Layered Blend Per Bone | Adv. Anim Application [UE4/UE5]

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hello and welcome back to advanced animation application my name is charles and today we're going to be looking at the blend bone per what's it called blend layered blend per bone so let us begin us you can see i already have a an m graph set up uh it's completely irrelevant we're just going to be going into the bass pose here we're going to come out of the bass pose into here so this is going to be the last thing that's applied then into the blend poses zero let's just put in a reference pose now hit compile you can see nothing's actually happened to my character preview over here but if i click on this and then up in the top right hand side we have this little section called branch filters and i click that one then what we can do we can expand this and we can say bone name spine 01 all right let's hit compile and now you can see that my character from spine upwards is using a reference pose which is an a pose so if we now jump into our game and see that our character can just uh he he can join his friends over here in uh being an airplane right do you show you and i think even if i rag dole yeah it will maintain that pose so this is pretty useless but there are actual applications so let's say you wanted to play a montage of some sort but only from the waist up so what we could do is go to our attack animations so i'm going to grab this attack animation that i made earlier what i'm going to do with this one i'm going to create an in montage i'm just going to call it tutorial montage and then inside here i want to go to the anim slot manager and we're going to add a slot and we're going to call this slot upper body only or whatever you want to call it so now i have this upper body only slot and so over here where it says default group default slot we're going to click this slot button we're going to go slot name and we're going to find the upper body only one that we created just before a little bug that happens you will have to like sort of move this back and forth once to make it update properly so now in our viewer we're going to get our default slot we're going to change it to the upper body only slot upper butter upper body only slot and put that into the blend poser 0 slot and into the source of this we are going to cache whatever pose we got before this let's just call this tutorial cache you might want to call yours pre-upper body cache or something and then we're going to retrieve that here put it into there and then we're also going to duplicate that put that into the base pose so if i then go into my actual character logic blueprint and i say let's just make another debug button let's just grab this o button this might be your attack button this might be you know whatever logic you have in order to play an animation that you want to play let's go play montage in skeletal mesh component so we want our skelly mesh the montage to play is going to be called tutorial montage play rate one starting position zero starting section we don't have any sections set up and that's just going to do its thing now if we hit play and we press o you're going to see it's only playing this on the top half of the character but it's also got root motion enabled so that's one thing that we're going to go and turn off if you do want to turn a root motion animation into an in-place animation all you need to do is go to the animation in question and down here where it says enable root motion we want to untick that so now this is going to be like this kind looks dodgy but then we can force a root lock so now this looks like a root motion animation but it isn't going to actually translate the root forward so now if we go back to play and we hit o you can see our character does this super janky punching animation because obviously we're you know only doing it from the spine up but you can see this is completely independent from everything else that is going on with the character uh it's kind of brutal as well imagine getting clotheslined by this fella another place i use this is in my combat locomotion stuff so i've got this combat turn in place and combat strafing states we will talk about the blend poses by bull function in the next video but essentially what i'm doing is i'm separating the walking of the combat strafing and turning in place by spino1 so the reason that i've opted to do that is because if i'm in combat mode essentially all of the footwork will be the same for every weapon type you know whether i'm using a sword or i'm using you know a dagger or i'm using my fists or you know a two-handed mega sword basically the strafing will always be the same so that way i can just use an idle pose on the upper body while the lower body does the walking and that will save a lot of animation time and a lot of sort of setting up different state machines and stuff like that and you can also see when i stop moving we turn in place nicely and so that's all completely separate from the upper body anyway so uh i hope you learned something today if you did find this educational or entertaining make sure you hit that like button and subscribe to the channel because it really helps out the you know the algorithm and the blah blah youtube youtube if you do want to go one step further and support the channel and my endeavors you can subscribe to our patreon below for as little as one dollar a month and all of that really does add up and it gives me a lot more time to be able to focus on making tutorials making prismatica which you know everything that i learned with prismatica i you know turn into a tutorial and teach you guys so thanks to everyone that has subscribed so far and with that i say goodbye [Music] goodbye [Music] [Music] you
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Channel: PrismaticaDev
Views: 42,539
Rating: undefined out of 5
Keywords: ue4 animation, ue4 animation tutorial, ue4 animation blueprint, ue4, ue4 blend per bone, ue4 upper body animation, ue4 separate upper and lower body, ue4 separate animations, ue4 anim graph c++, unreal engine anim graph, ue4 how to animate, ue4 character animation, ue4 character movement, ue4 custom, ue4 custom movement, ue4 custom animation, ue4 custom anim notify, ue5 animation tutorial, ue5 anim graph, ue5 animbp, unreal engine, unreal engine animation blend
Id: ja-C9VcNyKw
Channel Id: undefined
Length: 6min 56sec (416 seconds)
Published: Wed Jun 30 2021
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