Virtual Bone : Non skinnable joint that can be added and constraint to another joint • Example : IK joint that has to be re-constrained • Before they have to go to DCC, and add new joint and re-export all animations • This was extreme time consuming