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๐Ÿงต Unreal Engine and character animation

Anonymous 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 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 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 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/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/AdditiveAnimations/

I found this on google.

Anonymous No. 863965

>>863924
Blend by bone is what you want, Anon.

Anonymous No. 863967

>>863965
Layered blend per bone, sorry.

Anonymous 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 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.