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๐งต Unreal Engine and character animation
Anonymous at Mon, 22 Nov 2021 19:06:23 UTC No. 863924
So I'm wanting to learn rigging and animation for games. What I don't yet understand is how animations relate to each other when holding weapons. For a 3rd person game, I need to animate walking, jogging, and running in all 8 directions, do I need to create new animations when the character is holding a pistol for walking, jogging, and running? Or can the upper half somehow be blended?
Anonymous at Mon, 22 Nov 2021 19:17:26 UTC No. 863927
>>863924
never used unreal.
In godot you use an animationtree to create a FSM to blend the animations.
Unreal must have something similar.
Anonymous at Mon, 22 Nov 2021 19:46:52 UTC No. 863932
>>863927
I would need something like the following then?
Walking forward
Walking forward while aiming pistol
Walking backward
Walking backward while aiming pistol
etc.
I'm just confused on if I need all these to be entirely separate animations that I can then import into the game engine and blend there, or do people just animate aiming by itself and blend into the walking, running, etc.
Anonymous at Mon, 22 Nov 2021 21:19:12 UTC No. 863953
>>863932
In blender you can create the lower legs and arms into separate motions and blend both using Godot AnimationTree.
https://docs.unrealengine.com/4.27/
I found this on google.
Anonymous at Mon, 22 Nov 2021 22:33:01 UTC No. 863965
>>863924
Blend by bone is what you want, Anon.
Anonymous at Mon, 22 Nov 2021 22:36:28 UTC No. 863967
>>863965
Layered blend per bone, sorry.
Anonymous at Tue, 23 Nov 2021 04:12:20 UTC No. 864003
>>863924
>For a 3rd person game, I need to animate walking, jogging, and running in all 8 directions
what do you mean "all 8"? Your character usually moves in any degree out of 360.
Anonymous at Tue, 23 Nov 2021 04:46:37 UTC No. 864007
>>864003
While it's true the capsule or character are moved in any direction, the animation that's actually played usually comes from a blendspace, based on direction, input, speed, etc. Many blendspaces use 8 directional animations for locomotion and just blend between them. Of course it's a hell of a lot more complicated than that, but that's the gist.