Build an Animation Blueprint from Scratch, and add Custom Animations using a Blend Space #ue5

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hey everybody in this tutorial you're going to learn how to take any character you want with any animations you want and use them as your player you'll understand how an animation blueprint is put together and works which involves creating a state machine and also a blend space and swap out for the mannequin in the third person game template so buckle your seat belts and let's go so part of the reason for this video is to understand exactly what's going on in this whole game play so let's start at the very top when i hit play i have a character that i can run around so why is this character showing up in my scene what what's controlling this so let's escape out of here and let's go up to our project settings if you go to your project settings go to maps and modes you will see that there is a default game mode and that is set to bp third person game mode so this is what's at the very top making our first decision when you hit the play button what is your game mode so let's go look at bp third person game mode you can go ahead while you're in here you can just click this button it's going to select it for you in the content browser then i can close this all right so down in your default third person template you'll have this folder and there there's blueprints and here is our bp third person game mode so let's go one level deeper let's go ahead and see what's in this blueprint double click it's going to open and here is a very important field we're going to have to come back and set later the bp third person character is the default pawn class so when you run this particular blueprint this game mode this field here is telling it use this character as your run around the world character or this this blueprint inside the blueprint you actually pick your character but this is telling what pawn or what character do you want to use when you're running around playing the game so this will be coming back here as well but it's important to understand this bp third person character so this is the blueprint for our character let's go ahead and close this that's actually right next to the game mode let's take a look in here so double click open up your third person blueprint character and there's a lot going in here we don't need to do too much in here at the moment but one thing i want to show early is we have our three tabs here if you go to the viewport tab this is where you'll see the the pieces of the components here in their visual form and the capsule and the arrow pointing in the direction and here's our mesh right here so this field here is defining what character your run around the scene is using and right here you'll see the skeletal mesh field this is your quinn sample let's just say we'll add our custom character in a moment but it's important to understand this while we're right here what if i want to use uh we already have the mail mannequin as well uh what's his name manny so if i click on this and switch over to manny and now you see there's manny and if i hit compile save and close my blueprint for the moment go back to my map and hit play now you'll see that is manny instead of quinn now that gave us a brief look at which mesh is being used but let's go back into the third person character blueprint here to look at another field if i come in here and select my mesh again again this is let's switch back to quinn just while we can and this is yet another very important field here where it says animation here so again for the mesh that you're using in this blueprint you will pick the mesh but you also really need to know this field here the animation that's going to be used on that character so here you'll see abp so that abp stands for animation blueprint so we'll get into that really deeply soon but this defines what are the different animations on your character and how are they going to switch when you're running around the animation directions that are being used in this particular character now so what does that mean abp animation blueprint that is determining let me close this here for a second again back to play mode when i right now our character is just chilling right you can there's a very subtle idle going on that is an animation loop when i hit w and i start running that is another animation when i hit spacebar that's another animation so how how all those blend together and work together that is determined by the animation blueprint and that's what we're going to spend quite a bit of time setting up for our own custom character so let's go ahead and get into that we'll go ahead and stop our gameplay at the moment and if you go to your characters folder in the third person template you'll see you'll have your mannequin and your mannequin so this is the old ue4 mannequin this is the new one and i have already imported my mocap man so let's talk about what i've imported here so you could do this with any skeletal mesh that you want i just happen to use a miximo character because he's easy to grab and free so this is uh this is the mocap man he actually is named passive marker man and if you go ahead and download uh i have a video that goes a little bit more into how to do this but very quickly go to your t-pose of your character hit download and select the t-pose just hit download so notice here in my browser it downloaded this guy i don't even need to go find it in the finder just as an example let me go to characters make another blueprint call it mocap two i'm not going to use this is just so y'all can see in case this is a little new for you i can grab it from here and just drag it in so your typos character you want to go ahead leave all of these set to the default double check make sure you have the defaults so leave everything as is and hit import that brings in your typos character we're not worried about animation quite yet that'll be the next step uh you can ignore all this close up so here is your passive marker man in tpos as your asset then i'm going to make another folder in here to store the animations and for the animations i'll just show you one really quick but you can do this if you need to do this press pause and and catch up but so you would go to your animations tab so think through what you're going to need for your character you're going to need to find an idle a walk a run and a jump at bare minimum so just go shopping for what you want for example if you want an idol here you would go through and find a nice idol that you want to use and then i'll just do one here so you see the example uh let's do this breathing one it's a little slumpy there so then you would download now this is an important thing here over the defaults it'll say with skin you don't need the skin we already have the skin with the tipos guy so switch to without skin we just want the animation information if you need to change your frames per second i'm just going to leave it at 30 but you can do that here as well download and when you download the animation so here's breathing idle and i'm going to drag that into here and this is an important step what you need to do is tell it which skeleton you want that animation to land on so you want to go through here and in my case this is the guide i'm just importing passive marker man the other one i renamed earlier so passive marker man and import and then that will bring in that animation for your character you want to go get your other animations as well and then come back and continue the video but for now i'm going to go back to characters and i've got this folder already set up with what i want so here's my downloaded mocap man and here are the animations that i grabbed just so you can see what they are in my case i have turn this off for now i have a happy idol he's kind of chilling there happy walk and i gotta run this is a beautiful run and i have i'm not gonna do kicking in this video but uh i'm gonna do jumping in this video so he's gonna jump as well okay so i got all my animations ready and let's get into the guts we need to set up that animation blueprint to determine the logic of how is this character going to blend between those different animations so you could kind of put it wherever you want but i'm going to put it right here in this folder because it makes sense for me i'm going to right click go to animation and choose animation blueprint and the blueprint wants to know what character you're using i want to use my mocap man skeleton and create i'm going to go ahead and rename i'm going to call this the uh pmm passive marker man or mocap man whatever you want to call yours and this is the abp animation blueprint a lot of initials there but abp is the key so double click and open that so output pose this node determines what your character is doing and we have a bunch of different options we could use right in our animation browser we have we have a walk an idle a run so we have to figure out the logic of how to use which pose and when so for that we use a tool called a state machine so what state is he in so i'm going to hit tab type state add a new state machine and this ends up being a very hierarchical structure here so not everything happens in this one spot so we'll we'll gotta dig in different areas here so i'm gonna drag this state machine again this this this node is gonna determine which animation is played when and it feeds into the final output pose so this is our final output pose at any time during gameplay so for the moment this is actually all we need here we want to go into the state machine again the state machine is just the thing that determines what state the character is in i'm going to double click and go into it and you'll see your path changes here we now went into the state machine if i click here to go back up to anim graph that is this setting here that we just made if you want you can rename your state machine i'm just going to kick off the word new because it is no longer new i just made it right so i'm going to double click and go into it and here is the beginning of the logic flow so i'm going to pull off of this and i'm going to add a state the state really is just a what is he doing so choose add a state and i'm going to name this idle slash walk slash run because this is a state that can be blended together there's not really any logic between these other than the speed of the character and that can all happen in one particular blend space but we'll get into that so layer by layer here let's just set this up so we have a state of i'm either idle walking or running then you also have a state of jumping so i'm going to click and drag off here add another state and i'm gonna call that jump and you'll see you get this little arrow here what this arrow is you can see it hopefully pop up there it says transition rule so this is how do you get from here to here so we'll come back and define that but when you go from eye to walk run to a jump you eventually need to come back to idle walk run so i'm going to drag an arrow back down this way so this is actually the extent of the logic we need when you begin moving this character it's either idling walking or running or it's in the air and it's jumping so let's first go to this we'll kind of work backwards here so this state of jumping what should it do when it's in this state so double click to go into jump and this is where you tell it what animation do you want jumping to be so look we're getting deep animation graph state machine down into the jump state so this is where you actually lay the foundation of the animation so just come over here grab your jump and throw it in here and this is the animation of your character jumping and when you are in jump state you want that animation to play so your jump state is actually done so we can hit compile and jump back up to state machine now you're going to get some errors because we haven't defined a way to get to the jump state yet so that's what these little end to get out of it so that's what these little arrows do so let's now go ahead and do that double click this double arrow so you'll see it says can enter transition meaning if i jump up here it can go from here to here so what's going to determine if i can go from here to here well for jumping that means if you're in the air then you want to be in the jump animation so how do we know if we're in the air well for that let's head over to the event graph the event graph is what's happening during game play so you want to get some feedback from the live gameplay action so here we have a get pawn owner node so let's pull out from here and we want to get the movement component so just start typing get movement component and our pawn is our character so we want to get the movement of our character in this node right so this is our pawn itself so getting this guy now this note is getting the movement of that guy it's nice there's a lot of these built-in functions you just kind of need to know what they all are so i'm helping you through that part so pull off here and type is falling we want to know is the character falling meaning in the air so it doesn't i mean because there's gravity it'll make him fall but if you jump up if you push your space bar that's also is falling meaning it's he's in the air somewhere so is this character is the movement is he falling this is a little function that determines that true or false is what we're looking at and what we need for that is it to set a variable so right click on return value and promote to variable so this will make a setting for us when we do this so we're going to say promote to variable and you can kind of call it whatever you want i'll keep it consistent with the name of the function and i'll just say is falling so what this does is we just created by right clicking here we created a new variable called is falling and then we are going to set it now you got to keep the action flow going here so this is your bring that all the way there so that is making things execute so this is running during game play all the stuff the event graph with the events of the game going on and you're updating your animation here with this flag and setting your is falling variable based on is the character really falling or not okay so that's one variable we need and that one in particular is going to set the state is your character falling or not let's go ahead and see this in use so we're going to go back up to our state machine go into this transition rule again we didn't do anything here before because we didn't have is falling there yet right but now we do if you look over here in your variables we now have this is falling variable and drag that variable in and get its value so this is getting is the character falling or not if the character is falling we want to play the jump animation so we want this to be true and you can connect that to that okay so if the character is falling meaning if he's in the air go ahead and transition into i'm gonna go up here transition into this jump state which again if i double click is playing the jump animation so let's go back up to the state machine so that's how you get into the jump now you don't want to just have him jump forever you want him to eventually stop jumping when he lands on a surface so go into the return transition rule so double click this one and you're setting the rule here now this is again we're using is falling as our control variable so get the value of it but we want it when does he stop falling so for that we want to use you could pull out from here and type not not and go to the top and you'll see there's a not boolean mean it's just going to return a true or false so is he falling not is he not falling true means he's landed on the ground so let's go ahead and connect that so it means he's not falling anymore so then back up to the state machine here once he's not falling he can go back down into his idle walk run state let's let's do a quick little review go back up to your animation graph your state machine so actually if you hover you get that nice little pop-up so you can remember what it is so your state machine again that is if we double click it that is the logic to determine switching between animations the result of that whatever state you're in is going to play your character's output pose okay again we just need to go back in here for a little bit more work now we have to determine the the idle walk and run animation so i'm going to double click and go into this state i'm going to close this so it's not flashing anymore so here we have the output pose for idle walk run now that's three different cycles when we were doing the jump we just dragged in one and connected it but we actually have three different cycles that we want to blend nicely between them all so for that we need to go into yet another asset type but that's good because you're going to totally understand how all this works so for the moment kind of mentally put a hold on what we're doing here i'm going to drag and drop it here so it stays open i'm going to go back to our our assets here so here's our animation blueprint determining what animation plays when we need another type of tool that will determine when am i idling walking or running so for that let's create right click go to animation and choose this one here blend space 1d one dimension so choose blend space 1d that's the one we want to use in our case here and again it's for our mocap man and let's call it bs for blend space again naming convention is whatever works for you so blend space mocap man and double click and open that so what this is responsible for the blend space is blending between your animations so we start with our character in happy idle when this value is zero so this value meaning uh my speed so we still have to set set this up but i have this parameter called speed now you'll notice across the bottom here this speed variable that we'll set up in a minute we haven't done yet will determine am i idling am i walking or am i running based on its value so right now it just goes from zero to a hundred so when my speed is zero i want my character to be at idle so i'm going to drag my idle animation and put it here so that is what he does at speed 0. this value can change and we'll probably need to change it based on whatever your particular character is doing as far as speed goes but for the moment we'll just start with the defaults here and see what we get so we're saying our character goes from uh 0 to 100 and let's say at 50 in the middle here if the speed is 50 we want him to be doing his happy walk so i drag happy walk to here to be able to see what happens at 50 and the blending in between you'll see right here it says hold ctrl to set the preview point so hold ctrl and drag your mouse and that'll determine that's you're choosing like right there it's like a playhead like right there i'm at zero right here i'm at 50 and that is playing the animation at 50. if i go out to 100 nothing's going to change because i don't have any animation beyond that to blend to yet but i will now when i go to the run and i drop the run at 100. so now if i hold ctrl and go all the way out to 100 here he is at 100 here he's at 50 and here he is at speed zero okay so so this blend space you're blending between your animations based on this speed value which again we still have to create and get from our character when he's running around in the game so we're done here for the moment go ahead and hit save and one one value to keep an eye on here is this max axis value meaning your we set it to speed so the 100 here is this 100 here if i want to change that i could type 200 but if i do that that reset my scale out to 200 my animation points went it's still at 50 and that's still a 100 so i i would need to adjust here if i need to make changes which i'm i may need to we'll come back here but for now i'll just put it back to 100. so save this and go ahead and leave it open you know dock it as well because you may be making changes all right so now that we have this blend space or blend space it kind of counts as an animation asset it's just a smart animation asset i'm going to go back to my animation blueprint and for my idle walk run state i want the blend space to choose which one should be playing as my output post so i'm going to drag my blend space into my state here and i'm going to drag the output into here now you'll see it it wants to know what what is the speed of my character i don't have a variable set up yet so let's do that next go to your event graph back here is where we determine if the character is falling and this is also going to be where we determine what is the speed of our character moving around in our game so get movement we use that is it falling but let's go ahead and pull off of our output here and in this case we want to know what is the velocity of our character so how how fast is our character going so we want to get the velocity that got the velocity now the velocity is speed but also direction so we don't really need the direction for this we just need to know the actual speed so let's pull off of here and type length we want to get the vector length which is the speed okay so when we have a vector length we can right click here as our return value promote it to a variable and we're going to name that speed and we need this to execute so we're going to connect this to this as well okay so how fast is the character going which is a velocity which has a xyz vector component but then we want just the length of it so that will determine the actual speed and we don't care what direction and that is being pushed into this variable we just set up called speed which we're going to use now back in our let's go over to our state machine go into the idle walk run i know it's open right there but i'm just going the long way for you double click that to go in here and here our blend space is set up here but we need to tell it what is the speed so it can pick the speed for us so you want to grab your speed drop it in here and get its value and connect that to your speed input so now whatever your character speed is it's going to feed the blend space and the blend space is going to pick your animation between idle walk and run and that is going to go into your output pose for the idle walk run state so back up to the state machine let's see what that looks like okay so now we've set up a majority of what we need to get this working we have our idle walk run and we have a jump we have the logic going to the jump and we have the logic coming back out of the jump so this is if the character is falling or in air and this is if the character lands or is not in there then it goes back and does this one so let's go ahead for now for starters and see what happens let's compile and save so that is our animation blueprint which is now ready to roll let's go work our way back up what we looked at before let's go back all the way to the third person map here now we do want thinking back to the beginning of the video we we do want if we go into the blueprints and we had our third person game mode remember what this determined this determined what is the default pawn class so third person character now what i'm going to do is i may want to switch between characters at one point or another so i'm going to make a copy of the third person character i want one to stay stuck to the mannequins i'm going to make a duplicate of this and i'm going to call it bp mocap man i'm going to move this blueprint for the mocap man over into the mocap man folder and move it there and go over there now it's an exact copy so i'm going to make some changes in here so i'm going to go into my copy of the blueprint and select the mesh component and i want to use my mocap man so instead of using quinn i want to use the mocap man skeletal mesh and super importantly actually i'll show you what happens if we don't complete what we need to do here so i've currently just told it to use this mesh instead and let's compile save and see what happens i'm going to go hit the play button and you'll say hey where's the mocap man didn't i just switch it yes but don't forget there's a lot of things like i just did that are interrelated what determines what character gets played here well that is set by back to the third person game mode you do have to come back in here and switch that to bp mocap man so this is your game mode what player do you want to use i want to use the mocap man blueprint for my game mode so compile and save that now hit play again and there's our guy now he's if you play him he's not really doing a whole bunch that's because let's go let's go look at why so he's almost ready you'll be surprised it's not that much more to do if we go into our mocap man folder open up that blueprint we made a copy of and select your mesh so when we switch characters it kicked us out of this anim class so we need to tell it we want to use an anne in blueprint we made one but we want to use it so you got to click on here and go pick your we called it pmm my passive marker man animation blueprint i guess for naming conventions if you want you could call it abp mocapman let's do that really quick let's just for ease i don't need this open anymore for now so i'm going to close that go to my anims folder which is where i left my animation blueprint hit f2 i'll rename it just to try and be consistent with the other ones i'm going to call it mocap man instead of passive marker man as well um so that's there i'll leave it closed i'll probably end up opening it soon to make some adjustments but back to our blueprint for the mocap man back to this conversation here use animation blueprint which one to use you want to use the animation blueprint for the mocap man now when you compile and save your character's blueprint and hit play here he is doing his idol so he's working so far so he's in idle state his speed is zero therefore he's playing the idle animation so now i'm going to hit w and he goes straight to run mode so where did where did the walk go so we're we're almost done we just gotta do this where we gotta deal with the speed and the fine tuning of the speed so he goes straight into run which is cool looking but it's not really what i want unless i'm doing a sprint then i want him to go ahead and run but just by default i want him to be walking right now not running around like this so what's happening is remember our animation blueprint that's the [Music] let me just open it back up now the animation blueprint is determining here if he's not jumping it's determining whether he in the blends blend space it's determining what he does so when he's running that must mean his speed is 100 so why is his speed 100 well if you go to the blueprint for your mocap man again all these things are kind of interwoven a tangled mess but that's why we're here to untangle it all so in the blueprint for your mocap man this is kind of determines the gameplay aspect if i if we come in here you know you have your up and down um your track pads or your you know your mouse and all the things that are going on so this is kind of all the logic of your character that's in the event graph here but if you select your character movement component you'll see that there are a bunch of fields for your character and if you look through here you'll see there is one max walk speed so when we hit the w on the keyboard if you're using a keyboard if you're using a game controller you have a little more control over that right it depends on how much you push push your little thumbstick or joystick whatever you call it but here i'm using a keyboard so when i hit w it goes straight to 500. we know looking at our animation blueprint for for me where to go my blend space i want walk to be just 50 that's a little off it's 49 but whatever i can shift that if i want 50 exactly so i want the speed to be 50 when i hit w on the keyboard so back to our mocap man blueprint then this value here of max walk speed i want to set that to be 50 and compile and save that and let's just go straight and hit play again so here's our character idling and when i hit w he starts walking now now he is playing the animation i want but i think he's kind of going a little too slow as far as his transformation in x x and y right so this is where you kind of got to fine tune it based on what your character if he was tiny if he was a mouse this might be perfect but he's not a mouse he's a he's a person walking around here so we need to go back and forth between our animation blueprint and our blueprint or our blend space and our blueprint so let's do that let's try i'm going to escape out of here we'll go to our blueprint for mocapman character movement and rather than our walk speed max being 50 let's make it 150. now what that means is this is this is going to overshoot remember our blend space our blend space is set up to be 50 to be walking so we need this scale here to go out to 300 right because i want 150 in the middle so i'll say 300 and that didn't do anything here it made my scale go out to 300 but i still need to take my run drag that all the way to 300 take my walk and drag that to 150 if i want i get perfect i'll say 150. save that did we save our blueprint here again we set our max to 150 compile and save go back hit play now this time when we walk that's looking a lot more accurate for that particular animation all right so his feet aren't sliding as much he's stuck there pretty good okay we're almost done we have him walking oh let's test the jump as well so uh hit spacebar and he plays the jump loop right so he's playing around in there so that's working as well one final step to get the run kicked in so escape out of that so to determine if your character is running or not we're going to go to our mocap man blueprint and we need to add a little bit of gameplay logic in here because similar to fortnite our sprint is going to be holding down the shift key the left shift and that will make us switch into the run mode so in here in your event graph of your character's blueprint want to hit the tab key and type left and we want to grab a left shift input so a keyboard event of left shift zoom in here so when you press left shift you want your character's speed to be set to 300 right because we just saw in your blend space when the speed is 300 that should trigger the run so back to here so left shift is going to determine what our speed is going to be speed of what speed of our character movement so drag your character movement in here and go ahead and pull off your character movement and choose set max walk speed and you want when your left shift is pressed so when that triggers you want your max walk speed variable to be set to 300. when you stop pressing the left shift key you want you can either make a copy of this or you can pull out and do it again i'll just pull out do it again so pull that out set max walk speed when you let go of the left shift you want him to go back to walking so come in here and max walk speed of 300 for the run when you're done sprinting and running you can go back to 150. now again these values remember they kind of tie together if you go back and you change the speed of we got we got three things working together here we have our blueprint max walk speed in general that we set to 150 and then now we're overriding it at 300 here in the blueprint then we also have our blend space which we had to set between zero and three hundred so if you make changes to any of these speed values you gotta kind of go back and chase them in the other places as well so now what we can do is compile and save and this logic here means when we press the left shift key while we're playing it's gonna bump the walk speed up to 300 and he should go into in the blend space he should be over here and when you let go of the left shift it'll drop it back down to 150 and he'll be here then when you don't press w at all he'll just be hanging out idle okay so let's test all that hit play and start walking with w hopefully now okay so he's he is at his max walk speed currently is 150 so it's picking the walk animation if i while doing that hold down left shift he transitions into his run so his speed now is 300 and therefore the blend space is choosing the run and if i let go of left space it goes back to just the walk and then when i let go of w he pops into his idle animation and then spacebar puts him in his his loop there for that now i think in this case i had to trim my jump cycle so what i had to do there just so you know this is possible as well let me jump out of the game here and go into the jump animation for this particular character yours is totally going to depend on what animation cycle you do but just so you know you can do this if i come in here to the jump cycle by default out of mixing mode it's a longer cycle but i trimmed it by let's say i want the cycle it'll look terrible but let's say i want the cycle to start here instead of on the ground what you would do is you come here you right click and you say remove frames 0 to 10 so you're trimming your animation this way and then you can do it on the other side as well if you need to trim the back end you can remove frames here and then when you save that is now your new animation if you totally hose it you may have to go get it again from miximo to start over or just do a bunch of undo's or make a copy of the cycle before you mess with it you can do that as well actually looks like i got a little too aggressive on my uh pruning off my jump before he really settled so when he gets and lands he's a little not quite landed yet now the other option is one thing you could do let's double check our jump animation and hit play his arms are almost settled enough so he comes to a land he's not bad so why why does he seem to be hopping from here straight to my idol so watch again if i hit play notice when he jumps he's he hasn't finished his cycle by the time he gets to the ground because he's not in the air long enough so two things you could do here you could make him jump higher which is totally possible that's done in the blueprint for the character so you go to character movement the same place where we change the max walk speed there is also a jump velocity that we can set on our character so you'll see this jump velocity set to 700 if i want to fine tune how high he jumps to match the animation then you could adjust this value here for example and again this might look kind of funny but let's go to 1500 he's going to jump so high so let's go ahead and compile save see what that looks like hit play and he's running along and then boom he's super high now oh now notice the problem about this is now he's he's multi-jumping which if that's what you want that's fine but uh that i'd say is a little too high and he's multi-jumping so let's look at both of those things the multi-jumping that is set in the animation blueprint and let's go into the state machine for the jump and here was the cycle that we used for the jump and if we look in the parameters here we'll see loop animation if you uncheck loop animation for the jump and save and let's play again to test that he's going to jump just once but then again he's like uh back to a stand so he's he's jumping a little bit too high but just a note that is one place where you can make a change is how high a character jumps the other thing you could do to fine tune this is let's go back and set that to what it was before which was 4 20. the other thing is he's not finishing his animation in time so the other thing you could do is adjust your animation asset to be a little bit faster this is just some random thing i got from miximo right so who says it's playing fast enough or not so if you go into here you can adjust the rate scale looks like it already slowed this down before and then because default is just a scale of one so i need him to actually speed up a little bit more right so maybe that point eight wasn't ideal so let's set it to one hit save and play let's see if he finishes his jump in time um it's better i kind of don't think he's jumping high enough for that that move but anyway uh we're not here so much for spending all day on aesthetics um you know maybe it was set to 750 before i have to watch the video again and find out uh let's go back to the blueprint from mocap man character movement one more time uh oh it was 700 wasn't it so that wasn't the default um so now then let's go grand finale here's our character we're walking jumping right okay so he now he finishes a little too early so i'd have to slow him down a little bit in his animation rate which you saw where to do that so again for fine tuning it's totally up to you to determine if you want your guy with such a nice jaunty walk and then a uh awesome run there so he's got a great run look out all right hopefully that's enough to give you a thorough understanding of how all of this works in terms of animation blueprint the blend space where you have to make adjustments to your blueprints and how to fine-tune your different cycles so give it a try pick any character from miximo or any character you want and make them do something cool
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Channel: 3D Education with JC
Views: 35,734
Rating: undefined out of 5
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Id: NIYcU4ljkmU
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Length: 45min 50sec (2750 seconds)
Published: Fri Jul 29 2022
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