How to Use Animation Curves with Material Parameters

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[Music] hi everyone Paulo here welcome to the channel where I make how to videos time to share what I've learn and I'm back with another Unreal Engine tutorial this is part of the character animation how-to Series in this video we're going to learn how to use animation curves with material parameters from documentation we could use animation curves to animate material parameters morph targets and other properties to synchronize the animations and animating material parameters is straightforward I'll cover morph Targets on another video so subscribe if you want to be notified for that in this video I'm just going to animate the logo and also create our own emissive uh parameter and animate that within our animation sequence let's go so here I have the third person template uh you could use any character or material that you like that has an animation so I'm just going to stick with the default animation so I'm going to go with the Quinn uh Idol animation here and basically I just want to animate this logo on the chest of the character so if I jump to the skm Quin character here and go under um the material slots here this is using M instance of the Mi Quin so if I open this instance and go to the parent material which is the mcore mannequin you would see that this is how the material has been set up so the emissive here is the one that's hooked up to the logo um this emissive is actually defined somewhere up in here which we don't need to care about Y and under parameters here we have a bunch of parameters and the logo here being one of them has a logo size parameter so if you want to animate that bit within your animation sequence what you could use is the animation curve so I can go under the skeleton here and I can search for Curves under the window menu select curves and you would see this notice that there's curves for the skeleton there's also a curve for the skeletal mesh um what we need to do is the one on the skeleton so the data is saved on the skeleton so click on ADD uh curve there and type in logo size make sure that the naming is exactly the same as the parameter and you would see two options here one's morph Target and the other one's material so to enable material just tick on that and the checkbox will appear hit save go to your animation sequence now and you would see this Options under the play here um we have curves I talked about additive layer on my previous video go check that out if you haven't so under curves here click on ADD curve and you could Now search for the new curve we just created which is logo size that would add it here on the timeline here so let me just grab this I could double click on this one and it would open up the curve editor within the curve editor if I scrub nothing's happening yet as you could see or notice though that the chess logo already disappeared because the Val default value of this is zero so to create a key frame here you actually need to select here and hit the enter key and that would create that tiny um tiny key frame there so and you could scrub it to the timeline so around 14 I'm going to hit the enter key again and that's going to create a key frame and if I drag this key frame you notice that the emissive part of the logo is resizing so it's now 015 I'm going to grab the scrub it hit enter set that to zero we'll put it down and scrub it again enter and 15 to resize it back and say zero gun oops as you can see I didn't hit enter so that actually created move this key frame which I didn't want so make sure youit enter if you want to adjust it's not auto key frame unlike the sequencer maybe that's going to be an improvement for the next one anyway so if not if I scrub this you would see that the logo is animating now if I go to my third person because that animation sequence is being used here preview that you would see that the logo appear disappear because there's a long pause in our Idol where we have it remove I actually think that I need to put that back so maybe on the first frame here let's actually put that to like that and this one to like that so that the logo is always there disappears back and always there but a bit bigger cool so that's how you would animate an existing parameter from an instance what if you want to create your own um parameter so that's a quick one so I'm just going to hijack this emissive create our own emissive one um so I'm going to right click select constant convert this to a parameter just again say name it as glow create another constant Vector tree Vector going to change the color to something like that and I'm going to multiply this and hook it up like so so now we created our own material parameter called glow with a value of zero so if I do one this is how that material look like so I'll put it back to zero now if I go back to the skeleton um this time let's create the same parameter glow make sure you're inside that box when you're typing the name and hit enter to save it and this time just untick that save go back to any animation sequence so this is per animation sequence if you want another animation you need to do the same thing here so here I'm going to say glow double click and the one below is the glow so you could actually do that edit two uh curves at a time or just one curve at a time so here I'm going to hit enter and similar to what we did just hit enter adjust it and that and like that so this type of interpolation is what you call linear you could select everything and you could also do a cubic interpolation so ramps up slows down ramps up slows down so depending on the type of Animation that you want you can do that and if I go back here we could previe it within here so we' see that the character is now glowing when it's on idle but when the other animation plays like the run the Run forward the jump none of those materials are on those uh curves are on those animations so it won't affect that cool so hope you like this tip uh thumbs up thumbs down please subscribe to the channel cheers bye for now
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Channel: Just Another Dang How To Channel
Views: 159
Rating: undefined out of 5
Keywords: unreal engine tutorial, animation curves, material parameters, ue5
Id: s_JASBSt7Y0
Channel Id: undefined
Length: 8min 12sec (492 seconds)
Published: Thu May 30 2024
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