Mastering Animation in Unreal - Full Beginners Tutorial — Transcript
Full transcript
- 0:00if you give me 2 hours I'll give you
- 0:02everything you need to create and edit
- 0:03character animations for your games
- 0:05movies and whatever it else it is you'd
- 0:06want to do with them I'll even take you
- 0:08through implementing them in game so you
- 0:10can execute the full game animation
- 0:11pipeline all I ask in return is that you
- 0:14hit like on this video drop a comment
- 0:15with how you feel about this course and
- 0:17what other content you'd like to see oh
- 0:19and subscribe in this full step-by-step
- 0:22course that I'm giving away absolutely
- 0:23free I'm going to take you from zero
- 0:25animation skills through everything you
- 0:27need to create edit animations using
- 0:28Unreal 5.5 that can then be used in any
- 0:31engine or 3D animation software if
- 0:33you're already an expert animator this
- 0:35course will give you all the knowledge
- 0:36you need to use onreal for your
- 0:38character animating all you need to get
- 0:40started is unreal 5.5 installed and I'll
- 0:43take you through everything else
- 0:44including implementing the animations in
- 0:46games you'll go from concept all the way
- 0:47through usage in your projects but don't
- 0:49worry the blueprint stuff is super easy
- 0:51and you'll go right through it like a
- 0:52hot knife through butter we'll start
- 0:54with a cartoony forward Dash animation
- 0:55to show you the ropes of creating an
- 0:57animation from scratch then we'll move
- 0:59on to a sweet idle break where the
- 1:01character looks at their watch we'll
- 1:02then go through how to transplant that
- 1:04idle break onto a walk animation through
- 1:06the power of Animation layers and we'll
- 1:08finish up by editing and polishing an
- 1:09existing animation to make it more
- 1:11weighty lively and well good in that one
- 1:15I'll show you how to fully decrapify an
- 1:17ax wield animation as well as getting
- 1:19you started working with props or
- 1:21weapons with your animations all of that
- 1:23in 2 hours I also encourage you to join
- 1:25the Discord where you'll be able to talk
- 1:26about this course and pick up any of the
- 1:28dozens of animations I've released for
- 1:29free this year okay no more stalling
- 1:31we'll start by setting up the project
- 1:33let's get into
- 1:38it we're going to just create a from
- 1:40scratch 5.5 project that has tattool
- 1:43version two in it and is ready for us to
- 1:45do our animating so you start in your
- 1:46epic games launcher you go to the
- 1:48library if you don't have 5.5 installed
- 1:51you go by engine versions press the plus
- 1:53sign and then you can select the version
- 1:55you don't have which would be 550 from
- 1:58here and then click install and follow
- 2:00all the instructions to get the
- 2:01prerequisites and everything else so you
- 2:03can get it once you do have it installed
- 2:04you come down to your Fab library and
- 2:07search for game animation sample if you
- 2:09don't already have the game animation
- 2:11sample you just come here and then just
- 2:13add it to your library you just get it
- 2:15it's free and you can just get it that
- 2:17way now I have the game animation sample
- 2:20so I'm going to go ahead and create a
- 2:22project select the folder where you want
- 2:24it put it here Select 55 as the version
- 2:27that you want to install and hit create
- 2:31okay so that should now be in here so if
- 2:33I just type 55 let's see I have tat
- 2:37tools 2011 u55 now before I actually
- 2:41open this I want to go ahead and add
- 2:43tatol 2.0 plugin once it's up on Fab
- 2:46you'll just be able to pull it down the
- 2:47same way and add it to the project or
- 2:48add it to your engine down here but
- 2:51until then you go to show and folder
- 2:53that'll open this up we're going to go
- 2:55ahead and open a browser github.com
- 2:57threp game3 anim tools links in the
- 3:03description and you can the easiest way
- 3:05to do this you can if you have Git You
- 3:07can just do a get clone of this repo
- 3:10using this URL um but if you want it
- 3:12instead just pull it from the release
- 3:14you can go to releases and then under
- 3:15tatol V2 550 you just go pull this ZIP
- 3:20file right
- 3:24here all right so once you have that zip
- 3:27file you can come over here you create
- 3:30in this uh project directory you just go
- 3:33ahead and create a new folder which you
- 3:37can do control shift n in Windows or
- 3:40just go select new folder up here and
- 3:42you name it
- 3:45plugins capital P and then I'll go aead
- 3:48and move in my zip
- 3:52file and then just extract this here
- 3:55it's probably going to create one too
- 3:57many folders but we'll just hit
- 4:02extract and sure enough this creates one
- 4:06too many folders so we're going to go
- 4:08ahead and grab three repat anim tools
- 4:09crl X come back up to the plugins
- 4:13directory and then paste the threee anom
- 4:16tools directory back in your plugins
- 4:19directory you can delete everything else
- 4:21and to give you just a general you want
- 4:23to make sure to make sure you got it
- 4:24right plugins 3p anom tools you just
- 4:26make sure the U plugin is under that and
- 4:28you have all these folders and now we
- 4:30can start our project so I'll close this
- 4:32down I'll come over here and double
- 4:35click the reason I select the game
- 4:38animation sample typically from all my
- 4:39animation projects is it already comes
- 4:41with some of the metahuman stuff you can
- 4:43still add the metahuman plugin of course
- 4:45as well as the control rig samples and
- 4:47you can bring in the third person
- 4:49template content if you need some ui5
- 4:51mannequin animations and things like
- 4:53that you can bring that in directly into
- 4:55the project but I feel like the game
- 4:57animation sample provides the ufn man
- 4:59the UI 5 mannequin ui4 mannequin has all
- 5:02the skeletons that you would want to be
- 5:04working with for generic animations and
- 5:07things like that so it's just a pretty
- 5:08good jump start to get everything you
- 5:09need for animating all right so we now
- 5:13have new plugins available and so when
- 5:14you go here you should see three repeat
- 5:18anom tools and it's enabled if it isn't
- 5:20enabled you just hit the check boox and
- 5:22then restart your editor and you'll have
- 5:23it but now that means if we go down to
- 5:27plugins 3 anom tools content picker and
- 5:31we just right click and say run editor
- 5:33utility
- 5:35widget that'll give us our three p anom
- 5:37tools picker which I dock down here by
- 5:42details and now that we have everything
- 5:44set up let's go ahead and do some
- 5:45quality of life improvements to make the
- 5:47editor actually conducive to animation
- 5:50so I'm going to show you a few things
- 5:52just real quickly and we'll get into
- 5:53this in a lot more detail in a minute
- 5:55but for starters this Gizmo just makes
- 5:58animation a little difficult but you'll
- 5:59notice it's also I'm not being able to
- 6:01be very precise in my positioning of
- 6:05these controls and that's because I have
- 6:06snapping turned on if you see these blue
- 6:08highlights right here there's
- 6:10translation rotation and scale snapping
- 6:13and now I have a much easier time I can
- 6:15get a much more precise rotation exactly
- 6:19how I like it additionally if you come
- 6:21up to edit plugins and type
- 6:24TRS you'll see new TRS gizmos if you
- 6:28turn on that plugin and then restart the
- 6:29editor you'll get
- 6:31a gizmo that is much more conducive to
- 6:35animation and it's really just going to
- 6:37be preference you can stay with the old
- 6:38gizmo or move to the new one let's go
- 6:41ahead and we'll just select our control
- 6:44rig and I'll show you what the new Gizmo
- 6:46can do and so in this case we now have
- 6:48Arc ball rotation we can grab anywhere
- 6:51on the Gizmo so we don't have to go to
- 6:53the specific axes we can still do that
- 6:56and get constrained rotation or we can
- 6:59just grab anywhere and get a more
- 7:01precise rotation exactly how we like it
- 7:03we're ready to
- 7:09go this course is a course on animating
- 7:12characters in unreal but to do that you
- 7:15first need to be able to use the unreal
- 7:17editor and understand some of the basic
- 7:19concepts when unreal starts up with the
- 7:21game animation sample you're in the
- 7:23default level and you can move around if
- 7:25you hold the right Mouse button down and
- 7:28use WD you you can move around just like
- 7:31in a
- 7:32game if you move your mouse it'll just
- 7:36rotate so if you hold alt left click and
- 7:40drag then you'll orbit around whatever
- 7:42you're centered on if you want to Center
- 7:44on a given object you can just click it
- 7:46and hit F now you're centered on that
- 7:48and that's what you'll orbit around if
- 7:50you hold alt and left click and drag
- 7:52your mouse wheel will scroll you
- 7:54out and if you hold down the right Mouse
- 7:57button and roll your scroll wheel back
- 7:59that will change the speed that you move
- 8:02around so there's my scroll wheel
- 8:04forward there's my scroll wheel back and
- 8:07that's very handy when you're trying to
- 8:08do fine grained viewport changes if you
- 8:12get your viewport in a good position
- 8:14that you like you can press control and
- 8:16then a number key so control
- 8:18one and then if we get
- 8:20another thing that we like control2 so
- 8:23I've saved those bookmarks so if I hit
- 8:25one now it'll go to the first two will
- 8:27go to the second and that's very handy
- 8:29when you're trying to move around a
- 8:30character so now let's talk about
- 8:32animating an unreal so to do so I'm
- 8:34going to go ahead and just add a cube to
- 8:36this level so if I come up to the plus
- 8:38sign come down to shapes and Cube for
- 8:42moving objects in the unreal editor you
- 8:45have three main controls W gets you
- 8:49translation which is moving objects from
- 8:51one point to another and you can move in
- 8:54the three major
- 8:55directions x y and z e is rotation and
- 9:01allows you to rotate an object in the
- 9:03three dimensions if you have the new
- 9:05gizmos with arcball rotation you can
- 9:07then freely rotate them however you like
- 9:10R it allows you to scale an object in
- 9:13each of the three directions or if you
- 9:16select the center of the control can
- 9:18scale it uniformly across all of its
- 9:22Dimensions we'll take this and so I'll
- 9:25hit F so that we're circled around it
- 9:27and let's say I want to animate this
- 9:29Cube I'm going to do that using a level
- 9:31sequence there's two ways to add a level
- 9:33sequence I can come up here and add
- 9:35level sequence but that's going to
- 9:36actually add it into the level it's
- 9:37going to do a bunch of things I don't
- 9:38want it to do so typically what I'll do
- 9:40when I'm trying to create a level
- 9:41sequence is I'll control spacebar to
- 9:44open up the content browser we'll just
- 9:46make a folder called
- 9:48overview so now we're in the overview
- 9:50folder and I'm going to right click and
- 9:53if I just start typing level sequence
- 9:56it'll find it for me and that's under
- 9:57cinematics so the other way to get there
- 9:59is right clicking go to cinematics and
- 10:02level sequence but all right so now we
- 10:04have a level sequence but it's not open
- 10:06and you can tell because the sequence
- 10:09editor would pop up if it were so we'll
- 10:11go ahead and control shift s to save I
- 10:13have my level sequence and I'll double
- 10:14click it and that opens that sequence
- 10:17and puts me into animation mode you'll
- 10:19notice I have this toolbar over here
- 10:21this UI if I go back to selection mode
- 10:24that's the default mode of the editor
- 10:25I'm still editing this level sequence
- 10:27I'm just no longer in animation mode so
- 10:29now we'll go back to animation mode
- 10:31which is done via this dropdown and you
- 10:33notice we have nothing in our sequencer
- 10:35I can hit shift space bar and that'll
- 10:36play it but it's playing nothing because
- 10:38there's no animation built yet so now we
- 10:41want to add this Cube into our sequence
- 10:44so that we can animate it there's two
- 10:46ways to do that you can come in here and
- 10:48hit add actor to sequencer and pick the
- 10:50cube that's you know if you know have a
- 10:53lot of stuff in your thing you know
- 10:53exactly what you want to pull in that's
- 10:55one way to do it or you can select it
- 10:57and hit contr a and that'll bring it in
- 10:59brings it in as a possess meaning this
- 11:01level sequence just references that Cube
- 11:04so if you went to a different level and
- 11:06then tried to load this level sequence
- 11:07it wouldn't know where the cube was if
- 11:09it wasn't already there so the easiest
- 11:11way to make portable level sequences is
- 11:13take any actors that you put into them
- 11:15right click on them go to convert
- 11:17selected bindings to spawnable actor and
- 11:20now this cube is no longer in the level
- 11:22it's in this level sequence which
- 11:24happens to be open in the level so I can
- 11:27open this sequence in any other level
- 11:29and I'm going to have the cube and I'll
- 11:30be able to work with it now let's
- 11:32animate this Cube real quick so if you
- 11:34look he's got a transform track location
- 11:36rotation and scale and let's just move
- 11:38the cube so a couple key elements that
- 11:41we want to make sure we have in this
- 11:43sequencer is we want to have Auto keying
- 11:45turned on that's what this blue around
- 11:48this button is so that whenever we
- 11:49change anything like for example about
- 11:51any actor in the sequence whenever we
- 11:53change a property that's going to be
- 11:55reflected with a key in the sequence and
- 11:58we also want time snapping I have the
- 12:00curves editor open it doesn't open by
- 12:02default but you can get to it VI this so
- 12:05here's your sequencer editor and here's
- 12:07your curves editor curves are where
- 12:09you're going to handle all of your key
- 12:10framing all of your keying moving around
- 12:13smoothing out your arcs and the way
- 12:15properties change over time because
- 12:17that's what you're seeing this is time
- 12:19in the x-axis and then angle or position
- 12:23depending on whether it's a location or
- 12:25a rotation will be here so let's show
- 12:28that or cube is here so if I want to I
- 12:31have the cube selected I can just hit
- 12:33enter and that's going to create a key
- 12:35at frame zero when I hit enter I need to
- 12:38be in either the curve editor or the
- 12:41sequencer to get that to happen so now I
- 12:43have a key there and let's just move
- 12:44forward just over a second and we'll put
- 12:48the cube over here and we'll hit e to
- 12:51rotate it that brings up the rotation
- 12:55widget I'll go W to put it back here so
- 12:58what's going to happen
- 13:00is the cube is going to move from here
- 13:02and rotate to here so it'll be a
- 13:05rotation and a translation so let's hit
- 13:07shift spacebar and sure enough that's
- 13:10what happens we're going to focus in
- 13:12just on this time period where I have
- 13:14these keys so this green and red bar
- 13:18right here are the start and end of this
- 13:20sequence so I'll drag it in so it ends
- 13:23right as the cube
- 13:26hits so there you go so you notice he
- 13:29starts out slow he goes fast and then
- 13:31slows down at the end that's the easing
- 13:34so if I hit F in the curve editor you'll
- 13:37notice that green line which represents
- 13:41location y you can see it if you hover
- 13:44over it so if we go and just isolate
- 13:46location y so we'll come down to the
- 13:48transform open up the location select y
- 13:51we'll see that it eases in and out cuz
- 13:53it's using Auto tangents you have a
- 13:55bunch of tangents to choose from which
- 13:57you can get from the right Arrow here
- 14:00and you can choose what type of tangents
- 14:01you want to use there's also hot keys
- 14:03for them so Auto tangents or Smart Auto
- 14:06tangents are zero and then four is
- 14:11linear so now when it
- 14:13moves it's just going to go straight
- 14:16from one point to the
- 14:18other and control Z will undo as it will
- 14:21and any pretty much anything but now
- 14:23here's where we can create breakdowns so
- 14:25for example say I want a lot of natural
- 14:28movement tends to
- 14:30go it starts to move like with inertia
- 14:35then it moves rather
- 14:37quickly to get to its location and then
- 14:39it
- 14:41settles so let's take a look at how that
- 14:43looks see how that looks a little more
- 14:45natural and also a little more
- 14:47Dynamic now if we extend out our thing
- 14:52we can actually do an overshoot and
- 14:55settle so here's a case where I can just
- 14:57middle click and create a new key
- 14:59or I can select and drag or I can move
- 15:01my time scrub wheel hit enter to add a
- 15:05key there or S to add a key there so
- 15:08we're going to move up then he's going
- 15:10to come
- 15:13down like this and then at the end he
- 15:16will just settle back at our destination
- 15:18location so we'll add another key here
- 15:21so we can make that a little
- 15:23more
- 15:25subtle and now you'll see
- 15:29okay so that's a case we can go select
- 15:30just these keys and we see we have not
- 15:34an ideal settle and it's because he just
- 15:37moves way too
- 15:39much there you go so now it feels a
- 15:43little more let's go ahead and do
- 15:46this there you go so now it just feels a
- 15:48little more like something had weight
- 15:51it's overshooting and then settling back
- 15:54and all this is done just by editing the
- 15:56curve so this curve is showing how the
- 15:58location y changes over time time being
- 16:02in this direction it's value being in
- 16:04this direction okay so we now have
- 16:06edited that you've just created your
- 16:07first animation and now let's move on to
- 16:10characters so I'll go ahead and control
- 16:12shift s to save hit control space bar to
- 16:15bring up the content browser and we're
- 16:17going to come up we can just go to
- 16:18content and if we just type ufn
- 16:20mannequin that'll bring it but what I'm
- 16:22going to do is go to characters ufn
- 16:24mannequin meshes and there's my skeletal
- 16:27mesh the ufn mannequin
- 16:29and I'm going to drag up like
- 16:33this the sequencer view control space
- 16:37grab this and drag it into the sequencer
- 16:40and I now have a character in The
- 16:42sequencer I can't do anything with it
- 16:44but the character is there I've just
- 16:45added that skeletal mesh into the
- 16:48sequencer as a spawnable so it's going
- 16:50to move around portably with this level
- 16:52sequence as we go now let's say I want
- 16:55to animate this character you hit plus
- 16:57sign on the actor and then go to control
- 17:00rig and then pick a control rig I'm
- 17:02going to pick my control rig which is
- 17:03the ufn Manny tat Tool's rig and now
- 17:06you'll see I have a bunch of controls or
- 17:09circles hexagons things like that a
- 17:11bunch of things around the model that I
- 17:14can use to animate him we'll go ahead
- 17:17and select hit enter to add keys on
- 17:20every property and now let's do the same
- 17:22thing so
- 17:24we'll first thing we can grab the body
- 17:26offset for this character and let's just
- 17:28make him slide
- 17:31forward so you notice we're already Auto
- 17:33keying if we click here and then hit F
- 17:35you can see that happened and all the
- 17:37same rules apply he's just moving
- 17:40obviously that's not terribly realistic
- 17:42so we would probably do that using his
- 17:44legs and make him walk but that's how we
- 17:47move so I'll hit control Z take off that
- 17:49curve and now let's go ahead and animate
- 17:52his arm so we'll select the shoulder hit
- 17:55e to rotate because we don't translate
- 17:57FK controls so these control controls
- 17:59are FK which means they're forward
- 18:00kinematics or you are directly
- 18:02manipulating The Joint that you've
- 18:04selected that's not to be confused with
- 18:06I which the feet are currently in so the
- 18:09arms are in FK the feet are in ik which
- 18:11means they're trying to reach a Target
- 18:15where that Target is this control right
- 18:17here this Cube so if I move the cube
- 18:20which I can also rotate it but if I just
- 18:22move it now the ankle the knee the hip
- 18:28they're all going to rotate to match
- 18:31that Target and for example if I hit e
- 18:34to go into rotation I can now twist and
- 18:37you notice it's the joint's rotating as
- 18:40well so the knee joint is rotating
- 18:43everything is moving along with it and
- 18:47that is ik so we're trying to put the
- 18:50foot here as opposed to in the case of
- 18:54this arm if we wanted to put the arm
- 18:56over
- 18:57here we would do
- 19:01it from the joints out as opposed to
- 19:05from the Target in and let it solve it
- 19:08itself the body control right here
- 19:11allows you to change where the hips are
- 19:13and you'll notice the entire upper body
- 19:15moves along with it so they're children
- 19:18of this body control everything from the
- 19:21spine bones all the way up and so we can
- 19:23move the character this way we don't
- 19:25want to move the character forward in
- 19:27space using using this we really only
- 19:30ever want to move the character forward
- 19:31in space using the body offset and
- 19:33certainly if we're making root motion
- 19:35animations here's your root control this
- 19:37arrow and you would want that to track
- 19:39along with the rest of the character so
- 19:42now we know a few things about this
- 19:43character I'll just take you through
- 19:45another couple features of the control
- 19:48rig these Circle controls these are
- 19:50actually for ik you'll only see these
- 19:52when the charact when a limb is in ik
- 19:54mode and they they dictate which way the
- 19:57knee will be pointing
- 19:59so you can control
- 20:01rotations you have some more controls in
- 20:04here like a foot roll now the foot roll
- 20:07control really only makes sense when
- 20:09you're on the ground but it's an easy
- 20:11way I'll show you a few of the the
- 20:13treats that are in the unreal control
- 20:17rig if I select rotation and I rotate in
- 20:20the Z so just remember red green blue is
- 20:24roll pitch and yaw the yaw control right
- 20:27here blue allows you to roll the foot
- 20:29and you'll notice it stays firmly
- 20:31planted on the ground and say for
- 20:33example you want it to rotate the foot
- 20:35you can go to the tip
- 20:37control and you can rotate it and it'll
- 20:39pivot around the
- 20:41tip okay if you want to switch I have
- 20:46everything in FK but I want this to be
- 20:47an ik so I can move it like I'm moving
- 20:49the feet right now I need to key the
- 20:51entire rig right here on this key and if
- 20:54you want to move between the keys like
- 20:57let me select I'll just go select this
- 20:59box so you can see what I mean so you
- 21:01see how you have multiple key frames
- 21:02here so there's a key on this Frame a
- 21:04key on this Frame key on this Frame if
- 21:06you want to move between them you can
- 21:07use comma and dot dot will move forward
- 21:11comma will move back and it'll jump very
- 21:13quickly the arrow keys will go one frame
- 21:15in any given Direction so it makes it
- 21:17very easy to move especially if you're
- 21:19doing a poset to pose workflow
- 21:20reanimating entire poses and then
- 21:22jumping forward in time and doing it
- 21:23again that's available so let's go take
- 21:25this arm that we had animated in FK and
- 21:28I'm going to key the entire rig so if
- 21:30I'm going to convert from FK to ik and
- 21:32I've made modifications I have to make
- 21:34sure there's a key on every single
- 21:38control once I've done that I can go
- 21:40into my Global control which is under
- 21:42the tat tools rig Global control and
- 21:44then come down and you'll see the ik FK
- 21:46switches right here so I want the right
- 21:49arm and I want to change him to be ik
- 21:54and sure enough there we go we now have
- 21:56control so up until this moment he was
- 21:58in
- 22:00FK and then this time we switch it to ik
- 22:03so I can
- 22:06now let's go ahead and just we put the
- 22:09hand onto his knee which you'll notice
- 22:13with the I
- 22:15controls is just a whole lot
- 22:18easier than if you were to try to do
- 22:21that in the FK
- 22:24mode I'm being a little precious with
- 22:26this it's not like we're actually going
- 22:27to make an animation out of this but
- 22:28it's always good to practice and you
- 22:30want to get very
- 22:32comfortable putting the hands so now
- 22:35let's bring this other foot up so now
- 22:38he's going to
- 22:39uh leave the realm of the physically
- 22:42possible or he's going to just we'll
- 22:45Pretend This is a matrix movie now let's
- 22:48put the left arm
- 22:51onto the knee and you'll notice it's
- 22:55just a lot more difficult to do and it's
- 22:58lot easier to get into a
- 23:00situation where you're doing something
- 23:02that isn't necessarily physically
- 23:06realistic like if I want his arm so his
- 23:10arm is pretty much up and down right now
- 23:12it's like straight across which is a
- 23:14little he looks a little stiff
- 23:16right on this arm if I wanted I couldn't
- 23:19even get it to the arm very quickly but
- 23:21for example if I want to have him not
- 23:23look so stiff I can do a couple things
- 23:26very quickly with this I can switch so
- 23:27this is I'm in
- 23:29local space which is why you're seeing
- 23:31it not up and down along the world axis
- 23:34so I can switch from local space and the
- 23:37easiest way to show this is let's use
- 23:39this
- 23:40hand in local
- 23:43space the red axis the x- axis is
- 23:46directly along the hand the green axis
- 23:48is side to side with respect to the
- 23:50wrist Direction and blue is straight up
- 23:53and down if I go to world space which is
- 23:56denoted by the world here you'll notice
- 23:58I now have direct control over it just
- 24:01like it was any other random object
- 24:02where I have the axes are the actual
- 24:05World axes ZX and Y and that is useful
- 24:08especially in this case where what I
- 24:10want to do is just take this and drop it
- 24:12straight down and you see how much
- 24:14easier that is than if I were to try
- 24:16to
- 24:19manually rotate this
- 24:22control bring this down then select this
- 24:26control bring it back up br bring it
- 24:28over bring it down whereas it was
- 24:32literally just moving up moving
- 24:34down these are the clavical these arrows
- 24:38so if you want you always want these in
- 24:39local
- 24:40space and we can go ahead and bring his
- 24:42shoulder up or down if he has posture
- 24:45like me his posture his his shoulder's
- 24:46going to be moving forward uh one good
- 24:48thing is you can control these both at
- 24:51the same time if you're in local space
- 24:53and there are definitely situations
- 24:54where that's what you want to do and now
- 24:55you have a pretty good idea of what the
- 24:58character can do essentially all of
- 25:00these controls if it's not a cube like
- 25:03this you pretty much only want to rotate
- 25:05it so the circle and these ik cubes you
- 25:09can you're going to translate them
- 25:11everything else you're only just going
- 25:13to rotate can you translate
- 25:18absolutely but do so at your own risk so
- 25:22now if you're animating from scratch
- 25:24this is a great way to do it and even if
- 25:26you're not animating from scratch if for
- 25:28example example you want to edit an
- 25:29animation you can actually just
- 25:31rightclick anywhere in this control rig
- 25:35rightclick import ANM sequence to this
- 25:38and let's just go pull in we'll just
- 25:41do a walk Loop so we'll go find I don't
- 25:46know a forward walk Loop maybe there we
- 25:48go neutral walk Loop forward so if I
- 25:51bring that in and bake it to the control
- 25:53rig now I did it in the middle of my
- 25:56animating but you'll see I have the walk
- 25:59loop from the game animation sample in
- 26:01my sequence and I have all the keys for
- 26:03every control but if I just want one
- 26:06specific pose or I just want to go pull
- 26:09step right there I can go click and drag
- 26:11grab a bunch of keys delete and now I
- 26:14just have that one little segment that I
- 26:17can edit or if I just want one
- 26:22frame and I can zoom out I still have
- 26:25this key over here so I can come over
- 26:26here delete this key frame and now I can
- 26:29start
- 26:30animating if I wanted to use this frame
- 26:33for something specifically like to blend
- 26:35in or
- 26:36out I can do whatever it is I want to do
- 26:40maybe not what I just did but go nuts
- 26:43there is however an easier way control
- 26:45shift s to save even though I've pretty
- 26:47well botched this uh animation close the
- 26:49sequencer control space bar and let's go
- 26:52find that walk Loop animation so if we
- 26:53come up to content we don't have to go
- 26:55searching through a bunch of folders We
- 26:57can just type walk walk space Loop and
- 26:59it'll find anything that has walk and
- 27:01Loop in its name and there's walk Loop
- 27:04forward so here's our walk Loop and this
- 27:07is the animation editor and the
- 27:09character is walking you can investigate
- 27:10what each of the each of the bones is
- 27:13doing how the animations working all
- 27:14that kind of stuff but what you can do
- 27:17if I want to create that level sequence
- 27:18super fast with this animation and a
- 27:20control rig ready to go I come up to
- 27:22edit and sequencer bake to control rig
- 27:24and then I select the ufn manic tat
- 27:26tools rig
- 27:28this will pop up sometimes this will pop
- 27:30up behind all the other windows and you
- 27:32have to go select it click bake to
- 27:35control rig and then one final step come
- 27:38up to edit and sequencer and unlink the
- 27:40level sequence if you don't unlink the
- 27:42level sequence changes you make in the
- 27:44level sequence that is open now will
- 27:46potentially change this animation so
- 27:49which you may not want obviously if
- 27:51you're creating a new animation from
- 27:52this walk you don't necessarily want it
- 27:54to get ruined by whatever thing you
- 27:58happen to do but see I've already got my
- 28:00character I've got the actor I've got my
- 28:02control rig I have everything completely
- 28:05ready to go so I can start animating so
- 28:07now let's take this knowledge and make
- 28:10your first
- 28:20animation so for your first animation
- 28:22we're going to do this Dash and we're
- 28:23going to do it quite quickly so control
- 28:25spacebar we'll open up the content
- 28:27browser I just just made a folder called
- 28:29your first anom and now we're going to
- 28:31go find the idle Loop because that's the
- 28:33pose we're based off of this is an idle
- 28:35to idle so if I just type idle space
- 28:37Loop that'll get me the stand idle Loop
- 28:39right here I can double click that to
- 28:41open it edit and sequencer bake to
- 28:44control rig pick my ufn Manny tattool
- 28:47rig and then bake remember we always
- 28:50come up and hit edit and sequencer and
- 28:52unlink it and now this we've got this
- 28:54idle Loop but we don't really need the
- 28:56idle Loop we just need one pose and if
- 28:59you ever just need one pose like
- 29:01whatever pose you happen to be in at a
- 29:02given moment all you have to do is if
- 29:04it's not already open you can open your
- 29:06curve editor select the entire rig and
- 29:08you can actually just delete every
- 29:10single key so contrl a and once it
- 29:13selects it'll highlight in white
- 29:17delete and you'll notice the character
- 29:19will actually just stay in whatever pose
- 29:21they're in right here move over to frame
- 29:23zero hit enter and key the entire rig so
- 29:25now we have the beginning of our Das
- 29:28granted Dash isn't doing very much right
- 29:31now so let's change that whenever
- 29:33performing an action or an animation
- 29:36there are really four major phases
- 29:39anticipation where the character
- 29:41prepares to perform whatever that action
- 29:43is the action itself the follow through
- 29:46and then the recovery back to your
- 29:48neutral pose or whatever state the
- 29:50character is going to be in after the
- 29:52action has been performed for the dash
- 29:55we're going to even make it a little
- 29:56simpler we have an anticipation pose
- 29:58where the character is going to bend
- 30:00down to prep to do the dash we have the
- 30:02action itself we have the recovery
- 30:05there's really no follow through it's a
- 30:06three pose action and then we recover
- 30:09back to the idle position animation
- 30:11should always go big to small so we're
- 30:13going to start by moving our root and
- 30:16our body offset control so I'm going to
- 30:18bring up tat tools and the easiest way
- 30:20to do it is I can then just select root
- 30:22hold shift and select offset and I've
- 30:23got them both so if I'm going to move
- 30:25the character I can move the character
- 30:27like this
- 30:28but I need to bring that root control
- 30:30around if I want the game to know that
- 30:32the character is actually moving
- 30:33otherwise the character will just snap
- 30:36back to wherever it started whenever you
- 30:38execute an animation so we're grabbing
- 30:40both of those we know we're going to do
- 30:41this in about well there's an
- 30:43anticipation so let's do like a I don't
- 30:45know 8 frame anticipation and then about
- 30:4812 frames after that so just under half
- 30:50a second we'll hit enter again but now
- 30:53we're just going to
- 30:55drag to where we want the dash to end up
- 30:59and I'm going to select deselect
- 31:00everything so just click into the curve
- 31:02editor hit F and so now we've got motion
- 31:05and we can watch this real quick let's
- 31:07go ahead and bring in our playback so
- 31:09this defines the length of the animation
- 31:11so the start is at the green and the end
- 31:13is at the red so you can move these
- 31:14around and Define how long your
- 31:16animation's going to be in my case we'll
- 31:19just say it's going to totally be so
- 31:21that's not bad you notice how it does
- 31:24the ease that we talked about earlier so
- 31:26we're going to fix all of that but
- 31:27before before we end I want to make sure
- 31:29we have a settle so after this we'll hit
- 31:32enter so you know about five frames
- 31:35later remember comma will bring us here
- 31:36so 21 then frame 26 and now we'll come
- 31:39back to frame 21 deselect everything
- 31:41open up our tween machine and we'll
- 31:43blend this back so we get a nice little
- 31:48slide the tween machine or tween in
- 31:51unreal editor are a phenomenal way to
- 31:54adjust the motion dynamics of Any Given
- 31:57movement
- 31:58in an animation so let's come up to
- 32:00tweens there's only three really that I
- 32:02use on a regular basis so I'm going to
- 32:04walk you through those the first is
- 32:05blend a nearest and so if I'm trying to
- 32:07create an ease here and I want there to
- 32:09be more Dynamics in this movement I
- 32:11might come forward say 11 frames and
- 32:13then if I drag this all the way toga1
- 32:16you'll notice I went back to where I was
- 32:19when I started but say I just wanted to
- 32:21have it start
- 32:23slow move quickly and then if I drag
- 32:27this to one it's going to blend and
- 32:29we'll do that it's going to blend
- 32:31towards this key so if I drag in the
- 32:33negative Direction it's going to blend
- 32:35to the key to the left of wherever I'm
- 32:37editing and if I go to the right it'll
- 32:40be the key to the right so if I go to
- 32:42the positive side it's this key that is
- 32:44blending to and if I go to the negative
- 32:46side it's this key it's blending to I'm
- 32:47going to hit F so we can see this a
- 32:49little clearer if I have a different key
- 32:51selected all together and I do this it's
- 32:53going to blend the key I have selected
- 32:55to the key to the left or right of it
- 32:58but if I have nothing selected it'll
- 32:59just use the current time and if there
- 33:00is no key at the current
- 33:02time it'll create one let's get rid of
- 33:05that one and now let's look at
- 33:07this so now it moves faster it starts
- 33:11out slow and then speeds up and then do
- 33:13it again now let's say for example I
- 33:16wanted to overshoot and then settle back
- 33:18so I could grab this key drag it up and
- 33:22I can get an overshoot
- 33:24right but there's another way to do it I
- 33:27won't call it an easy easier way because
- 33:28it's not but it can sometimes be easier
- 33:30if your hands are on the keyboard and
- 33:32you're really trying to just do
- 33:33something quickly is use the tween the
- 33:36tween mode is whatever key I have
- 33:40selected so let's say this key right
- 33:42here and I don't have it selected or
- 33:43it's under the play head so either the
- 33:44time if nothing's selected or the key if
- 33:46something is tween is going to be zero
- 33:48is exactly halfway between the right key
- 33:51and the left key so it's going to snap
- 33:54if I touch this at all it's actually
- 33:55going to snap and put me halfway in
- 33:57between if I go to negative one it'll go
- 33:59to that key and positive one it'll go to
- 34:01the one on the right this is a little
- 34:02jarring so really I only ever actually
- 34:04use this one um in this way so I'll be
- 34:08in tween mode I'll come here and I'll
- 34:10just type 1.1 and that'll give me a nice
- 34:13overshoot so now let's take a
- 34:16look and if I want to do a true cartoony
- 34:18anticipation where it moves in the
- 34:20opposite direction I can do negative 1.1
- 34:23and now it'll move backwards before it
- 34:26shoots forward
- 34:29kind of like a wind up now let's talk
- 34:31about the last one that I really use
- 34:33which is blend relative and what that
- 34:35allows you to do say for example I
- 34:37didn't want to move anywhere near this
- 34:38far but I wanted this overshoot to stay
- 34:40in place and I want to keep this Dynamic
- 34:42I can select these keys and if I drag to
- 34:44the left it's going to blend it towards
- 34:47the key to the left of my selection but
- 34:49it's going to keep the
- 34:50shape so now I can just have a nice
- 34:53little uh it's really just an
- 34:54oscillation at this point but if I drag
- 34:56out the other direction nothing will
- 34:58happen unless I have a key out here so
- 35:00we'll go ahead and put a key in
- 35:02place move it
- 35:04up and so now if I have this overshoot
- 35:07and settle I can blend it towards it but
- 35:09I will never go farther than it and so
- 35:12now we
- 35:14have our overshoot and those are the
- 35:16three main modes of the tween machine
- 35:18that I find incredibly useful and speed
- 35:21up making my animations more realistic
- 35:23and that's the tween machine and the
- 35:25unreal editor so let's take a look at
- 35:26that and we're going to tune this so
- 35:29there you go so I think it could
- 35:31probably settle a little less so again
- 35:34we'll hit F so we have everything
- 35:35invisible to us and we can either use
- 35:38the tween machine and let's see okay so
- 35:40that's not enough or we can come select
- 35:42this control shift middle click and drag
- 35:46down there we go one thing that we may
- 35:48want to do there's a couple ways we can
- 35:50do this we don't want them to move at
- 35:52all and once we do we kind of want it to
- 35:54be a little less subtle so to achieve
- 35:57that there's there's actually a couple
- 35:58ways we can do it if we move over here
- 36:00and since we have two controls selected
- 36:02we have to hit enter to get both
- 36:03controls grab all of the keys that we
- 36:05want to
- 36:07move and we can kind of just
- 36:10force it to be a little bit more
- 36:15Snappy right and so I would assert
- 36:18that's actually still just a little too
- 36:19slow so I'm going to grab all the keys
- 36:21control left Arrow let's see if we can
- 36:24get a snap here
- 36:35so let's see how that feels so now we'll
- 36:37get kind of into a game
- 36:42view that's not bad okay so that's our
- 36:45gross motion and now we have our
- 36:48anticipation right here at frame eight
- 36:51so we'll come back to frame eight and
- 36:53let's pose this guy before we do that we
- 36:55know if we collect select the rig notice
- 36:58we don't have keys on everything so
- 37:00we'll put keys on our anticipation frame
- 37:02for every control in the
- 37:03rig we'll come over here we'll actually
- 37:06leave these alone and then once he once
- 37:09he settles
- 37:12back here we want to key the whole rig
- 37:14again because we want to make sure that
- 37:16the character resume goes back to
- 37:18standing up after they move so I'll hit
- 37:20the dot key to get onto this Frame and
- 37:23let's go pose this anticipation
- 37:25remembering the three phases we've got
- 37:27an anticipation where the character is
- 37:29going to bend down and get ready for the
- 37:31event so I'm just going to select the
- 37:33body control I'll rotate
- 37:35him before I do that I'm going I know
- 37:38I'm going to drop him and the easiest
- 37:40way is to do it like this I'll go ahead
- 37:42and
- 37:46rotate and let's see I
- 37:50might I don't know if I want to bring
- 37:52him backwards or actually bring him
- 37:54forwards but we can switch from local
- 37:58to World space I'll bring this knee back
- 38:00to kind of anticipate that it's going to
- 38:02move and we know we want to rotate this
- 38:05uh foot here so we'll go find the tip R
- 38:08control and the easiest way to do it is
- 38:10to select any of the foot
- 38:12controls and then tip will be somewhere
- 38:15around them these are all the foot
- 38:16controls that we have and let's just
- 38:19rotate this out a little
- 38:20bit Yeah like that so we're getting
- 38:23ready to rotate getting ready to take
- 38:26the dash to kind of shoot off his it's
- 38:27going to be a cartoony Dash not
- 38:28realistic so we rotate spine
- 38:31three get that kind of ready to go and
- 38:35then we'll bring the arm up and remember
- 38:38I'm still I'm in local coordinates
- 38:43again yeah so we're going to overdo it
- 38:45we
- 38:49know we going want the character to
- 38:52be like this and we'll actually do more
- 38:54of a superhero pose here so we'll bring
- 38:58this arm up a little
- 39:00bit and then we'll rotate it in like
- 39:06this roll it in because we're going to
- 39:08bring the arm
- 39:10up in that
- 39:15classic okay and I feel
- 39:18like this is a little
- 39:22too obnoxious we'll bring that out a
- 39:24little bit there we go so that's a looks
- 39:27is about to take off in flight but we're
- 39:29going to use that for our our forward
- 39:31momentum so we already have a dash
- 39:33technically but I think we can do better
- 39:35so now let's define our action
- 39:39so he just started to take off and bang
- 39:42by here we'll hit enter and this will
- 39:45now be our action pose so this is pose
- 39:49two of three that we're going to be
- 39:50doing and I think during the
- 39:55event we want our character
- 39:59to be really low we want his arm to be
- 40:03dragging behind meaning exactly along
- 40:07the path of
- 40:09travel like this and we're actually
- 40:11going to fully straighten out that
- 40:16arm so let's go take a
- 40:21look
- 40:24and we'll go ahead and bring this AR arm
- 40:27up like
- 40:29this around like
- 40:32that and we'll tilt the head
- 40:35down which we'll also do via the neck to
- 40:38bring It Forward a little bit and then
- 40:40lastly we'll grab this foot and we'll
- 40:44just slide it
- 40:46back and bring it to the
- 40:50center so this could be a better more
- 40:52balanced pose and actually I'm going to
- 40:54show you a little additional thing so
- 40:55I'm going to over rotate here
- 40:58I'll bring it just a little farther than
- 40:59it can go and then I will solve that
- 41:03fact that that knee has popped using the
- 41:06foot roll so now we'll
- 41:10rotate like
- 41:13that so now let's take a look at where
- 41:15we
- 41:17are oh yeah this is already good so now
- 41:20we just need to fix our recovery he
- 41:22comes back up in a very not natural way
- 41:24so like right here I'm going to select
- 41:27the whole rig but just the body parts so
- 41:29I select body that doesn't grab you
- 41:31notice it doesn't grab the root it
- 41:33doesn't grab the offset or the global so
- 41:35the position the global position of the
- 41:36character so is not included in what
- 41:38I've selected which means I can now come
- 41:41back here I'm going to go key everything
- 41:44at the right about let's see we're
- 41:47sliding I want them to still be down and
- 41:49then just take a step to stand back up
- 41:52so now we'll come back to this key right
- 41:54here and we're going to Tween it back
- 41:57back so that we're still in that pose I
- 42:00mean we do have the option here I'll
- 42:02show you what that looks like and now he
- 42:04stands
- 42:06up maybe we want him to still be moving
- 42:09and sliding while he's standing up which
- 42:11is totally fine um so to do that let's
- 42:14go back and select body again we'll come
- 42:17here and we'll make it so that he stands
- 42:20back up we all we have to do is just
- 42:22move since we don't have the root or the
- 42:24offset selected we can move these Keys
- 42:26using the control arrow keys and now
- 42:28he'll still be
- 42:29sliding when he's standing
- 42:32up and so the main things we have to do
- 42:36are make this look a little less robotic
- 42:38it is cartoonish but we don't want it to
- 42:40look robotic so from
- 42:44here to
- 42:48here we're going to add a breakdown so
- 42:51we'll
- 42:53select this we'll actually lean a little
- 42:56more forward
- 42:57we'll push forward so we're going to
- 42:59bring the body
- 43:01forward there you go so now that's a
- 43:04good and
- 43:05then we're going to probably overshoot
- 43:07and then settle to make it feel a little
- 43:09more realistic but the other thing we're
- 43:11going to do is we're going to save
- 43:12ourselves the problem of the weight
- 43:14shift of this foot and we'll select this
- 43:17foot and unlike everything else here by
- 43:20the time he gets here so it will be
- 43:22about here hit enter on that foot and
- 43:26then hit dot to go to the next frame and
- 43:28here we're actually going to Tween it
- 43:29forward to make sure you don't have
- 43:31anything selected when you use the tween
- 43:32machine or it's going to modify the
- 43:33selected keys so we bring this like this
- 43:38and actually we'll let it have just a a
- 43:40minor slide now let's watch
- 43:46that nice okay and you can add more
- 43:49slide if you want or you can make it a
- 43:51step but there we have what feels like a
- 43:54pretty robotic coming back up at the
- 43:58end so we can slow that down a little
- 44:02bit and so we do that by again selecting
- 44:05body and just moving these out a little
- 44:07bit we're we're not going to want
- 44:10to there you
- 44:18go so I do think we're going to
- 44:22want to make it pop less
- 44:27there we go all right and so now I'll
- 44:31just show you what a overshoot and
- 44:35settle what dragging the arm looks like
- 44:37as we come back up we're moving here so
- 44:41what we'll actually do we'll delay the
- 44:43arm
- 44:45rotation so this will actually grab them
- 44:48all control right arrow three frames and
- 44:52so we'll delay the arm rotation so it's
- 44:54a little yeah there it is
- 44:57all right and then we're actually going
- 44:58to do an overshoot and settle on that
- 45:00elbow so let's hit F we'll come in get a
- 45:03little closer to it and I'll show you
- 45:06what that overshoot and settle looks
- 45:07like so all of our rotation is going to
- 45:08happen in that blue axis which we know
- 45:12is yah or Z so we'll go to the rotation
- 45:15yaah and we're just going to create an
- 45:17overshoot and settle so we know we want
- 45:20him to end
- 45:23up there so we're going to to have him
- 45:28end at that position I'll go and put
- 45:32that right over here which means we're
- 45:34going to overshoot so we select this
- 45:38key control shift middle click and drag
- 45:40down and we'll let it come back out a
- 45:44little
- 45:46bit and the settle means we're going to
- 45:49kind of
- 45:51oscillate so that's a little too fast so
- 45:53we'll fix that by extending out our
- 45:55animation and giving is the time it
- 45:57needs to breathe so we'll move these
- 46:00out and then we'll cause that settle to
- 46:02happen much
- 46:04slower see that okay and so now what
- 46:08you'll notice is it's just a little
- 46:11too there it is so you see how that
- 46:13feels just a little bit more and so if
- 46:16we do the same thing and so oddly enough
- 46:18we can just grab these Keys control+ C
- 46:21come over here and we can do the exact
- 46:23same thing in the
- 46:24YW for this control as well well so if I
- 46:27go
- 46:29select this key contrl V we'll notice
- 46:33it's probably going to
- 46:35be too much that's actually not bad so
- 46:40we'll just go in
- 46:43here and we'll bring him a little
- 46:49further
- 46:50so there we go
- 47:02and we're actually going to let
- 47:04it let it come
- 47:07out there you go so now it's doing a bit
- 47:09of what we call screen door where
- 47:12everything is moving at the same time so
- 47:14I think what I want to do is take this
- 47:16out even
- 47:22further there we go
- 47:30so I'm going to let
- 47:33this come out even further there we go
- 47:37so that's a nice settle on that arm you
- 47:39see how that looks so now I would go do
- 47:41that in the left arm I'd go do it on the
- 47:45head i' do it on the chest so I drag the
- 47:47chest behind everything
- 47:49else right so I'll show you what I mean
- 47:52by that so when I come drag this
- 47:55chest further I think he's actually
- 47:57going to still be hunched over at this
- 48:02point
- 48:06so and we'll just grab these keys and
- 48:10move everything way
- 48:17over so we'll go even
- 48:25further so that's too much so now we hit
- 48:29here and then when we come
- 48:32up we'll do the exact same thing so now
- 48:35with the spine we know that that's
- 48:37rotation is the roll the red Dimension
- 48:40and so we'll come
- 48:42add our overshoot and settle and you
- 48:45notice I'm not really paying attention
- 48:46so now I'm going to watch it to tell me
- 48:48what I needed to do so that just looks a
- 48:50little bit too
- 48:51springy so
- 48:54we'll bring that down that so we're just
- 49:01removing um that could
- 49:05be a little more so we'll drag this
- 49:09down and bring this out further so it
- 49:11takes it longer to
- 49:14settle there we go so now you're just
- 49:17seeing some of the things that we can do
- 49:19to make it feel a Little More Alive make
- 49:21it feel a little more natural obviously
- 49:23we need to fix that head because the uh
- 49:26easiest way to do that is grab this neck
- 49:28control that had his head pointed Way
- 49:32Forward and we can just bring it back to
- 49:35where it belongs go
- 49:40here
- 49:43yeah I think what I'm going to do is
- 49:45speed that up so this right
- 49:49here this animation I'll just cause all
- 49:52of this to
- 49:54occur much sooner
- 49:59yeah so it's a little uniform everything
- 50:02is kind of coming up at the same time
- 50:04but that's just pretty much what you
- 50:06kind of need let's get it so it feels
- 50:10Snappy good okay you notice how the left
- 50:13arm feels good the right arm feels like
- 50:15he's a robot and so you would go do the
- 50:18same and that's it so let's export this
- 50:20animation we now have an animation that
- 50:22feels pretty good so you come up to the
- 50:24top you find the actor which is this
- 50:26track right here right click bake
- 50:29animation sequence and then we'll go
- 50:31find in our forward Dash your first anom
- 50:36we'll call this forward
- 50:39Dash export and then save off our level
- 50:43sequence control spacebar go find our
- 50:46forward Dash uncheck like get rid of the
- 50:49filter and there it is control shift as
- 50:51to save let's open it up and we just
- 50:52have to fix one thing asset details you
- 50:55want to enable enable root motion and
- 50:58that will cause the character to
- 51:00actually move along with this animation
- 51:02contr shift s and now we can implement
- 51:05it in game now implementing this forward
- 51:07Dash into the game animation sample in
- 51:09engine is actually really easy so let's
- 51:11get into it the first thing we're going
- 51:13to do control spacebar to open up the
- 51:14content browser go to content Blueprints
- 51:18and then let's start with the CBP
- 51:20sandbox character in the event graph you
- 51:22can just pick anywhere we're going to
- 51:23rightclick and we'll say debug key we'll
- 51:26do R for dash doesn't really matter and
- 51:29when it's pressed we're going to play a
- 51:32montage and for this Montage we know we
- 51:34want to play it on our skeletal mesh so
- 51:37we come up here and find mesh drag it
- 51:39over right on top of skeletal mesh
- 51:41component and then we need a montage for
- 51:42it to play control space bar we'll go to
- 51:45our first anim the forward Dash that we
- 51:47just created right click on it
- 51:50create and in
- 51:53montage and in that case I'm just going
- 51:55to put am in front of it that's just a
- 51:58good habit to get into and then I'll
- 52:00grab the Montage and drag it into
- 52:03Montage to play now there's a couple
- 52:05other things we need to do as soon as we
- 52:07fire this Montage we want the system to
- 52:09stop paying attention to user input
- 52:11we'll come down to variables traversal
- 52:14and doing traversal action and drag it
- 52:15out here we're going to set that so when
- 52:18the Montage
- 52:21starts we'll say we're doing a traversal
- 52:24action crl c contrl v V to paste it and
- 52:28we'll turn that off if it's
- 52:31interrupted or if it's
- 52:34completed so once the idea is we kick
- 52:37off this animation we tell the system
- 52:40that we're doing a traversal action and
- 52:42then once we're done or something else
- 52:44preempts it we will turn that off and
- 52:48that's it for the blueprint this is now
- 52:49completely implemented now we can go
- 52:51over to the animation blueprint so we
- 52:54got to content blueprints ABP sandbox
- 52:58character and we want to turn off foot
- 53:00placement and leg ik during this event
- 53:04so the first thing we'll do is right
- 53:05click and get sandbox
- 53:09character and then we will get whether
- 53:11it's doing traversal action so get doing
- 53:14traversal action and based on that we're
- 53:16going to select a
- 53:18float the main idea here is when we're
- 53:21doing a traversal action we want the
- 53:23blend or Alpha of this to be zero so
- 53:25that it's not leg I and the foot
- 53:27placement aren't used at all and then
- 53:29when we are not doing it we want it to
- 53:31be one so that we have foot placement
- 53:33and leg ik so we'll just drag this over
- 53:35here into foot placement as well as
- 53:41into leg I so now when we're doing
- 53:46traversal action it's going to pick a
- 53:48which is zero and feed these Alpha
- 53:51values or the blends to zero and those
- 53:53won't be used compile and now we should
- 53:56be be able to go into game and if I
- 53:57remember the key I pressed I think it
- 53:59was
- 54:00R let's just
- 54:02see there it is and we now
- 54:07have a
- 54:08dash it's just that
- 54:12easy we go ahead and take a look at this
- 54:14from the
- 54:18side it's actually not bad
- 54:20looking looks pretty good and that's it
- 54:23you've made your first animation and
- 54:25you've brought it into the engine and
- 54:27implemented it in your
- 54:33game we are going to create an idle
- 54:35break animation where the character
- 54:37looks at their watch just to break up
- 54:39that idle Loop so it has a little more
- 54:40Dynamics to your game we're going to do
- 54:43this using animation layers which are an
- 54:44incredibly powerful tool that was
- 54:46introduced in UE 5.5 that lets you do so
- 54:49many things and I'm going to show those
- 54:50off in this video let's get into it
- 54:52first thing we do is we need a animation
- 54:54to edit so control space to open the
- 54:56content browser and then at the top
- 54:59level I'm I'm going to go try to find it
- 55:00I'm just going to type idle Loop and if
- 55:03you're in the game animation sample
- 55:05you'll have two of them the Crouch and
- 55:06the standing I'm going to select the
- 55:08standing double click it to edit then go
- 55:10edit and sequencer bake to control rig
- 55:12then bake it to my ufn Manny tat tools
- 55:14rig if you don't have that you can bake
- 55:16it just to the standard ue5 Manny
- 55:18control rig so that's baked but now
- 55:20we're going to come back up to edit and
- 55:21sequencer and unlink that level sequence
- 55:23animating this from scratch is quite
- 55:25easy there's a couple things that we
- 55:26need to do before we get into that we're
- 55:28going to put the arms so we have our
- 55:31animation we're not going to end up
- 55:32needing all this time so we'll be
- 55:34trimming this up once we get there but
- 55:36we're going to turn this into a
- 55:38animation where the character looks at
- 55:39his watch so first thing that we need to
- 55:41do is go to the go to the global control
- 55:44open up in the sequencer and come down
- 55:47to the arm FK ik switches the easiest
- 55:51thing to do here is to we'll just make
- 55:54this a little wider control
- 55:56and scrub the mouse wheel down we'll
- 55:59zoom out to get you some area that you
- 56:01can come in here and get the when you
- 56:02really want that plus sign cursor so
- 56:04that you can then drag select so we're
- 56:06going to drag out all four of these
- 56:08which is your arm leg arm leg and I'm
- 56:10going to delete them and then we'll set
- 56:12keys and we'll set a key by checking
- 56:15this box checking this box and now we
- 56:18are in ik for both the arms and the legs
- 56:22and the animations will still be there
- 56:24everything is still fine it's just now
- 56:26we can control this via the ik Target
- 56:29right here once we have that done we're
- 56:31going to create an animation layer so we
- 56:33select the controls that we want in our
- 56:36animation layer and in this case I know
- 56:39I'm going to want I'll select over here
- 56:41I'm going to want the neck
- 56:43controls and
- 56:45then I'll probably want the clavicle
- 56:48it's possible don't know so I'm going to
- 56:50get it just in case and I'll come over
- 56:52here shift click and select the ik hand
- 56:56and then I know for sure I'm going to
- 56:58need a hold shift and press the right
- 57:00hand here I'm going to need all of those
- 57:03so that's probably it I don't really
- 57:05anticipate having to adjust the spine
- 57:07but just in case we'll go ahead and pull
- 57:09the spine in as well so now I have all
- 57:12the controls I want I come over here to
- 57:14layers display animation layers and that
- 57:17brings up this window right here I add a
- 57:20layer and that's going to automatically
- 57:21add it with all of the selected controls
- 57:23you'll notice I just have the controls I
- 57:26had selected the hand all the hand
- 57:28controls the spine the head clavicle and
- 57:30the neck and then I should also have a
- 57:33hand ik in here
- 57:36somewhere so now we can go ahead and
- 57:39just animate that and we have two
- 57:40options layers can be additive or they
- 57:42can be in override mode additive is just
- 57:45what it sounds like a zero key
- 57:48will execute the animation you see his
- 57:51his arm moving back and
- 57:53forth if I switch it to override it's
- 57:56going to put the character into his
- 57:58default movement you notice now I have a
- 58:01completely static arm for the entire
- 58:03animation it's not moving around except
- 58:05for where the whole body is moving given
- 58:07that we'll go back to additive and so
- 58:09there's our standard idle Loop and now
- 58:11we can get to work so the first thing we
- 58:13know he wants to do is start from here
- 58:16and we
- 58:19will bring the
- 58:21hand is going to end up first just to
- 58:24make this the easiest to can possibly be
- 58:26we'll go into local rotation we'll put
- 58:30the
- 58:31hand how we want
- 58:34it and we're going to just go we're
- 58:37going to make this as easy as possible
- 58:39by just putting it at its final point so
- 58:43we know over
- 58:45here oh we need to add this so select
- 58:48the control that isn't in the layer
- 58:50right click and add
- 58:52selected and then when you reselect this
- 58:54it'll pick it in the thing so we can go
- 58:57ahead and write make a key with the S
- 58:58key and if that doesn't work you come
- 58:59over here if that doesn't work you can
- 59:01also just hit enter and that'll make a
- 59:03key as well but okay so we start there
- 59:06and then let's go find if we select the
- 59:09hand we can just hit Dot and go right to
- 59:11the next key and we can bring this over
- 59:13where we know we need it to
- 59:15be sometimes I accidentally select but
- 59:19all right I'll just bring it over
- 59:23here yeah that looks good and then we'll
- 59:25go back to the
- 59:28hand rotate
- 59:33it and then you just do this to your to
- 59:35whatever style you're looking
- 59:39for and
- 59:41so let's go take a look at that I don't
- 59:45like how that's just a linear straight
- 59:48line up to the top it just doesn't look
- 59:49natural so we're going to fix
- 59:54that there's a couple different ways
- 59:56we're going to fix it actually but
- 59:57before we do that let's let's just make
- 59:59sure timing is the way we like it well
- 1:00:01that's way too slow we're just going to
- 1:00:02select the check watch layer and we're
- 1:00:04going to speed it up and it's pretty
- 1:00:06easy to speed up you just select all the
- 1:00:07keys once you have the whole layer
- 1:00:08selected and then you can use control
- 1:00:10left Arrow to make it go faster and
- 1:00:13since we know this is going to be
- 1:00:16returning back to his original position
- 1:00:20we can just grab this zero key at the
- 1:00:23front and control V at at the end and
- 1:00:27now we'll
- 1:00:28have arm up arm down we know we want to
- 1:00:31have the arm stay up for quite a lot
- 1:00:34longer but we'll do that in a moment
- 1:00:38so but now that we know this and we
- 1:00:43can take this key crl + C put it here
- 1:00:47contrl + V and now if we select these
- 1:00:49two key frames or two frames of keys
- 1:00:52sorry we can control and decide how long
- 1:00:55we want them to look at as
- 1:00:58watch all right and so I know this is a
- 1:01:01much longer animation than we're going
- 1:01:02to need so I'm going to zoom out I'm
- 1:01:04holding alt and rolling back the scrub
- 1:01:06wheel now I'm right click and
- 1:01:10dragging and let's just go grab we'll
- 1:01:12just stop it somewhere around here
- 1:01:14because we know it's going to be that's
- 1:01:15going to be plenty long enough to get
- 1:01:17the job
- 1:01:17done so we'll probably want to he'll
- 1:01:20probably
- 1:01:21want so control Arrow to bring this out
- 1:01:24even more and we haven't added added any
- 1:01:26Dynamics we haven't done
- 1:01:28any um of the actual animation the
- 1:01:30easing any of those kinds of
- 1:01:32things there we
- 1:01:39go we'll let this one take a little
- 1:01:46longer and now we're going to fix the
- 1:01:49head and the neck but before we do that
- 1:01:51let's go ahead and just make the hand
- 1:01:52animate the way we want to and we're
- 1:01:54going to do that using tween so first
- 1:01:56control shift s to save we'll come over
- 1:01:58here to
- 1:01:59Tween and he's in a good spot right here
- 1:02:03and now I have it selected so deselect
- 1:02:05and then it'll work on the frame that
- 1:02:07you're actually on so if we hit if we
- 1:02:09select this right here pick our frame
- 1:02:11where we want it hit s or in this case
- 1:02:14hit enter to key all of
- 1:02:16the things we can now blend so and I'll
- 1:02:21show you why we're doing this
- 1:02:26yeah so we're going to want to blend it
- 1:02:29even more
- 1:02:31down so you want that there it is and so
- 1:02:35and now we're going to want another set
- 1:02:38of keys right
- 1:02:40here where it ends up and then if
- 1:02:44we comma it'll take us back to that
- 1:02:47prior key we got to
- 1:02:49deselect add a little bit of an
- 1:02:54ease okay
- 1:03:01okay so that's going too slow at the
- 1:03:02beginning so select these
- 1:03:06now we want to go a little slower want
- 1:03:09to be a little more deliberate and then
- 1:03:10just ramp up real
- 1:03:15fast interpreting the curves editor is
- 1:03:18pretty easy if you just look at the x-
- 1:03:20axis is time and Y AIS is the value of
- 1:03:24whatever control you have selected so
- 1:03:26for example if this is location X we're
- 1:03:30going to start at Point a we're going to
- 1:03:32slowly ease into the movement and then
- 1:03:35switch over to a more rapid movement for
- 1:03:37the predominance of the traversal
- 1:03:39whatever we're going from point A to
- 1:03:41point B and in this case we're going to
- 1:03:43overshoot past it to a point D come back
- 1:03:46and kind of oscillate back down short of
- 1:03:49our Target before finally resting on the
- 1:03:51target this is called an overshoot and
- 1:03:53settle you don't need this in all of
- 1:03:55your motions it will make them look a
- 1:03:56little too springy in a lot of cases but
- 1:03:58in certain cases especially Arms This
- 1:04:00tends to produce a nice natural movement
- 1:04:02but so you have this slow ease into the
- 1:04:05movement the movement then moves
- 1:04:07nonlinearly so you can see when I say
- 1:04:09nonlinearly you have the slope of this
- 1:04:12line right here is a certain speed
- 1:04:14pretty slow and then once you come up
- 1:04:16here it converts pretty rapidly into a
- 1:04:19faster movement before slowing down
- 1:04:21smoothly overshooting the Target and
- 1:04:24then settling back on target and the
- 1:04:26reason you'll see a lot of this type of
- 1:04:29shape of movement or you'll see the
- 1:04:32mirror of this over here where it eases
- 1:04:35in moves rapidly and then eases back out
- 1:04:39is linear motion if this was just to be
- 1:04:41a straight line from here to here where
- 1:04:43the motion was constant during the
- 1:04:45entire time whether that's a rotation or
- 1:04:47a translation looks unnatural in almost
- 1:04:50all cases unless you're purely talking
- 1:04:53about traversal through space like walk
- 1:04:54a walk animation
- 1:04:56you would expect for the most part your
- 1:04:59along track meaning the direction of
- 1:05:01your walk traversal of that body control
- 1:05:04or the body Offset you would expect that
- 1:05:06to be fairly linear if not completely
- 1:05:08linear in most game environments it is
- 1:05:10completely linear just to kind of have
- 1:05:11that nice stable motion forward because
- 1:05:14we're trying to tie it to that capsule
- 1:05:15that you're moving through
- 1:05:20space and you know what it is is he's
- 1:05:22going he's not going fast enough for the
- 1:05:25portion that matters this is this little
- 1:05:27ease right here is just taking way too
- 1:05:29long so we're going to just shorten that
- 1:05:31up real quick now it's going to make it
- 1:05:33look faster so we're going to have to
- 1:05:34fix we're going to have to fix that for
- 1:05:37sure there we go that's not
- 1:05:40bad and now we can fix so if we comma
- 1:05:45back over here we have to
- 1:05:47fix the fact that he's just coming
- 1:05:50straight up we're going to let him
- 1:05:53that's actually not terrible
- 1:05:56but we're going to bring this
- 1:05:59one we'll go to world W to adjust it
- 1:06:05that's too
- 1:06:06far and just very slightly we're going
- 1:06:08to bring it out so that it he tracks a
- 1:06:12loop kind of an arc with his there it
- 1:06:16is and we have that rotation we're going
- 1:06:18to go fix that rotation um I think you
- 1:06:21turn your wrist faster than your arm
- 1:06:24comes up so now what we need to do is go
- 1:06:26look at those rotations so let's go see
- 1:06:28which
- 1:06:29uh Dimension we're dealing with so
- 1:06:32rotation feels like it's that red axis
- 1:06:35which is the roll so we'll come up and
- 1:06:37look at rotation roll and really all we
- 1:06:38want to do to make this happen
- 1:06:42is we're going to shorten up this ease
- 1:06:47time we're going to bring this in like
- 1:06:49this and actually I think try that so
- 1:06:55now now let's watch that hand come up
- 1:06:57yes see how his hand is already turned
- 1:07:01there it is that looks a little more
- 1:07:02natural all right so there's still some
- 1:07:04robotic obviously he's he looks like a
- 1:07:06robot because there's no keep alive so
- 1:07:08he's not moving his arm but from a
- 1:07:10perspective of let's look at that let's
- 1:07:11look at our watch and let's look back
- 1:07:13down we now have a blocked out animation
- 1:07:16that we can go fix
- 1:07:18so so first things first we're going to
- 1:07:21hit enter and put some keys in the
- 1:07:23middle and we will
- 1:07:27kind of move these
- 1:07:32around let's just try to keep it yeah
- 1:07:35there you go see now he's got a
- 1:07:38nice now he has a very nice little
- 1:07:42natural movement going along with
- 1:07:45it and now let's add we're going to take
- 1:07:48the pole
- 1:07:50vector and I think
- 1:07:58so during this event we'll go ahead and
- 1:08:02let's put some keys in we'll put a key
- 1:08:05here and then we'll put a key here and
- 1:08:07this one we're going to let come
- 1:08:12down to make it just feel a little more
- 1:08:16natural okay so that was too
- 1:08:19much so we're in
- 1:08:21local and I think we really oh I moved
- 1:08:26all three so really what I want to do is
- 1:08:28I just want to
- 1:08:29move this
- 1:08:32one that's scale all right so we'll go
- 1:08:35to the PB control we'll go select
- 1:08:37location
- 1:08:50Z and so we'll just go grab
- 1:08:54this I don't know that we want to bring
- 1:08:56it back it's this one's subtle we don't
- 1:08:58want it to be a a Herky jerky
- 1:09:04motion control shift middle click and
- 1:09:07drag
- 1:09:08up just make it a more subtle elbow
- 1:09:12movement there we go yeah that's good
- 1:09:15all right so now he's looking at his
- 1:09:17watch everything looks nice and natural
- 1:09:19and even coming down we can fix that so
- 1:09:21we haven't done we haven't done anything
- 1:09:24to fix the way down and we need to do
- 1:09:27exactly these same things so there is a
- 1:09:30way that we could uh achieve this but if
- 1:09:33you think about it so you look at your
- 1:09:34watch and then you want it to move
- 1:09:36slightly you kind of want the exact
- 1:09:37reverse of what's going on here but
- 1:09:39we'll just do it my hand so you can get
- 1:09:41a feel for how it does hit enter we're
- 1:09:45going to ease those
- 1:09:50up and then
- 1:09:52we'll and we may Let's do an overshoot
- 1:09:55settle just so you get a feel for how
- 1:09:57that looks
- 1:09:59um
- 1:10:01yeah so grab
- 1:10:03this contrl +v and we're going to go
- 1:10:07ahead and let this overshoot a little
- 1:10:10bit and how that
- 1:10:13happens is really what I'm talking about
- 1:10:16is we're going to overshoot back just a
- 1:10:19little bit just a little bit and then
- 1:10:22we'll come back to where we were
- 1:10:26but what that allows us to do is I want
- 1:10:27to overshoot this just a little but
- 1:10:29we'll see how this
- 1:10:31looks okay so it's happening too much as
- 1:10:34a he hits this Mark swings away and then
- 1:10:37swings back you never want to go a a you
- 1:10:40want to go to like ABC or CBA like you
- 1:10:44want this this one should now just be a
- 1:10:47little bit farther and so I'm going to
- 1:10:49select that frame and if you if you want
- 1:10:50to be precise you can just use the comma
- 1:10:52to move back frame and Dot to move
- 1:10:55forward for and it's going to move to
- 1:10:56whichever the next and previous frame
- 1:10:58that has a key on it all right and so
- 1:11:01we're going to just move this ever so
- 1:11:11slightly yeah he has a little bit of a
- 1:11:13snap to his
- 1:11:21uh I think what we
- 1:11:23want is that red
- 1:11:28Dimension so we want the location
- 1:11:32X
- 1:11:36to yeah there we
- 1:11:39go so we want this location to really
- 1:11:43feel
- 1:11:48like yeah but he's hitting a wall bam
- 1:11:51hits the wall so we want that to be able
- 1:11:53to keep moving now in this case what I
- 1:11:55would typically do is I would bake this
- 1:11:57back to FK and I would do my overshoot
- 1:12:00and settle in FK controls because it's a
- 1:12:02lot easier to do that in FK than in ik
- 1:12:05here I need to press zero and smooth out
- 1:12:14those but I might be able to see how
- 1:12:16he's hitting a wall here I need to just
- 1:12:18so now we're talking
- 1:12:22about the green dimension
- 1:12:27right here so we'll go location Y and
- 1:12:32we're seeing that we do we in fact hit a
- 1:12:35wall very much so
- 1:12:37let's we hit s and that'll add a key we
- 1:12:41can now grab that
- 1:12:43key I'm going to hit zero again because
- 1:12:46these curves don't look good and I
- 1:12:48really just want to avoid there we go so
- 1:12:51it's looking a little soft
- 1:12:59yeah it's looking a little soft because
- 1:13:02I slowed down the location X and so I
- 1:13:06think what I want to
- 1:13:11do all right so that looks good so now
- 1:13:14we have we now I have our arm
- 1:13:16everything's ready to
- 1:13:18go and so I just stopped when I said it
- 1:13:20hit a wall you notice that it just um I
- 1:13:24just stopped it from
- 1:13:26when that swing happens now it's that
- 1:13:28nice soft settle and I could even
- 1:13:30straighten out the arm a little bit I
- 1:13:32could move the elbow to try to um relax
- 1:13:36that so the last thing we have to do
- 1:13:38with the arm before we move on to the
- 1:13:39head is put his hand into a fist let's
- 1:13:42go do that so we'll go ahead and select
- 1:13:46the right
- 1:13:51hand and we like our posing here so
- 1:13:54let's go find where is he going to
- 1:13:57actually I'm just doing it myself if you
- 1:13:59ever want to know how this looks just
- 1:14:01you know look at your watch so okay so
- 1:14:04he he really he's F he's he starts
- 1:14:06clenching his fist probably right about
- 1:14:09here and he finishes it so I'm going to
- 1:14:12go ahead and hit um the entire right
- 1:14:14hand I'm going to key the whole thing
- 1:14:16hitting enter I know by here he is
- 1:14:20completely
- 1:14:22clenched and then he stays that
- 1:14:25way and we'll deal
- 1:14:28with that right here we'll get rid of
- 1:14:30this key
- 1:14:34so so let's go ahead and clench that
- 1:14:38Fist and there's a few there's somewhat
- 1:14:41easy ways to do this you can just select
- 1:14:44these all keys right make sure you're in
- 1:14:46local and we can just twist this up like
- 1:14:49this
- 1:14:55and we could have done this with all of
- 1:14:56them at the same time which I'm a fan
- 1:15:01of but I'm just going to do them one at
- 1:15:03a time to kind of get a feel
- 1:15:07for proper hand posing can take quite a
- 1:15:11long time to get right I'm going to just
- 1:15:14try to do a bit of an easy quick pose
- 1:15:18and hopefully make everything look
- 1:15:20somewhat
- 1:15:23decent yeah it's not a great hand
- 1:15:26pose all right and then we'll we'll try
- 1:15:29this last one right
- 1:15:36here it's not my best work I mean you
- 1:15:39can see how soft that hand poses we
- 1:15:43could all right it's not the best fist
- 1:15:47but it'll get the job done for what
- 1:15:49we're trying to accomplish so we go back
- 1:15:51we select the entirety of the hand and
- 1:15:54now we have that
- 1:15:55and we
- 1:15:57know we're going to
- 1:16:00just go back to nothing when
- 1:16:04we let's find the right
- 1:16:12spot okay so that so once again we're
- 1:16:15going to grab this we'll do some keep
- 1:16:17alive stuff in a minute just like we did
- 1:16:19with it's all the same just like what we
- 1:16:21did with the arm we're going to do it
- 1:16:23again with the hands and then we're
- 1:16:24we're going to do it again with the neck
- 1:16:27so and you can also control shift middle
- 1:16:28click and drag and that'll if you go
- 1:16:31left right it'll it'll lock it to the
- 1:16:33left right so it won't slide up and down
- 1:16:35and if you go up and down it'll do this
- 1:16:37exact same thing just in the vertical
- 1:16:39Direction so okay so we want to be
- 1:16:42coming out of it right around
- 1:16:50here yeah not bad
- 1:16:55there's things we can do to make that
- 1:16:56much more appealing um but right now
- 1:16:59we're just going to we'll pick a a spot
- 1:17:02in the middle hit enter I'm just going
- 1:17:06to grip a little bit more so that it
- 1:17:09just looks like things are being kept
- 1:17:13alive a little better so you're really
- 1:17:15just looking for just a little bit of
- 1:17:17dynamic motion and in this case my
- 1:17:20Dynamic motion is tightening up that
- 1:17:23fist a little bit
- 1:17:25while he's looking at
- 1:17:27his
- 1:17:31watch and so what that'll cause and I
- 1:17:33can already see it so I'm going to
- 1:17:34select the whole hand control a press
- 1:17:38the zero key and get those nice smooth
- 1:17:41curves see what
- 1:17:44happens yeah just nice natural hand
- 1:17:47there we go so that's not the worst
- 1:17:49that's a that's actually a pretty decent
- 1:17:52uh pretty decent hand motion for an idle
- 1:17:56break and now let's get the head
- 1:17:58involved so if you think about it the
- 1:18:01head doesn't get started until so let's
- 1:18:03go ahead and find where we're going to
- 1:18:05start there so we'll probably start the
- 1:18:08head around here so I'll hit s because
- 1:18:11I've got the head control actually I'm
- 1:18:13going to select the head and both neck
- 1:18:14controls so if I hold Shift come over
- 1:18:17here and select them I'm going to just
- 1:18:18key them all so I can select over here
- 1:18:20and hit enter and that'll just give me
- 1:18:22keys on everything but really what I'm
- 1:18:23going to work on is is let's get our
- 1:18:25good final pose here this is where he's
- 1:18:28going to start he's probably going to
- 1:18:29start more like
- 1:18:32there I don't know I'm going to control
- 1:18:35actually I'm going to go grab them
- 1:18:37again grab all
- 1:18:40three right click and you can do this on
- 1:18:42a different layer but I'm just putting
- 1:18:43everything on the check watch layer
- 1:18:45let's go ahead and tilt the head down so
- 1:18:46we can get a feel for how the rig works
- 1:18:49so okay so you see his we're going to
- 1:18:51have to do a lot of work with the neck
- 1:18:54but let's go ahead
- 1:18:56and go ahead and get it to where yeah
- 1:18:59that's going to be about right and then
- 1:19:01same same here we want
- 1:19:04to I don't think that's even the one
- 1:19:07that we want to work with here let's try
- 1:19:10this
- 1:19:12wow these neck controls really do not
- 1:19:15work with the shoulders like you would
- 1:19:17expect them
- 1:19:19to okay and then
- 1:19:22we'll we'll do this we'll make it a
- 1:19:23little more
- 1:19:25um obnoxious I guess would be the the
- 1:19:28term I'm looking for so I've got that
- 1:19:31look and I know I want to keep it and so
- 1:19:35now we're going to do the same thing we
- 1:19:37did before we're going to so we made the
- 1:19:39stay key you know the hold it's not a
- 1:19:41moving hold yet because we haven't made
- 1:19:43it move but
- 1:19:47um so before he so control shift middle
- 1:19:51click and drag
- 1:19:52across and
- 1:19:56so probably be something like
- 1:20:00this so he's turning too fast everything
- 1:20:02is too fast so let's fix that first
- 1:20:05let's get the timing
- 1:20:10right and then same thing over
- 1:20:16here yeah so we got to go fix that head
- 1:20:19control no it's it's number one I think
- 1:20:23yeah that so this guy we're just going
- 1:20:25to delete this
- 1:20:28key nope that's not what we wanted to do
- 1:20:31we're going to take these
- 1:20:36keys and we're going to drag them over
- 1:20:44here and then we're going to grab this
- 1:20:47and we're going to control right click
- 1:20:48to get it over just about it doesn't
- 1:20:51have to be lined up in fact if it isn't
- 1:20:53that's that's actually a feature contrl
- 1:20:54C to select that key and we'll come down
- 1:20:57here and
- 1:21:01we'll control V now let's see what we
- 1:21:11got okay it's feeling a little um
- 1:21:15robotic so we're going to move this out
- 1:21:18and we're going to start working on our
- 1:21:19eases so I'm going to delay the head
- 1:21:21coming back up there it is and
- 1:21:25now we will add some
- 1:21:31easing yeah so this one right here
- 1:21:34contrl
- 1:21:35C then we'll come over
- 1:21:38here contrl V and now dot to move over
- 1:21:42to the key that we want we'll go ahead
- 1:21:44and select it and we can just add a bit
- 1:21:47of an
- 1:21:50ease now let's see how that
- 1:21:52feels oh yeah that's much better and
- 1:21:58then we want him to overshoot a little
- 1:22:00bit when he's Conant things so we want
- 1:22:03to overshoot this head a little bit so
- 1:22:05let's just go ahead and select just a
- 1:22:06head and I think what we're going to do
- 1:22:11is yeah
- 1:22:13so the easiest way to do this like we
- 1:22:15can make a key here right so we got that
- 1:22:18and then I can just overshoot it a
- 1:22:21little bit like that we can that control
- 1:22:24a again zero to smooth out the
- 1:22:30keys yeah and then we'll hit enter here
- 1:22:34and we can
- 1:22:36just bring it up a little
- 1:22:40bit like
- 1:22:42that uh just a little bit more and if
- 1:22:45you can't get
- 1:22:46good uh consistency with The Arc ball
- 1:22:49you can control shift and just come down
- 1:22:51over here and you can have much better
- 1:22:52control with the thing I don't like that
- 1:22:55this is taking such a turn
- 1:22:57here it's going to be a little
- 1:23:00sharp that's actually not
- 1:23:03bad see how much more alive that
- 1:23:07feels it's a little too much I'd say so
- 1:23:11I think that's because this guy is just
- 1:23:13a little too
- 1:23:14severe oh there we go that's a nice
- 1:23:17alive feeling look at the watch and
- 1:23:20really at this point it's all polished
- 1:23:21from here but it's done so now I'm just
- 1:23:24going to show you how to implement this
- 1:23:25in game in Unreal Engine so we come up
- 1:23:28to the top we right click on the actor
- 1:23:31bake animation sequence I'll go ahead
- 1:23:33and'll come down here we'll go to idle
- 1:23:35break and we'll
- 1:23:37say
- 1:23:38ufn look at watch and we'll call this
- 1:23:42idle
- 1:23:43break look at watch and I always version
- 1:23:46my things V1 and now we don't need any
- 1:23:48root motion we don't need anything
- 1:23:50special the root didn't move everything
- 1:23:51looks good this is a nice clean
- 1:23:52animation and so let's go uh implement
- 1:23:56this in game which is actually pretty
- 1:23:57easy to do control shift go over to your
- 1:23:59blueprints let's go ahead and clear our
- 1:24:02search that we did for the idle Loop and
- 1:24:05we'll go to the and control shift s so
- 1:24:06that it saves that animation we just
- 1:24:08created and if you want to go take a
- 1:24:09look at it before we do this here I'm
- 1:24:11going to go ahead and open up our CBP
- 1:24:12sandbox character which is in content
- 1:24:16Blueprints and I already have a couple
- 1:24:18uh montages playing up here so now we'll
- 1:24:21control space and we'll go over to um
- 1:24:24our idle break directory we'll find our
- 1:24:27idle break animation that we just
- 1:24:30created which is look at watch right
- 1:24:33here idle break look at watch V1 we'll
- 1:24:36right click go to create anim montage
- 1:24:40and I always name anim montages with am
- 1:24:42at the front we can leave the Montage in
- 1:24:44the back control shift s to
- 1:24:46save and now we've got this animation
- 1:24:48Montage so we can come in here and let's
- 1:24:51just I'll just delete all these things
- 1:24:54so
- 1:24:54so actually we already have it open so
- 1:24:57you have your debug key I just used
- 1:24:58debug key e for example and let's go
- 1:25:01we'll just
- 1:25:04play um if we just look for look there
- 1:25:08it is so we'll play Montage everything
- 1:25:11else is completely default we'll play it
- 1:25:14on the skeleton mesh component and I'll
- 1:25:16go ahead and create this from scratch so
- 1:25:17you can see it so we'll do debug key e
- 1:25:22which is I'm just going to delete these
- 1:25:23when we're done when it's pressed you
- 1:25:25move over here and you say play
- 1:25:27montage and it's this one right
- 1:25:30here you pick your skeletal mesh
- 1:25:32component which in this case is mesh go
- 1:25:35drag that over onto the skeletal mesh
- 1:25:37component the Montage to play is the one
- 1:25:40that we just played so we'll select it
- 1:25:44and we can either drag it
- 1:25:45in or we can just uh hit that Arrow key
- 1:25:49right there to pull in the one that's
- 1:25:51selected in the content browser and then
- 1:25:52whether we're doing a traversal action
- 1:25:54so we can come over to our variables
- 1:25:56doing traversal action move it over here
- 1:25:59and we'll set it crl c contr v or
- 1:26:02control D we'll also just duplicate that
- 1:26:04and certainly when this gets fired we
- 1:26:07want to tell the system not to allow
- 1:26:10input because we're doing a traversal
- 1:26:12and then whether it gets
- 1:26:13interrupted or it gets completed we're
- 1:26:16going to not do it anymore so let's go
- 1:26:18ahead and delete this control shift s to
- 1:26:20save compile our blueprint
- 1:26:24and I'm going to click this title and
- 1:26:26drag it so I can just lay it over here
- 1:26:28so we can get to it more easily and now
- 1:26:29when I hit play and I press the E
- 1:26:34key there we
- 1:26:38go now one thing that I do need to do is
- 1:26:41disable the leg ik so that's going to
- 1:26:44be required here so the upper half looks
- 1:26:48right but the bottom half something is
- 1:26:50wrong with how it's doing it so we need
- 1:26:52to go take a look at the sandbox
- 1:26:53character so we go to Blueprints and
- 1:26:55then go look in ABP and see if you're
- 1:26:58doing a transversal you'd want the anom
- 1:27:01graph let's go take a
- 1:27:03look anom graph and let's come over here
- 1:27:07and take a look so in this case
- 1:27:09specifically okay we've still got we got
- 1:27:11foot place going on essentially I want
- 1:27:13the sandbox character
- 1:27:25so we want to know whether he's doing a
- 1:27:26traversal
- 1:27:28action and
- 1:27:35then select float if he's doing a
- 1:27:38traversal action we want it to be zero
- 1:27:39and if not we want the the weight to be
- 1:27:42one we'll just go throw this into foot
- 1:27:46placement and leg ik so now those will
- 1:27:49both turn off I think we still want foot
- 1:27:51placement but let's just try this first
- 1:27:54so we'll compile that and now we'll run
- 1:27:56it and when I press e yes his feet stay
- 1:28:01the
- 1:28:04same and everything's good
- 1:28:08yep you can just look at his
- 1:28:14watch so that you can watch him look at
- 1:28:16his watch from every angle and that's it
- 1:28:24so now we've done that with an idle
- 1:28:25break we can take this one step further
- 1:28:28and how we do that is actually pretty
- 1:28:29cool I'm going to find another animation
- 1:28:32we'll go ahead and close the sequencer
- 1:28:34we'll go here and we're going to search
- 1:28:36for let's do walk
- 1:28:42Loop why oh I'm in the blueprints so if
- 1:28:45we do walk Loop and f that should find
- 1:28:49us the walk Loop forward right
- 1:28:51here and so let's open up the neutral
- 1:28:53walk Loop and now I want him to look at
- 1:28:56his watch while he's walking so I'm
- 1:28:59going to show you how to edit this
- 1:29:00animation to bring that look at watch
- 1:29:03without adjusting without messing up the
- 1:29:05bottom of the animation so we're going
- 1:29:06to bake to control rig again ufn Manny
- 1:29:08tat tools rig just like
- 1:29:10always sometimes the bake window shows
- 1:29:13goes behind all the other windows so go
- 1:29:16and bake to control rig as usual we
- 1:29:17unlink the level sequence then we can
- 1:29:19close this down we don't need it
- 1:29:21anymore we can also just save this off
- 1:29:24because that works well now go to our
- 1:29:26sandbox car we don't need that anymore
- 1:29:28and so now we have this walk
- 1:29:31animation right and so what we're going
- 1:29:34to
- 1:29:35do is bring in him looking at his watch
- 1:29:39and we can pick whichever moment we want
- 1:29:40to do it I'm going to select right there
- 1:29:42we're going to add a layer so we know
- 1:29:45the only animation area we need is let's
- 1:29:49see here we need the
- 1:29:51neck the head the CL clavicle didn't get
- 1:29:54animated but we're going to go and just
- 1:29:55bring it in anyway and then what we need
- 1:29:57is the ik control handwright ik control
- 1:30:00right
- 1:30:03here and the handwrite PV control right
- 1:30:06there so we need those so we'll go ahead
- 1:30:07and add that layer and we'll call this
- 1:30:10check watch and we could actually go
- 1:30:12over to the other animation grab it
- 1:30:14bring it over here paste it and we'd be
- 1:30:16in good shape but the other option is we
- 1:30:19can we can make override layer and just
- 1:30:22activate it when we want to
- 1:30:24so we're going to switch to
- 1:30:26override which is going to very much
- 1:30:30make things look very odd because I'm
- 1:30:33going to switch so what I have to do is
- 1:30:35I need to go back up to the top of my
- 1:30:37rig on the base layer I need to go to
- 1:30:40the global control and I need
- 1:30:43to
- 1:30:46activate ik then come over here and as
- 1:30:50usual we delete everything but the
- 1:30:52first the first key
- 1:30:54ke you can make sure that that's all
- 1:30:58that's all we have it's just one key now
- 1:31:00they're in ik and like I said so we have
- 1:31:03this really weird override
- 1:31:06layer that we're going to fade in and
- 1:31:10then fade back out just so you can kind
- 1:31:11to get a feel for how you would add
- 1:31:13these things to it so and we'll key
- 1:31:15where we want it to look but first let's
- 1:31:17bring so we have our layer selected
- 1:31:19right we're going to right click import
- 1:31:22animation sequence to the section and
- 1:31:24we're going to say look at
- 1:31:27watch we'll bake it to the control
- 1:31:34rig so until he starts
- 1:31:37moving we're right about here so we'll
- 1:31:39go up to our weight we we'll make a key
- 1:31:42right there for weight one that's where
- 1:31:43he should start doing what he's doing
- 1:31:45and right here we're going to key it
- 1:31:47again but we're going to set the weight
- 1:31:48to zero and we can do this in the curve
- 1:31:50editor but uh right now I just want to
- 1:31:53get us to where we
- 1:31:58go so he's looking at his watch and then
- 1:32:01here is where we're going to start we're
- 1:32:03going to start blending it out like here
- 1:32:07so key it and then we'll move just a
- 1:32:09little bit and we want them really
- 1:32:11Blended back by about here so we'll just
- 1:32:13go and hit zero and hit enter and
- 1:32:14that'll make the key for us and so now
- 1:32:16let's see how this
- 1:32:19looks it's nice and we can tune how we
- 1:32:22want that to work
- 1:32:28but now you have a partial upper body
- 1:32:30animation sitting over the top of your
- 1:32:34walk and it comes in quite naturally and
- 1:32:37moves back out quite naturally and that
- 1:32:39hopefully will show you the power of
- 1:32:41Animation layers so if you wanted to
- 1:32:43take your walk animation and put a gun
- 1:32:45in the character's hands and then just
- 1:32:46animate it over the top or if you had a
- 1:32:48nice gun animation that you wanted to
- 1:32:50use you can then just lay it in to
- 1:32:52partial or entire body and that's
- 1:32:58it in our last animation for this
- 1:33:01tutorial we're going to modify an
- 1:33:03existing animation to improve the
- 1:33:06quality of it we're going to polish the
- 1:33:07animation we're going to change the
- 1:33:08style so it better matches what we're
- 1:33:10going for to do this we're going to go
- 1:33:12to my Discord and pull down the axe idle
- 1:33:14Tosh shoulder V3 which will be in the
- 1:33:17YouTube section under anim free
- 1:33:20animations so we'll go grab ufn ax idle
- 1:33:23shoulder V3 and we'll drag that into our
- 1:33:27project and then on the import screen
- 1:33:29the things that we want to make sure we
- 1:33:31do is say import only animations is
- 1:33:33checked and then select the ufn
- 1:33:36mannequin once we've done that we can
- 1:33:38click import and that will bring
- 1:33:40in this
- 1:33:44animation now for this we're going to
- 1:33:46use the axe that's available in the low
- 1:33:48poly RPG fantasy weapons light package
- 1:33:51from just create which is available for
- 1:33:53free you just go add it to your library
- 1:33:55and then go to your Epic Launcher click
- 1:33:58Library you may have to refresh your Fab
- 1:34:01library but if you just start typing RPG
- 1:34:03web you'll see low poly RPG fantasy
- 1:34:06weapons and you add that to project
- 1:34:08select your project click add to project
- 1:34:10and you're there I already have it in so
- 1:34:13let's jump back to our project and if
- 1:34:15you want to test this out the way I made
- 1:34:17this animation was I animated the weapon
- 1:34:21AR bone down here I animated this bone
- 1:34:24so that it perfectly matches up with the
- 1:34:26axe which is the best way to handle
- 1:34:28props is to animate the bone so that you
- 1:34:30don't have to put in sockets or do
- 1:34:33anything funny now you're going to want
- 1:34:35to make a socket off of weapon R if you
- 1:34:38have an adjustment to it so I'll just
- 1:34:40show that to you real
- 1:34:41quick so first things first we'll right
- 1:34:44click We'll add a preview asset and I
- 1:34:46think it's called axe without an e so
- 1:34:49there it
- 1:34:50is and you see the axe already just fits
- 1:34:53perfectly in the hand so here
- 1:34:57let's and so what I want to do is
- 1:34:59there's a little bit of a lean forward
- 1:35:01but I just think it's not showing
- 1:35:03there's not enough up and down there's
- 1:35:05not enough heft so it's not reading as
- 1:35:09good body mechanics it's not reading as
- 1:35:11a weighty animation like that ax doesn't
- 1:35:13really weigh anything it just looks it
- 1:35:15just kind of goes up there so there's a
- 1:35:16couple things we want to do to try to
- 1:35:18heft it up and then have it sink down
- 1:35:21once it hits the shoulder so we'll make
- 1:35:23that modification but for example let's
- 1:35:26say you wanted to use a different weapon
- 1:35:30and so I'm going to go find one first
- 1:35:32we'll come down to LP RPG weapons JC
- 1:35:36under models and let's say instead of
- 1:35:38that we wanted to use this big hammer so
- 1:35:41we'll select the hammer come back
- 1:35:44here go to our weapon AR bone right
- 1:35:46click and add a preview asset and then
- 1:35:50let's just type hammer
- 1:35:54I don't have to do anything everything
- 1:35:55already pretty much works but let's say
- 1:35:58for example I wanted to try to go the
- 1:36:00easy route and avoid that penetration
- 1:36:03right there you see how it's kind of
- 1:36:04penetrating into his back I'm going to
- 1:36:06do that I'm going to do that by
- 1:36:07modifying the animation but in this case
- 1:36:10I can also create a socket so add
- 1:36:15socket let's go ahead and
- 1:36:17remove right click on the weapon R and
- 1:36:19remove all attached assets we'll go to
- 1:36:21this weapon R socket which is under
- 1:36:23weapon R cuz we want it to have all the
- 1:36:25animation from that and then we'll add
- 1:36:28We'll add back in the
- 1:36:33hammer and while it's the easiest way to
- 1:36:36do this is just to go into the sequencer
- 1:36:37and adapt it to this weapon properly
- 1:36:40what we can do instead is bring it up
- 1:36:42here to the point where it's a
- 1:36:47problem and we can
- 1:36:53adjust the animation a little bit so now
- 1:36:56when we do
- 1:36:57this so now we have a socket that's
- 1:37:01built for this
- 1:37:05hammer and yes the character is holding
- 1:37:08it a little further down the down the
- 1:37:10handle but it's at least if you're in a
- 1:37:13hurry that's one way to get that looking
- 1:37:15better all right so now let's go add
- 1:37:17some let's add some weight to this
- 1:37:19animation so we'll go to edit and
- 1:37:21sequencer bake to control rig select the
- 1:37:24ufn Manny tattool rig and as usual the
- 1:37:27bake window goes behind everything else
- 1:37:28so I have to bring that back forward
- 1:37:30click bake to control rig come back up
- 1:37:32to edit and sequencer unlink the level
- 1:37:34sequence so that we don't accidentally
- 1:37:36adjust the animation that we're working
- 1:37:37with come back to ax
- 1:37:39wield and so now we have this this is
- 1:37:42our level sequence and I'm going to
- 1:37:43control D to duplicate it and then we'll
- 1:37:45get started okay so first things first I
- 1:37:48want the axe just like I had it in in
- 1:37:51the edit view for this animation I want
- 1:37:53to add the axe back in so we'll go find
- 1:37:56the
- 1:37:59axe LP RPG weapons JC again models and
- 1:38:03we'll go grab the axe and we can just
- 1:38:04drag it in anywhere in the scene and
- 1:38:06then as we
- 1:38:07know it goes with this right weapon
- 1:38:11control now I'm not going to go into a
- 1:38:13full constraints tutorial here we're
- 1:38:15just going to use a parent constraint
- 1:38:17very quickly to put the weapon into the
- 1:38:19character's hand and keep it there and
- 1:38:22saramari has a phenomenal tutorial
- 1:38:24taking you through all the constraint
- 1:38:25types and how they all work how
- 1:38:27everything goes I'll leave a link to
- 1:38:28that in the description but put it
- 1:38:31simply for parent constraints you've got
- 1:38:33a child which in this case is the axe
- 1:38:35you want that child to follow the hand
- 1:38:38around in this case the right weapon
- 1:38:39control and so we parent selecting the
- 1:38:43axe first and then the hand and parent
- 1:38:45them together and we remove the offset
- 1:38:47we do we disable maintain offset which
- 1:38:49means that the ax is going to just be
- 1:38:51directly in the hand in this case we'll
- 1:38:54put this axe in the character's hands
- 1:38:55we're going to do that using a parent
- 1:38:57constraint so we're going to strain the
- 1:38:58axe to the location of this right weapon
- 1:39:01control right there so let's get the
- 1:39:03right weapon control in view we have the
- 1:39:04child selected which is the axe we want
- 1:39:07to make sure it's really easy to grab
- 1:39:09this left weapon control and we come
- 1:39:10over to constraints we hit the plus sign
- 1:39:14parent come up here and pick right
- 1:39:16weapon control nothing happened the car
- 1:39:19the ax didn't move because we have to
- 1:39:21come over here right click and remove
- 1:39:24the
- 1:39:25offset and now if we hit
- 1:39:27play we have an axe that will just stay
- 1:39:30in the character's hand for the entire
- 1:39:32animation and now we can start editing
- 1:39:35the animation one last thing before we
- 1:39:37do that if in case we want to move this
- 1:39:38an this level sequence over to different
- 1:39:40environments or different levels in the
- 1:39:42in the project we'll right click here
- 1:39:45convert selected bindings to spawnable
- 1:39:47actor and now this ax will come with the
- 1:39:50level sequence whenever we move it
- 1:39:52anywhere so we'll go off as always we'll
- 1:39:55save it contrl D to duplicate it and
- 1:39:59double click to open the next one and
- 1:40:01now we have a base axe animation ready
- 1:40:04to go ready to modify in case we do
- 1:40:06irreparable damage in this level
- 1:40:08sequence so okay so it's the weight we
- 1:40:12need so when
- 1:40:15he is
- 1:40:18here we need him to come down a little
- 1:40:22more so let's select the entire rig we
- 1:40:26don't need the entire rig we're going to
- 1:40:28only modify a few controls here but just
- 1:40:30in case I want to select everything if
- 1:40:33you have tat tools that's very easy to
- 1:40:35do you just select all and then you have
- 1:40:37the entire rig selected if you don't
- 1:40:40have tat tools what you can do is come
- 1:40:42down to CR ufn tat tools rig click on
- 1:40:45the first
- 1:40:47control scroll all the way to the bottom
- 1:40:49of that
- 1:40:51rig shift click you'll have everything
- 1:40:53selected and now we can go to
- 1:40:56layers and we can open
- 1:40:59up we can add an animation layer with
- 1:41:01all of those controls in
- 1:41:03it so there we go and then this will
- 1:41:09be let's add weight to this animation
- 1:41:11it's going to be an additive and so
- 1:41:14right now nothing's happened so
- 1:41:16everything is as we had it so let's go
- 1:41:17ahead and start working on this the
- 1:41:19first thing I know we want to do is you
- 1:41:20work big to small so the first thing
- 1:41:22we're going to do is affect this body
- 1:41:23control so what I notice if I lift a
- 1:41:26heavy object is there's some counter
- 1:41:28rotation so let's once we go
- 1:41:34here there's some counter rotation and I
- 1:41:37don't want to affect the body control
- 1:41:39here really what I want to do is affect
- 1:41:41this hips control so I want to bring the
- 1:41:44hips
- 1:41:46over rotate and then we'll come
- 1:41:50back and we'll bring it back down
- 1:41:53so let's go make sure we're keying
- 1:41:55properly so we'll
- 1:41:58start
- 1:42:03normally by about here we're going
- 1:42:06to have counter
- 1:42:09rotated and
- 1:42:11then right around here we're going to
- 1:42:14settle back in to where we started and
- 1:42:17really we're going to put this back
- 1:42:19where it was exactly so we select the
- 1:42:21keys in the beginning contrl c and then
- 1:42:23control V to put them
- 1:42:27back the timing of that's probably a
- 1:42:29little off so we're just going to move
- 1:42:31the timing around until we like how it
- 1:42:33feels now there's going to be a
- 1:42:35combination now if you don't like the
- 1:42:37magnitude of what I just did you say oh
- 1:42:39that's too much we can just go select
- 1:42:41these Keys control shift middle click
- 1:42:43and move up and we can we can lessen the
- 1:42:46effect so let's try
- 1:42:49that there you go nice little subtle
- 1:42:51movement and now we can work on the body
- 1:42:54control so we
- 1:42:59know he's going to be normal to here and
- 1:43:04then probably somewhere around here
- 1:43:07he'll come
- 1:43:08down and then
- 1:43:11he'll
- 1:43:13boom so he'll he'll
- 1:43:16be at his highest point
- 1:43:21here and then we will come back to
- 1:43:29zero here so now let's hit F so we can
- 1:43:32see this whole thing so he's going to go
- 1:43:34down up but we want that up to happen a
- 1:43:37lot
- 1:43:43faster so we want the
- 1:43:46down to stay down for longer
- 1:43:54and then we'll have
- 1:43:57this come
- 1:44:01up stay
- 1:44:03there
- 1:44:06before before settling in control shift
- 1:44:09middle click and drag to keep it locked
- 1:44:11so it only moves in the X X Dimension
- 1:44:14which is time
- 1:44:16here and then we're probably going to
- 1:44:18add just another key right here
- 1:44:24we may have to fix the timing but the
- 1:44:26idea is we're going to do a bit of a
- 1:44:30oscillation a little bit of an overshoot
- 1:44:31and settle and remember comma moves
- 1:44:33between your key frames so get
- 1:44:37here and
- 1:44:43we'll there we
- 1:44:47go so we
- 1:44:49need when it hits
- 1:44:54boom that needs to
- 1:44:59be that actually needs to come
- 1:45:03down so we take
- 1:45:07the we need to feel
- 1:45:10that and that's the sound effect it
- 1:45:12makes I don't know if you know that but
- 1:45:13you have to make sound effects or the
- 1:45:15animation won't actually work um so
- 1:45:18let's let's make it feel
- 1:45:20more there we go
- 1:45:27so we want him to come up a lot
- 1:45:34faster okay so that's already starting
- 1:45:36to feel better and if you want to see if
- 1:45:38you've made any
- 1:45:42effect we're going to do more with the
- 1:45:44shoulders we're going to do more with
- 1:45:46the chest but let's take a
- 1:45:48look so we can bring him back more in
- 1:45:51fact
- 1:45:53so like right here he would
- 1:45:57be rotated as far back as he's going to
- 1:46:01get whereas around here he's actually
- 1:46:05where so here we'll create a key right
- 1:46:09there and then we'll say right about
- 1:46:12there he's going to be about
- 1:46:14as far
- 1:46:17back as you want him we'll see how that
- 1:46:20we see how that
- 1:46:21looks yeah and so now we'll just go in
- 1:46:24and that rotation is roll it's red red
- 1:46:27means roll and now what we know we need
- 1:46:29to do is hit the zero key to get a nice
- 1:46:33tangent and let's do a let's do a little
- 1:46:36bit of an ease we can delete this key we
- 1:46:37don't need it and we'll do a nice little
- 1:46:41ease still going too
- 1:46:44fast so we'll want to keep it up
- 1:46:51here so now we'll let it come up when it
- 1:46:55does so we really want a nice
- 1:47:00smooth trying to create a
- 1:47:03nice
- 1:47:05soft curve
- 1:47:09here so he's taking too
- 1:47:12long so we're going to just move this
- 1:47:20back and we're just going to let this
- 1:47:22take how long it needs to take to get
- 1:47:24him back to zero so we'll go select a
- 1:47:27zero key we can also select this key
- 1:47:28come up here just type zero to put it
- 1:47:31back where it
- 1:47:32belongs and then we can do this so nice
- 1:47:36softer
- 1:47:38ease here we
- 1:47:40go yeah he's already starting to look
- 1:47:42now if you want to see the effect that
- 1:47:44this is having we can just come over
- 1:47:46here to this no sign and mute the layer
- 1:47:49and so here's what we had when we
- 1:47:51started right if you now looking at it
- 1:47:53it feels incredibly
- 1:47:55robotic but now just with that little
- 1:47:58bit of extra
- 1:48:00heft we've already got that which is a
- 1:48:04much more Dynamic much more fluid much
- 1:48:06more polished animation but we're not
- 1:48:09done yet so let's we like that layer
- 1:48:11right so we're going to go ahead and
- 1:48:13create another layer you know how to do
- 1:48:15it so I'm going to hit all
- 1:48:17here and I'm actually going to dedicate
- 1:48:20a layer just to
- 1:48:23my spine
- 1:48:26controls I zoom in so I can grab all
- 1:48:29three if you have tattool it's much
- 1:48:30easier you just shift click each of
- 1:48:32these and so now we'll add a layer call
- 1:48:35this spine and it's additive again and
- 1:48:37if you have all three selected so I'll
- 1:48:39just do that again so you can kind of
- 1:48:40see it I'm going to move my layers up
- 1:48:42here so if you have all three selected
- 1:48:44and you rotate you notice it will
- 1:48:45additively rotate all three so you'll
- 1:48:48get that nice ease that's not what I
- 1:48:51want to do here like I could
- 1:48:53do quite a lot of horrible things with
- 1:48:55it but what we're going to do instead is
- 1:48:57we're going to select this and and he
- 1:48:59rotates so the first thing he's going to
- 1:49:03do is he's going to B counter
- 1:49:07rotate and then he'll end
- 1:49:10up around the same spot so we'll go
- 1:49:13comma back to this Frame and we're going
- 1:49:15to
- 1:49:18rotate and then here is where that
- 1:49:22animation so let's hit F so we get
- 1:49:24everything in View and again we'll use
- 1:49:27our tweener which you can find right
- 1:49:29here under tween and we're going
- 1:49:36to and so I think we want the chest to
- 1:49:39come over
- 1:49:43last
- 1:49:46boom and we'll do a overshoot and settle
- 1:49:49so we'll come over here we'll add our
- 1:49:51key we'll hit comma to go back we'll go
- 1:49:56we'll overdo it just a little
- 1:50:00bit so we get a
- 1:50:03nice yeah and so now we'll take this
- 1:50:08we'll extend out that ease it's going to
- 1:50:10be a little too
- 1:50:11linear
- 1:50:13right so we'll take away some of the
- 1:50:17linearity and then we'll
- 1:50:26we'll do that and then settle in hit
- 1:50:29enter and then we can just go
- 1:50:33select select
- 1:50:37this Jah rotation which is the blue
- 1:50:40select it and put it back to
- 1:50:46zero so he's he's moving a little too
- 1:50:50fast so we'll let him come out there
- 1:51:01so I think what we
- 1:51:04want
- 1:51:07yeah there it is so now we can take a
- 1:51:11look at just what the effect is so this
- 1:51:14isn't bad right without the spine
- 1:51:16animations but if you watch when I turn
- 1:51:17them
- 1:51:19on you just have that little bit more of
- 1:51:21the body d dring a little bit more of
- 1:51:23the chest coming around it just feels a
- 1:51:25little more
- 1:51:27weighty and now we can say if you don't
- 1:51:31like see that it's the arc tracking of
- 1:51:35this isn't
- 1:51:37ideal so I'm going to fix that in a
- 1:51:41separate level sequence so control shift
- 1:51:44s to save I might be able to correct
- 1:51:46this Arc yeah I'd have to correct it
- 1:51:50let's go take a look at our base
- 1:51:59layer let's see if I can just fix this
- 1:52:01using the one menion it's probably that
- 1:52:04I'm going to have to create a new
- 1:52:04animation but I'll just try it real
- 1:52:08[Music]
- 1:52:18quick actually I did I just fixed it
- 1:52:21okay so this animation is
- 1:52:23done wow you made it nicely done I hope
- 1:52:27you found this tutorial useful let me
- 1:52:29know in the comments if you ran any
- 1:52:30issues with it what your favorite part
- 1:52:32was what you'd like to see in the future
- 1:52:34and whether you'd like your zero dollar
- 1:52:36back all feedback is much appreciated
- 1:52:38thanks for watching and see you next
- 1:52:40time
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