Hey guys,
This time we expand on our player character by adding in walk and run transitions as well as introduce a strafe mode for when our character is ready to duke it out.
You can find the project from the video on our GitHub page.
Hey guys,
This time we expand on our player character by adding in walk and run transitions as well as introduce a strafe mode for when our character is ready to duke it out.
You can find the project from the video on our GitHub page.
Hey guys,
Today we return back to the Player Character series, this time talking about how we can add in a crouch component, switch states from idle to armed and combine all those mechanics together using some blending techniques. Additionally we are going to introduce a timer mechanic that resets our armed stance back to idle.
As usual you can find the project from the video on our GitHub page.
Hey guys,
Today we are going to roll into the New Year by adding in root motion to our kick animations as well as convert them to stay in place rather than move the mesh on their own.
This will help clean up the crappy roundhouse kick animation we had in place at the end of our last tutorial.
You can find the GitHub project in the usual location if you want to play with the finished animation sets.
Additionally here are a few links to do some further reading on the items we discussed:
Thanks and see you next time.
Hey guys,
Today we are finally back with the Player Character series , picking up where we left off, as well as incorporating all the previous tutorials into this lesson.
This time we are going to do a review lesson, where we go back over all the topics we covered earlier, and use them to implement a new set of attacks in the form of kicks.
The GitHub starter project can be found here as well as the final version with all the things.
The major component that is net new to this series is the inclusion of an additional Blend Node which you can read about here.
Take a look and we will see you next time.
Hey guys,
Today I have another tutorial for you, this time discussing how you can import new animations into Unreal Engine and re target them against your character.
For my example I will be using a character from Mixamo, which is a site support by Adobe that has various 3d models and animation resources for folks to use. Since the animations come with their own skeletal definitions you have to re target them otherwise they will be unusable when you bring them into Unreal.
You can also find the source code used in this tutorial on my GitHub page.
In addition to the video here is a quick map of the bones from the Unreal Mannequin and how they map against the Mixamo model.
Also a few more resources from Epic about animation re targeting.
Thanks for taking a look and stay tuned for more.
Unreal – Base |
Mixamo |
Root | Hips |
Pelvis | Hips |
spine_01 | Spine |
spine_02 | Spine1 |
spine_03 | Spine2 |
clavicle_l | LeftShoulder |
UpperArm_L | LeftArm |
lowerarm_l | LeftForeArm |
Hand_L | LeftHand |
clavicle_r | RightShoulder |
UpperArm_R | RightArm |
lowerarm_r | RightForeArm |
Hand_R | RightHand |
neck_01 | Neck |
Head | head |
Thigh_L | LeftUpLeg |
calf_l | LeftLeg |
Foot_L | LeftFoot |
Thigh_R | RightUpLeg |
calf_r | RightLeg |
Foot_R | RightFoot |
Unreal – Advanced |
Mixamo |
index_01_l | LeftHandIndex1 |
index_02_l | LeftHandIndex2 |
index_03_l | LeftHandIndex3 |
middle_01_l | LeftHandMiddle1 |
middle_02_l | LeftHandMiddle2 |
middle_03_l | LeftHandMiddle3 |
pinky_01_l | LeftHandPinky1 |
pinky_02_l | LeftHandPinky2 |
pinky_03_l | LeftHandPinky3 |
ring_01_l | LeftHandRing1 |
ring_02_l | LeftHandRing2 |
ring_03_l | LeftHandRing3 |
thumb_01_l | LeftHandThumb1 |
thumb_02_l | LeftHandThumb2 |
thumb_03_l | LeftHandThumb3 |
lowerarm_twist_01_l | |
upperarm_twist_01_l | |
index_01_r | RightHandIndex1 |
index_02_r | RightHandIndex2 |
index_03_r | RightHandIndex3 |
middle_01_r | RightHandMiddle1 |
middle_02_r | RightHandMiddle2 |
middle_03_r | RightHandMiddle3 |
pinky_01_r | RightHandPinky1 |
pinky_02_r | RightHandPinky2 |
pinky_03_r | RightHandPinky3 |
ring_01_r | RightHandRing1 |
ring_02_r | RightHandRing2 |
ring_03_r | RightHandRing3 |
thumb_01_r | RightHandThumb1 |
thumb_02_r | RightHandThumb2 |
thumb_03_r | RightHandThumb3 |
lowerarm_twist_01_r | |
upperarm_twist_01_r | |
calf_twist_01_l | |
ball_l | LeftToeBase |
thigh_twist_01_l | |
calf_twist_01_r | |
ball_r | RightToeBase |
thigh_twist_01_r | |
ik_foot_root | |
ik_foot_l | |
ik_foot_r | |
ik_hand_root | |
ik_hand_gun | |
ik_hand_l | |
ik_hand_r | |
Custom_1 | |
Custom_2 | |
Custom_3 | |
Custom_4 | |
Custom_5 |