Friday, 11 May 2018

Character animation and Armour stuff

In todays class I started to do some character animation rigging using a tutorial I have found. It uses the pre-made Mixamo animations of which are all to do with sword and shield animations. It has a whole range or animations which will be useful to our character from blocking and attacking. To get it to work I first had to import the player model and all of its skeletal meshes so when I import the animations it has a skeleton to use when it imports. to start off with i duplicated the third person character then used the imported skeletal mesh as the body. this is so all the moving functions are already there so there nothing to change. I made and animation blueprint and a blendspace for the character which just make all the animations work.


After in the blue print I made a state machine a a body group node which is the basis of making a animation work all together.
In the locomotion I made a run node which gives the entire function logic to run off of. Then I over to the blend space to have the animations connected.

This is what controls the aniamtion going from state of not moving to running/moving.

This is the blendspace blueprints that helps you tinker with the animations for this one I just added on the neutral line the resting animation and next too it i added the running so it goes between those animations depending on what you determine when it walks or not.

Afterwards I experimented with sockets adding armour to the different joints to see if the animation still works with the different pieces or if we have to re think our approach.

in this to have the pieces visible you need to add a static mesh target the location of the join and it automatically finds it from your skeletal mesh, in this editor its easier to make it scale to what you want as well.

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