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Mastering Animation in Unreal - Full Beginners Tutorial — Transcript

by Threepeat Games · 18,703 words · 2,612 segments · language en · Watch on YouTube

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  1. 0:00if you give me 2 hours I'll give you
  2. 0:02everything you need to create and edit
  3. 0:03character animations for your games
  4. 0:05movies and whatever it else it is you'd
  5. 0:06want to do with them I'll even take you
  6. 0:08through implementing them in game so you
  7. 0:10can execute the full game animation
  8. 0:11pipeline all I ask in return is that you
  9. 0:14hit like on this video drop a comment
  10. 0:15with how you feel about this course and
  11. 0:17what other content you'd like to see oh
  12. 0:19and subscribe in this full step-by-step
  13. 0:22course that I'm giving away absolutely
  14. 0:23free I'm going to take you from zero
  15. 0:25animation skills through everything you
  16. 0:27need to create edit animations using
  17. 0:28Unreal 5.5 that can then be used in any
  18. 0:31engine or 3D animation software if
  19. 0:33you're already an expert animator this
  20. 0:35course will give you all the knowledge
  21. 0:36you need to use onreal for your
  22. 0:38character animating all you need to get
  23. 0:40started is unreal 5.5 installed and I'll
  24. 0:43take you through everything else
  25. 0:44including implementing the animations in
  26. 0:46games you'll go from concept all the way
  27. 0:47through usage in your projects but don't
  28. 0:49worry the blueprint stuff is super easy
  29. 0:51and you'll go right through it like a
  30. 0:52hot knife through butter we'll start
  31. 0:54with a cartoony forward Dash animation
  32. 0:55to show you the ropes of creating an
  33. 0:57animation from scratch then we'll move
  34. 0:59on to a sweet idle break where the
  35. 1:01character looks at their watch we'll
  36. 1:02then go through how to transplant that
  37. 1:04idle break onto a walk animation through
  38. 1:06the power of Animation layers and we'll
  39. 1:08finish up by editing and polishing an
  40. 1:09existing animation to make it more
  41. 1:11weighty lively and well good in that one
  42. 1:15I'll show you how to fully decrapify an
  43. 1:17ax wield animation as well as getting
  44. 1:19you started working with props or
  45. 1:21weapons with your animations all of that
  46. 1:23in 2 hours I also encourage you to join
  47. 1:25the Discord where you'll be able to talk
  48. 1:26about this course and pick up any of the
  49. 1:28dozens of animations I've released for
  50. 1:29free this year okay no more stalling
  51. 1:31we'll start by setting up the project
  52. 1:33let's get into
  53. 1:38it we're going to just create a from
  54. 1:40scratch 5.5 project that has tattool
  55. 1:43version two in it and is ready for us to
  56. 1:45do our animating so you start in your
  57. 1:46epic games launcher you go to the
  58. 1:48library if you don't have 5.5 installed
  59. 1:51you go by engine versions press the plus
  60. 1:53sign and then you can select the version
  61. 1:55you don't have which would be 550 from
  62. 1:58here and then click install and follow
  63. 2:00all the instructions to get the
  64. 2:01prerequisites and everything else so you
  65. 2:03can get it once you do have it installed
  66. 2:04you come down to your Fab library and
  67. 2:07search for game animation sample if you
  68. 2:09don't already have the game animation
  69. 2:11sample you just come here and then just
  70. 2:13add it to your library you just get it
  71. 2:15it's free and you can just get it that
  72. 2:17way now I have the game animation sample
  73. 2:20so I'm going to go ahead and create a
  74. 2:22project select the folder where you want
  75. 2:24it put it here Select 55 as the version
  76. 2:27that you want to install and hit create
  77. 2:31okay so that should now be in here so if
  78. 2:33I just type 55 let's see I have tat
  79. 2:37tools 2011 u55 now before I actually
  80. 2:41open this I want to go ahead and add
  81. 2:43tatol 2.0 plugin once it's up on Fab
  82. 2:46you'll just be able to pull it down the
  83. 2:47same way and add it to the project or
  84. 2:48add it to your engine down here but
  85. 2:51until then you go to show and folder
  86. 2:53that'll open this up we're going to go
  87. 2:55ahead and open a browser github.com
  88. 2:57threp game3 anim tools links in the
  89. 3:03description and you can the easiest way
  90. 3:05to do this you can if you have Git You
  91. 3:07can just do a get clone of this repo
  92. 3:10using this URL um but if you want it
  93. 3:12instead just pull it from the release
  94. 3:14you can go to releases and then under
  95. 3:15tatol V2 550 you just go pull this ZIP
  96. 3:20file right
  97. 3:24here all right so once you have that zip
  98. 3:27file you can come over here you create
  99. 3:30in this uh project directory you just go
  100. 3:33ahead and create a new folder which you
  101. 3:37can do control shift n in Windows or
  102. 3:40just go select new folder up here and
  103. 3:42you name it
  104. 3:45plugins capital P and then I'll go aead
  105. 3:48and move in my zip
  106. 3:52file and then just extract this here
  107. 3:55it's probably going to create one too
  108. 3:57many folders but we'll just hit
  109. 4:02extract and sure enough this creates one
  110. 4:06too many folders so we're going to go
  111. 4:08ahead and grab three repat anim tools
  112. 4:09crl X come back up to the plugins
  113. 4:13directory and then paste the threee anom
  114. 4:16tools directory back in your plugins
  115. 4:19directory you can delete everything else
  116. 4:21and to give you just a general you want
  117. 4:23to make sure to make sure you got it
  118. 4:24right plugins 3p anom tools you just
  119. 4:26make sure the U plugin is under that and
  120. 4:28you have all these folders and now we
  121. 4:30can start our project so I'll close this
  122. 4:32down I'll come over here and double
  123. 4:35click the reason I select the game
  124. 4:38animation sample typically from all my
  125. 4:39animation projects is it already comes
  126. 4:41with some of the metahuman stuff you can
  127. 4:43still add the metahuman plugin of course
  128. 4:45as well as the control rig samples and
  129. 4:47you can bring in the third person
  130. 4:49template content if you need some ui5
  131. 4:51mannequin animations and things like
  132. 4:53that you can bring that in directly into
  133. 4:55the project but I feel like the game
  134. 4:57animation sample provides the ufn man
  135. 4:59the UI 5 mannequin ui4 mannequin has all
  136. 5:02the skeletons that you would want to be
  137. 5:04working with for generic animations and
  138. 5:07things like that so it's just a pretty
  139. 5:08good jump start to get everything you
  140. 5:09need for animating all right so we now
  141. 5:13have new plugins available and so when
  142. 5:14you go here you should see three repeat
  143. 5:18anom tools and it's enabled if it isn't
  144. 5:20enabled you just hit the check boox and
  145. 5:22then restart your editor and you'll have
  146. 5:23it but now that means if we go down to
  147. 5:27plugins 3 anom tools content picker and
  148. 5:31we just right click and say run editor
  149. 5:33utility
  150. 5:35widget that'll give us our three p anom
  151. 5:37tools picker which I dock down here by
  152. 5:42details and now that we have everything
  153. 5:44set up let's go ahead and do some
  154. 5:45quality of life improvements to make the
  155. 5:47editor actually conducive to animation
  156. 5:50so I'm going to show you a few things
  157. 5:52just real quickly and we'll get into
  158. 5:53this in a lot more detail in a minute
  159. 5:55but for starters this Gizmo just makes
  160. 5:58animation a little difficult but you'll
  161. 5:59notice it's also I'm not being able to
  162. 6:01be very precise in my positioning of
  163. 6:05these controls and that's because I have
  164. 6:06snapping turned on if you see these blue
  165. 6:08highlights right here there's
  166. 6:10translation rotation and scale snapping
  167. 6:13and now I have a much easier time I can
  168. 6:15get a much more precise rotation exactly
  169. 6:19how I like it additionally if you come
  170. 6:21up to edit plugins and type
  171. 6:24TRS you'll see new TRS gizmos if you
  172. 6:28turn on that plugin and then restart the
  173. 6:29editor you'll get
  174. 6:31a gizmo that is much more conducive to
  175. 6:35animation and it's really just going to
  176. 6:37be preference you can stay with the old
  177. 6:38gizmo or move to the new one let's go
  178. 6:41ahead and we'll just select our control
  179. 6:44rig and I'll show you what the new Gizmo
  180. 6:46can do and so in this case we now have
  181. 6:48Arc ball rotation we can grab anywhere
  182. 6:51on the Gizmo so we don't have to go to
  183. 6:53the specific axes we can still do that
  184. 6:56and get constrained rotation or we can
  185. 6:59just grab anywhere and get a more
  186. 7:01precise rotation exactly how we like it
  187. 7:03we're ready to
  188. 7:09go this course is a course on animating
  189. 7:12characters in unreal but to do that you
  190. 7:15first need to be able to use the unreal
  191. 7:17editor and understand some of the basic
  192. 7:19concepts when unreal starts up with the
  193. 7:21game animation sample you're in the
  194. 7:23default level and you can move around if
  195. 7:25you hold the right Mouse button down and
  196. 7:28use WD you you can move around just like
  197. 7:31in a
  198. 7:32game if you move your mouse it'll just
  199. 7:36rotate so if you hold alt left click and
  200. 7:40drag then you'll orbit around whatever
  201. 7:42you're centered on if you want to Center
  202. 7:44on a given object you can just click it
  203. 7:46and hit F now you're centered on that
  204. 7:48and that's what you'll orbit around if
  205. 7:50you hold alt and left click and drag
  206. 7:52your mouse wheel will scroll you
  207. 7:54out and if you hold down the right Mouse
  208. 7:57button and roll your scroll wheel back
  209. 7:59that will change the speed that you move
  210. 8:02around so there's my scroll wheel
  211. 8:04forward there's my scroll wheel back and
  212. 8:07that's very handy when you're trying to
  213. 8:08do fine grained viewport changes if you
  214. 8:12get your viewport in a good position
  215. 8:14that you like you can press control and
  216. 8:16then a number key so control
  217. 8:18one and then if we get
  218. 8:20another thing that we like control2 so
  219. 8:23I've saved those bookmarks so if I hit
  220. 8:25one now it'll go to the first two will
  221. 8:27go to the second and that's very handy
  222. 8:29when you're trying to move around a
  223. 8:30character so now let's talk about
  224. 8:32animating an unreal so to do so I'm
  225. 8:34going to go ahead and just add a cube to
  226. 8:36this level so if I come up to the plus
  227. 8:38sign come down to shapes and Cube for
  228. 8:42moving objects in the unreal editor you
  229. 8:45have three main controls W gets you
  230. 8:49translation which is moving objects from
  231. 8:51one point to another and you can move in
  232. 8:54the three major
  233. 8:55directions x y and z e is rotation and
  234. 9:01allows you to rotate an object in the
  235. 9:03three dimensions if you have the new
  236. 9:05gizmos with arcball rotation you can
  237. 9:07then freely rotate them however you like
  238. 9:10R it allows you to scale an object in
  239. 9:13each of the three directions or if you
  240. 9:16select the center of the control can
  241. 9:18scale it uniformly across all of its
  242. 9:22Dimensions we'll take this and so I'll
  243. 9:25hit F so that we're circled around it
  244. 9:27and let's say I want to animate this
  245. 9:29Cube I'm going to do that using a level
  246. 9:31sequence there's two ways to add a level
  247. 9:33sequence I can come up here and add
  248. 9:35level sequence but that's going to
  249. 9:36actually add it into the level it's
  250. 9:37going to do a bunch of things I don't
  251. 9:38want it to do so typically what I'll do
  252. 9:40when I'm trying to create a level
  253. 9:41sequence is I'll control spacebar to
  254. 9:44open up the content browser we'll just
  255. 9:46make a folder called
  256. 9:48overview so now we're in the overview
  257. 9:50folder and I'm going to right click and
  258. 9:53if I just start typing level sequence
  259. 9:56it'll find it for me and that's under
  260. 9:57cinematics so the other way to get there
  261. 9:59is right clicking go to cinematics and
  262. 10:02level sequence but all right so now we
  263. 10:04have a level sequence but it's not open
  264. 10:06and you can tell because the sequence
  265. 10:09editor would pop up if it were so we'll
  266. 10:11go ahead and control shift s to save I
  267. 10:13have my level sequence and I'll double
  268. 10:14click it and that opens that sequence
  269. 10:17and puts me into animation mode you'll
  270. 10:19notice I have this toolbar over here
  271. 10:21this UI if I go back to selection mode
  272. 10:24that's the default mode of the editor
  273. 10:25I'm still editing this level sequence
  274. 10:27I'm just no longer in animation mode so
  275. 10:29now we'll go back to animation mode
  276. 10:31which is done via this dropdown and you
  277. 10:33notice we have nothing in our sequencer
  278. 10:35I can hit shift space bar and that'll
  279. 10:36play it but it's playing nothing because
  280. 10:38there's no animation built yet so now we
  281. 10:41want to add this Cube into our sequence
  282. 10:44so that we can animate it there's two
  283. 10:46ways to do that you can come in here and
  284. 10:48hit add actor to sequencer and pick the
  285. 10:50cube that's you know if you know have a
  286. 10:53lot of stuff in your thing you know
  287. 10:53exactly what you want to pull in that's
  288. 10:55one way to do it or you can select it
  289. 10:57and hit contr a and that'll bring it in
  290. 10:59brings it in as a possess meaning this
  291. 11:01level sequence just references that Cube
  292. 11:04so if you went to a different level and
  293. 11:06then tried to load this level sequence
  294. 11:07it wouldn't know where the cube was if
  295. 11:09it wasn't already there so the easiest
  296. 11:11way to make portable level sequences is
  297. 11:13take any actors that you put into them
  298. 11:15right click on them go to convert
  299. 11:17selected bindings to spawnable actor and
  300. 11:20now this cube is no longer in the level
  301. 11:22it's in this level sequence which
  302. 11:24happens to be open in the level so I can
  303. 11:27open this sequence in any other level
  304. 11:29and I'm going to have the cube and I'll
  305. 11:30be able to work with it now let's
  306. 11:32animate this Cube real quick so if you
  307. 11:34look he's got a transform track location
  308. 11:36rotation and scale and let's just move
  309. 11:38the cube so a couple key elements that
  310. 11:41we want to make sure we have in this
  311. 11:43sequencer is we want to have Auto keying
  312. 11:45turned on that's what this blue around
  313. 11:48this button is so that whenever we
  314. 11:49change anything like for example about
  315. 11:51any actor in the sequence whenever we
  316. 11:53change a property that's going to be
  317. 11:55reflected with a key in the sequence and
  318. 11:58we also want time snapping I have the
  319. 12:00curves editor open it doesn't open by
  320. 12:02default but you can get to it VI this so
  321. 12:05here's your sequencer editor and here's
  322. 12:07your curves editor curves are where
  323. 12:09you're going to handle all of your key
  324. 12:10framing all of your keying moving around
  325. 12:13smoothing out your arcs and the way
  326. 12:15properties change over time because
  327. 12:17that's what you're seeing this is time
  328. 12:19in the x-axis and then angle or position
  329. 12:23depending on whether it's a location or
  330. 12:25a rotation will be here so let's show
  331. 12:28that or cube is here so if I want to I
  332. 12:31have the cube selected I can just hit
  333. 12:33enter and that's going to create a key
  334. 12:35at frame zero when I hit enter I need to
  335. 12:38be in either the curve editor or the
  336. 12:41sequencer to get that to happen so now I
  337. 12:43have a key there and let's just move
  338. 12:44forward just over a second and we'll put
  339. 12:48the cube over here and we'll hit e to
  340. 12:51rotate it that brings up the rotation
  341. 12:55widget I'll go W to put it back here so
  342. 12:58what's going to happen
  343. 13:00is the cube is going to move from here
  344. 13:02and rotate to here so it'll be a
  345. 13:05rotation and a translation so let's hit
  346. 13:07shift spacebar and sure enough that's
  347. 13:10what happens we're going to focus in
  348. 13:12just on this time period where I have
  349. 13:14these keys so this green and red bar
  350. 13:18right here are the start and end of this
  351. 13:20sequence so I'll drag it in so it ends
  352. 13:23right as the cube
  353. 13:26hits so there you go so you notice he
  354. 13:29starts out slow he goes fast and then
  355. 13:31slows down at the end that's the easing
  356. 13:34so if I hit F in the curve editor you'll
  357. 13:37notice that green line which represents
  358. 13:41location y you can see it if you hover
  359. 13:44over it so if we go and just isolate
  360. 13:46location y so we'll come down to the
  361. 13:48transform open up the location select y
  362. 13:51we'll see that it eases in and out cuz
  363. 13:53it's using Auto tangents you have a
  364. 13:55bunch of tangents to choose from which
  365. 13:57you can get from the right Arrow here
  366. 14:00and you can choose what type of tangents
  367. 14:01you want to use there's also hot keys
  368. 14:03for them so Auto tangents or Smart Auto
  369. 14:06tangents are zero and then four is
  370. 14:11linear so now when it
  371. 14:13moves it's just going to go straight
  372. 14:16from one point to the
  373. 14:18other and control Z will undo as it will
  374. 14:21and any pretty much anything but now
  375. 14:23here's where we can create breakdowns so
  376. 14:25for example say I want a lot of natural
  377. 14:28movement tends to
  378. 14:30go it starts to move like with inertia
  379. 14:35then it moves rather
  380. 14:37quickly to get to its location and then
  381. 14:39it
  382. 14:41settles so let's take a look at how that
  383. 14:43looks see how that looks a little more
  384. 14:45natural and also a little more
  385. 14:47Dynamic now if we extend out our thing
  386. 14:52we can actually do an overshoot and
  387. 14:55settle so here's a case where I can just
  388. 14:57middle click and create a new key
  389. 14:59or I can select and drag or I can move
  390. 15:01my time scrub wheel hit enter to add a
  391. 15:05key there or S to add a key there so
  392. 15:08we're going to move up then he's going
  393. 15:10to come
  394. 15:13down like this and then at the end he
  395. 15:16will just settle back at our destination
  396. 15:18location so we'll add another key here
  397. 15:21so we can make that a little
  398. 15:23more
  399. 15:25subtle and now you'll see
  400. 15:29okay so that's a case we can go select
  401. 15:30just these keys and we see we have not
  402. 15:34an ideal settle and it's because he just
  403. 15:37moves way too
  404. 15:39much there you go so now it feels a
  405. 15:43little more let's go ahead and do
  406. 15:46this there you go so now it just feels a
  407. 15:48little more like something had weight
  408. 15:51it's overshooting and then settling back
  409. 15:54and all this is done just by editing the
  410. 15:56curve so this curve is showing how the
  411. 15:58location y changes over time time being
  412. 16:02in this direction it's value being in
  413. 16:04this direction okay so we now have
  414. 16:06edited that you've just created your
  415. 16:07first animation and now let's move on to
  416. 16:10characters so I'll go ahead and control
  417. 16:12shift s to save hit control space bar to
  418. 16:15bring up the content browser and we're
  419. 16:17going to come up we can just go to
  420. 16:18content and if we just type ufn
  421. 16:20mannequin that'll bring it but what I'm
  422. 16:22going to do is go to characters ufn
  423. 16:24mannequin meshes and there's my skeletal
  424. 16:27mesh the ufn mannequin
  425. 16:29and I'm going to drag up like
  426. 16:33this the sequencer view control space
  427. 16:37grab this and drag it into the sequencer
  428. 16:40and I now have a character in The
  429. 16:42sequencer I can't do anything with it
  430. 16:44but the character is there I've just
  431. 16:45added that skeletal mesh into the
  432. 16:48sequencer as a spawnable so it's going
  433. 16:50to move around portably with this level
  434. 16:52sequence as we go now let's say I want
  435. 16:55to animate this character you hit plus
  436. 16:57sign on the actor and then go to control
  437. 17:00rig and then pick a control rig I'm
  438. 17:02going to pick my control rig which is
  439. 17:03the ufn Manny tat Tool's rig and now
  440. 17:06you'll see I have a bunch of controls or
  441. 17:09circles hexagons things like that a
  442. 17:11bunch of things around the model that I
  443. 17:14can use to animate him we'll go ahead
  444. 17:17and select hit enter to add keys on
  445. 17:20every property and now let's do the same
  446. 17:22thing so
  447. 17:24we'll first thing we can grab the body
  448. 17:26offset for this character and let's just
  449. 17:28make him slide
  450. 17:31forward so you notice we're already Auto
  451. 17:33keying if we click here and then hit F
  452. 17:35you can see that happened and all the
  453. 17:37same rules apply he's just moving
  454. 17:40obviously that's not terribly realistic
  455. 17:42so we would probably do that using his
  456. 17:44legs and make him walk but that's how we
  457. 17:47move so I'll hit control Z take off that
  458. 17:49curve and now let's go ahead and animate
  459. 17:52his arm so we'll select the shoulder hit
  460. 17:55e to rotate because we don't translate
  461. 17:57FK controls so these control controls
  462. 17:59are FK which means they're forward
  463. 18:00kinematics or you are directly
  464. 18:02manipulating The Joint that you've
  465. 18:04selected that's not to be confused with
  466. 18:06I which the feet are currently in so the
  467. 18:09arms are in FK the feet are in ik which
  468. 18:11means they're trying to reach a Target
  469. 18:15where that Target is this control right
  470. 18:17here this Cube so if I move the cube
  471. 18:20which I can also rotate it but if I just
  472. 18:22move it now the ankle the knee the hip
  473. 18:28they're all going to rotate to match
  474. 18:31that Target and for example if I hit e
  475. 18:34to go into rotation I can now twist and
  476. 18:37you notice it's the joint's rotating as
  477. 18:40well so the knee joint is rotating
  478. 18:43everything is moving along with it and
  479. 18:47that is ik so we're trying to put the
  480. 18:50foot here as opposed to in the case of
  481. 18:54this arm if we wanted to put the arm
  482. 18:56over
  483. 18:57here we would do
  484. 19:01it from the joints out as opposed to
  485. 19:05from the Target in and let it solve it
  486. 19:08itself the body control right here
  487. 19:11allows you to change where the hips are
  488. 19:13and you'll notice the entire upper body
  489. 19:15moves along with it so they're children
  490. 19:18of this body control everything from the
  491. 19:21spine bones all the way up and so we can
  492. 19:23move the character this way we don't
  493. 19:25want to move the character forward in
  494. 19:27space using using this we really only
  495. 19:30ever want to move the character forward
  496. 19:31in space using the body offset and
  497. 19:33certainly if we're making root motion
  498. 19:35animations here's your root control this
  499. 19:37arrow and you would want that to track
  500. 19:39along with the rest of the character so
  501. 19:42now we know a few things about this
  502. 19:43character I'll just take you through
  503. 19:45another couple features of the control
  504. 19:48rig these Circle controls these are
  505. 19:50actually for ik you'll only see these
  506. 19:52when the charact when a limb is in ik
  507. 19:54mode and they they dictate which way the
  508. 19:57knee will be pointing
  509. 19:59so you can control
  510. 20:01rotations you have some more controls in
  511. 20:04here like a foot roll now the foot roll
  512. 20:07control really only makes sense when
  513. 20:09you're on the ground but it's an easy
  514. 20:11way I'll show you a few of the the
  515. 20:13treats that are in the unreal control
  516. 20:17rig if I select rotation and I rotate in
  517. 20:20the Z so just remember red green blue is
  518. 20:24roll pitch and yaw the yaw control right
  519. 20:27here blue allows you to roll the foot
  520. 20:29and you'll notice it stays firmly
  521. 20:31planted on the ground and say for
  522. 20:33example you want it to rotate the foot
  523. 20:35you can go to the tip
  524. 20:37control and you can rotate it and it'll
  525. 20:39pivot around the
  526. 20:41tip okay if you want to switch I have
  527. 20:46everything in FK but I want this to be
  528. 20:47an ik so I can move it like I'm moving
  529. 20:49the feet right now I need to key the
  530. 20:51entire rig right here on this key and if
  531. 20:54you want to move between the keys like
  532. 20:57let me select I'll just go select this
  533. 20:59box so you can see what I mean so you
  534. 21:01see how you have multiple key frames
  535. 21:02here so there's a key on this Frame a
  536. 21:04key on this Frame key on this Frame if
  537. 21:06you want to move between them you can
  538. 21:07use comma and dot dot will move forward
  539. 21:11comma will move back and it'll jump very
  540. 21:13quickly the arrow keys will go one frame
  541. 21:15in any given Direction so it makes it
  542. 21:17very easy to move especially if you're
  543. 21:19doing a poset to pose workflow
  544. 21:20reanimating entire poses and then
  545. 21:22jumping forward in time and doing it
  546. 21:23again that's available so let's go take
  547. 21:25this arm that we had animated in FK and
  548. 21:28I'm going to key the entire rig so if
  549. 21:30I'm going to convert from FK to ik and
  550. 21:32I've made modifications I have to make
  551. 21:34sure there's a key on every single
  552. 21:38control once I've done that I can go
  553. 21:40into my Global control which is under
  554. 21:42the tat tools rig Global control and
  555. 21:44then come down and you'll see the ik FK
  556. 21:46switches right here so I want the right
  557. 21:49arm and I want to change him to be ik
  558. 21:54and sure enough there we go we now have
  559. 21:56control so up until this moment he was
  560. 21:58in
  561. 22:00FK and then this time we switch it to ik
  562. 22:03so I can
  563. 22:06now let's go ahead and just we put the
  564. 22:09hand onto his knee which you'll notice
  565. 22:13with the I
  566. 22:15controls is just a whole lot
  567. 22:18easier than if you were to try to do
  568. 22:21that in the FK
  569. 22:24mode I'm being a little precious with
  570. 22:26this it's not like we're actually going
  571. 22:27to make an animation out of this but
  572. 22:28it's always good to practice and you
  573. 22:30want to get very
  574. 22:32comfortable putting the hands so now
  575. 22:35let's bring this other foot up so now
  576. 22:38he's going to
  577. 22:39uh leave the realm of the physically
  578. 22:42possible or he's going to just we'll
  579. 22:45Pretend This is a matrix movie now let's
  580. 22:48put the left arm
  581. 22:51onto the knee and you'll notice it's
  582. 22:55just a lot more difficult to do and it's
  583. 22:58lot easier to get into a
  584. 23:00situation where you're doing something
  585. 23:02that isn't necessarily physically
  586. 23:06realistic like if I want his arm so his
  587. 23:10arm is pretty much up and down right now
  588. 23:12it's like straight across which is a
  589. 23:14little he looks a little stiff
  590. 23:16right on this arm if I wanted I couldn't
  591. 23:19even get it to the arm very quickly but
  592. 23:21for example if I want to have him not
  593. 23:23look so stiff I can do a couple things
  594. 23:26very quickly with this I can switch so
  595. 23:27this is I'm in
  596. 23:29local space which is why you're seeing
  597. 23:31it not up and down along the world axis
  598. 23:34so I can switch from local space and the
  599. 23:37easiest way to show this is let's use
  600. 23:39this
  601. 23:40hand in local
  602. 23:43space the red axis the x- axis is
  603. 23:46directly along the hand the green axis
  604. 23:48is side to side with respect to the
  605. 23:50wrist Direction and blue is straight up
  606. 23:53and down if I go to world space which is
  607. 23:56denoted by the world here you'll notice
  608. 23:58I now have direct control over it just
  609. 24:01like it was any other random object
  610. 24:02where I have the axes are the actual
  611. 24:05World axes ZX and Y and that is useful
  612. 24:08especially in this case where what I
  613. 24:10want to do is just take this and drop it
  614. 24:12straight down and you see how much
  615. 24:14easier that is than if I were to try
  616. 24:16to
  617. 24:19manually rotate this
  618. 24:22control bring this down then select this
  619. 24:26control bring it back up br bring it
  620. 24:28over bring it down whereas it was
  621. 24:32literally just moving up moving
  622. 24:34down these are the clavical these arrows
  623. 24:38so if you want you always want these in
  624. 24:39local
  625. 24:40space and we can go ahead and bring his
  626. 24:42shoulder up or down if he has posture
  627. 24:45like me his posture his his shoulder's
  628. 24:46going to be moving forward uh one good
  629. 24:48thing is you can control these both at
  630. 24:51the same time if you're in local space
  631. 24:53and there are definitely situations
  632. 24:54where that's what you want to do and now
  633. 24:55you have a pretty good idea of what the
  634. 24:58character can do essentially all of
  635. 25:00these controls if it's not a cube like
  636. 25:03this you pretty much only want to rotate
  637. 25:05it so the circle and these ik cubes you
  638. 25:09can you're going to translate them
  639. 25:11everything else you're only just going
  640. 25:13to rotate can you translate
  641. 25:18absolutely but do so at your own risk so
  642. 25:22now if you're animating from scratch
  643. 25:24this is a great way to do it and even if
  644. 25:26you're not animating from scratch if for
  645. 25:28example example you want to edit an
  646. 25:29animation you can actually just
  647. 25:31rightclick anywhere in this control rig
  648. 25:35rightclick import ANM sequence to this
  649. 25:38and let's just go pull in we'll just
  650. 25:41do a walk Loop so we'll go find I don't
  651. 25:46know a forward walk Loop maybe there we
  652. 25:48go neutral walk Loop forward so if I
  653. 25:51bring that in and bake it to the control
  654. 25:53rig now I did it in the middle of my
  655. 25:56animating but you'll see I have the walk
  656. 25:59loop from the game animation sample in
  657. 26:01my sequence and I have all the keys for
  658. 26:03every control but if I just want one
  659. 26:06specific pose or I just want to go pull
  660. 26:09step right there I can go click and drag
  661. 26:11grab a bunch of keys delete and now I
  662. 26:14just have that one little segment that I
  663. 26:17can edit or if I just want one
  664. 26:22frame and I can zoom out I still have
  665. 26:25this key over here so I can come over
  666. 26:26here delete this key frame and now I can
  667. 26:29start
  668. 26:30animating if I wanted to use this frame
  669. 26:33for something specifically like to blend
  670. 26:35in or
  671. 26:36out I can do whatever it is I want to do
  672. 26:40maybe not what I just did but go nuts
  673. 26:43there is however an easier way control
  674. 26:45shift s to save even though I've pretty
  675. 26:47well botched this uh animation close the
  676. 26:49sequencer control space bar and let's go
  677. 26:52find that walk Loop animation so if we
  678. 26:53come up to content we don't have to go
  679. 26:55searching through a bunch of folders We
  680. 26:57can just type walk walk space Loop and
  681. 26:59it'll find anything that has walk and
  682. 27:01Loop in its name and there's walk Loop
  683. 27:04forward so here's our walk Loop and this
  684. 27:07is the animation editor and the
  685. 27:09character is walking you can investigate
  686. 27:10what each of the each of the bones is
  687. 27:13doing how the animations working all
  688. 27:14that kind of stuff but what you can do
  689. 27:17if I want to create that level sequence
  690. 27:18super fast with this animation and a
  691. 27:20control rig ready to go I come up to
  692. 27:22edit and sequencer bake to control rig
  693. 27:24and then I select the ufn manic tat
  694. 27:26tools rig
  695. 27:28this will pop up sometimes this will pop
  696. 27:30up behind all the other windows and you
  697. 27:32have to go select it click bake to
  698. 27:35control rig and then one final step come
  699. 27:38up to edit and sequencer and unlink the
  700. 27:40level sequence if you don't unlink the
  701. 27:42level sequence changes you make in the
  702. 27:44level sequence that is open now will
  703. 27:46potentially change this animation so
  704. 27:49which you may not want obviously if
  705. 27:51you're creating a new animation from
  706. 27:52this walk you don't necessarily want it
  707. 27:54to get ruined by whatever thing you
  708. 27:58happen to do but see I've already got my
  709. 28:00character I've got the actor I've got my
  710. 28:02control rig I have everything completely
  711. 28:05ready to go so I can start animating so
  712. 28:07now let's take this knowledge and make
  713. 28:10your first
  714. 28:20animation so for your first animation
  715. 28:22we're going to do this Dash and we're
  716. 28:23going to do it quite quickly so control
  717. 28:25spacebar we'll open up the content
  718. 28:27browser I just just made a folder called
  719. 28:29your first anom and now we're going to
  720. 28:31go find the idle Loop because that's the
  721. 28:33pose we're based off of this is an idle
  722. 28:35to idle so if I just type idle space
  723. 28:37Loop that'll get me the stand idle Loop
  724. 28:39right here I can double click that to
  725. 28:41open it edit and sequencer bake to
  726. 28:44control rig pick my ufn Manny tattool
  727. 28:47rig and then bake remember we always
  728. 28:50come up and hit edit and sequencer and
  729. 28:52unlink it and now this we've got this
  730. 28:54idle Loop but we don't really need the
  731. 28:56idle Loop we just need one pose and if
  732. 28:59you ever just need one pose like
  733. 29:01whatever pose you happen to be in at a
  734. 29:02given moment all you have to do is if
  735. 29:04it's not already open you can open your
  736. 29:06curve editor select the entire rig and
  737. 29:08you can actually just delete every
  738. 29:10single key so contrl a and once it
  739. 29:13selects it'll highlight in white
  740. 29:17delete and you'll notice the character
  741. 29:19will actually just stay in whatever pose
  742. 29:21they're in right here move over to frame
  743. 29:23zero hit enter and key the entire rig so
  744. 29:25now we have the beginning of our Das
  745. 29:28granted Dash isn't doing very much right
  746. 29:31now so let's change that whenever
  747. 29:33performing an action or an animation
  748. 29:36there are really four major phases
  749. 29:39anticipation where the character
  750. 29:41prepares to perform whatever that action
  751. 29:43is the action itself the follow through
  752. 29:46and then the recovery back to your
  753. 29:48neutral pose or whatever state the
  754. 29:50character is going to be in after the
  755. 29:52action has been performed for the dash
  756. 29:55we're going to even make it a little
  757. 29:56simpler we have an anticipation pose
  758. 29:58where the character is going to bend
  759. 30:00down to prep to do the dash we have the
  760. 30:02action itself we have the recovery
  761. 30:05there's really no follow through it's a
  762. 30:06three pose action and then we recover
  763. 30:09back to the idle position animation
  764. 30:11should always go big to small so we're
  765. 30:13going to start by moving our root and
  766. 30:16our body offset control so I'm going to
  767. 30:18bring up tat tools and the easiest way
  768. 30:20to do it is I can then just select root
  769. 30:22hold shift and select offset and I've
  770. 30:23got them both so if I'm going to move
  771. 30:25the character I can move the character
  772. 30:27like this
  773. 30:28but I need to bring that root control
  774. 30:30around if I want the game to know that
  775. 30:32the character is actually moving
  776. 30:33otherwise the character will just snap
  777. 30:36back to wherever it started whenever you
  778. 30:38execute an animation so we're grabbing
  779. 30:40both of those we know we're going to do
  780. 30:41this in about well there's an
  781. 30:43anticipation so let's do like a I don't
  782. 30:45know 8 frame anticipation and then about
  783. 30:4812 frames after that so just under half
  784. 30:50a second we'll hit enter again but now
  785. 30:53we're just going to
  786. 30:55drag to where we want the dash to end up
  787. 30:59and I'm going to select deselect
  788. 31:00everything so just click into the curve
  789. 31:02editor hit F and so now we've got motion
  790. 31:05and we can watch this real quick let's
  791. 31:07go ahead and bring in our playback so
  792. 31:09this defines the length of the animation
  793. 31:11so the start is at the green and the end
  794. 31:13is at the red so you can move these
  795. 31:14around and Define how long your
  796. 31:16animation's going to be in my case we'll
  797. 31:19just say it's going to totally be so
  798. 31:21that's not bad you notice how it does
  799. 31:24the ease that we talked about earlier so
  800. 31:26we're going to fix all of that but
  801. 31:27before before we end I want to make sure
  802. 31:29we have a settle so after this we'll hit
  803. 31:32enter so you know about five frames
  804. 31:35later remember comma will bring us here
  805. 31:36so 21 then frame 26 and now we'll come
  806. 31:39back to frame 21 deselect everything
  807. 31:41open up our tween machine and we'll
  808. 31:43blend this back so we get a nice little
  809. 31:48slide the tween machine or tween in
  810. 31:51unreal editor are a phenomenal way to
  811. 31:54adjust the motion dynamics of Any Given
  812. 31:57movement
  813. 31:58in an animation so let's come up to
  814. 32:00tweens there's only three really that I
  815. 32:02use on a regular basis so I'm going to
  816. 32:04walk you through those the first is
  817. 32:05blend a nearest and so if I'm trying to
  818. 32:07create an ease here and I want there to
  819. 32:09be more Dynamics in this movement I
  820. 32:11might come forward say 11 frames and
  821. 32:13then if I drag this all the way toga1
  822. 32:16you'll notice I went back to where I was
  823. 32:19when I started but say I just wanted to
  824. 32:21have it start
  825. 32:23slow move quickly and then if I drag
  826. 32:27this to one it's going to blend and
  827. 32:29we'll do that it's going to blend
  828. 32:31towards this key so if I drag in the
  829. 32:33negative Direction it's going to blend
  830. 32:35to the key to the left of wherever I'm
  831. 32:37editing and if I go to the right it'll
  832. 32:40be the key to the right so if I go to
  833. 32:42the positive side it's this key that is
  834. 32:44blending to and if I go to the negative
  835. 32:46side it's this key it's blending to I'm
  836. 32:47going to hit F so we can see this a
  837. 32:49little clearer if I have a different key
  838. 32:51selected all together and I do this it's
  839. 32:53going to blend the key I have selected
  840. 32:55to the key to the left or right of it
  841. 32:58but if I have nothing selected it'll
  842. 32:59just use the current time and if there
  843. 33:00is no key at the current
  844. 33:02time it'll create one let's get rid of
  845. 33:05that one and now let's look at
  846. 33:07this so now it moves faster it starts
  847. 33:11out slow and then speeds up and then do
  848. 33:13it again now let's say for example I
  849. 33:16wanted to overshoot and then settle back
  850. 33:18so I could grab this key drag it up and
  851. 33:22I can get an overshoot
  852. 33:24right but there's another way to do it I
  853. 33:27won't call it an easy easier way because
  854. 33:28it's not but it can sometimes be easier
  855. 33:30if your hands are on the keyboard and
  856. 33:32you're really trying to just do
  857. 33:33something quickly is use the tween the
  858. 33:36tween mode is whatever key I have
  859. 33:40selected so let's say this key right
  860. 33:42here and I don't have it selected or
  861. 33:43it's under the play head so either the
  862. 33:44time if nothing's selected or the key if
  863. 33:46something is tween is going to be zero
  864. 33:48is exactly halfway between the right key
  865. 33:51and the left key so it's going to snap
  866. 33:54if I touch this at all it's actually
  867. 33:55going to snap and put me halfway in
  868. 33:57between if I go to negative one it'll go
  869. 33:59to that key and positive one it'll go to
  870. 34:01the one on the right this is a little
  871. 34:02jarring so really I only ever actually
  872. 34:04use this one um in this way so I'll be
  873. 34:08in tween mode I'll come here and I'll
  874. 34:10just type 1.1 and that'll give me a nice
  875. 34:13overshoot so now let's take a
  876. 34:16look and if I want to do a true cartoony
  877. 34:18anticipation where it moves in the
  878. 34:20opposite direction I can do negative 1.1
  879. 34:23and now it'll move backwards before it
  880. 34:26shoots forward
  881. 34:29kind of like a wind up now let's talk
  882. 34:31about the last one that I really use
  883. 34:33which is blend relative and what that
  884. 34:35allows you to do say for example I
  885. 34:37didn't want to move anywhere near this
  886. 34:38far but I wanted this overshoot to stay
  887. 34:40in place and I want to keep this Dynamic
  888. 34:42I can select these keys and if I drag to
  889. 34:44the left it's going to blend it towards
  890. 34:47the key to the left of my selection but
  891. 34:49it's going to keep the
  892. 34:50shape so now I can just have a nice
  893. 34:53little uh it's really just an
  894. 34:54oscillation at this point but if I drag
  895. 34:56out the other direction nothing will
  896. 34:58happen unless I have a key out here so
  897. 35:00we'll go ahead and put a key in
  898. 35:02place move it
  899. 35:04up and so now if I have this overshoot
  900. 35:07and settle I can blend it towards it but
  901. 35:09I will never go farther than it and so
  902. 35:12now we
  903. 35:14have our overshoot and those are the
  904. 35:16three main modes of the tween machine
  905. 35:18that I find incredibly useful and speed
  906. 35:21up making my animations more realistic
  907. 35:23and that's the tween machine and the
  908. 35:25unreal editor so let's take a look at
  909. 35:26that and we're going to tune this so
  910. 35:29there you go so I think it could
  911. 35:31probably settle a little less so again
  912. 35:34we'll hit F so we have everything
  913. 35:35invisible to us and we can either use
  914. 35:38the tween machine and let's see okay so
  915. 35:40that's not enough or we can come select
  916. 35:42this control shift middle click and drag
  917. 35:46down there we go one thing that we may
  918. 35:48want to do there's a couple ways we can
  919. 35:50do this we don't want them to move at
  920. 35:52all and once we do we kind of want it to
  921. 35:54be a little less subtle so to achieve
  922. 35:57that there's there's actually a couple
  923. 35:58ways we can do it if we move over here
  924. 36:00and since we have two controls selected
  925. 36:02we have to hit enter to get both
  926. 36:03controls grab all of the keys that we
  927. 36:05want to
  928. 36:07move and we can kind of just
  929. 36:10force it to be a little bit more
  930. 36:15Snappy right and so I would assert
  931. 36:18that's actually still just a little too
  932. 36:19slow so I'm going to grab all the keys
  933. 36:21control left Arrow let's see if we can
  934. 36:24get a snap here
  935. 36:35so let's see how that feels so now we'll
  936. 36:37get kind of into a game
  937. 36:42view that's not bad okay so that's our
  938. 36:45gross motion and now we have our
  939. 36:48anticipation right here at frame eight
  940. 36:51so we'll come back to frame eight and
  941. 36:53let's pose this guy before we do that we
  942. 36:55know if we collect select the rig notice
  943. 36:58we don't have keys on everything so
  944. 37:00we'll put keys on our anticipation frame
  945. 37:02for every control in the
  946. 37:03rig we'll come over here we'll actually
  947. 37:06leave these alone and then once he once
  948. 37:09he settles
  949. 37:12back here we want to key the whole rig
  950. 37:14again because we want to make sure that
  951. 37:16the character resume goes back to
  952. 37:18standing up after they move so I'll hit
  953. 37:20the dot key to get onto this Frame and
  954. 37:23let's go pose this anticipation
  955. 37:25remembering the three phases we've got
  956. 37:27an anticipation where the character is
  957. 37:29going to bend down and get ready for the
  958. 37:31event so I'm just going to select the
  959. 37:33body control I'll rotate
  960. 37:35him before I do that I'm going I know
  961. 37:38I'm going to drop him and the easiest
  962. 37:40way is to do it like this I'll go ahead
  963. 37:42and
  964. 37:46rotate and let's see I
  965. 37:50might I don't know if I want to bring
  966. 37:52him backwards or actually bring him
  967. 37:54forwards but we can switch from local
  968. 37:58to World space I'll bring this knee back
  969. 38:00to kind of anticipate that it's going to
  970. 38:02move and we know we want to rotate this
  971. 38:05uh foot here so we'll go find the tip R
  972. 38:08control and the easiest way to do it is
  973. 38:10to select any of the foot
  974. 38:12controls and then tip will be somewhere
  975. 38:15around them these are all the foot
  976. 38:16controls that we have and let's just
  977. 38:19rotate this out a little
  978. 38:20bit Yeah like that so we're getting
  979. 38:23ready to rotate getting ready to take
  980. 38:26the dash to kind of shoot off his it's
  981. 38:27going to be a cartoony Dash not
  982. 38:28realistic so we rotate spine
  983. 38:31three get that kind of ready to go and
  984. 38:35then we'll bring the arm up and remember
  985. 38:38I'm still I'm in local coordinates
  986. 38:43again yeah so we're going to overdo it
  987. 38:45we
  988. 38:49know we going want the character to
  989. 38:52be like this and we'll actually do more
  990. 38:54of a superhero pose here so we'll bring
  991. 38:58this arm up a little
  992. 39:00bit and then we'll rotate it in like
  993. 39:06this roll it in because we're going to
  994. 39:08bring the arm
  995. 39:10up in that
  996. 39:15classic okay and I feel
  997. 39:18like this is a little
  998. 39:22too obnoxious we'll bring that out a
  999. 39:24little bit there we go so that's a looks
  1000. 39:27is about to take off in flight but we're
  1001. 39:29going to use that for our our forward
  1002. 39:31momentum so we already have a dash
  1003. 39:33technically but I think we can do better
  1004. 39:35so now let's define our action
  1005. 39:39so he just started to take off and bang
  1006. 39:42by here we'll hit enter and this will
  1007. 39:45now be our action pose so this is pose
  1008. 39:49two of three that we're going to be
  1009. 39:50doing and I think during the
  1010. 39:55event we want our character
  1011. 39:59to be really low we want his arm to be
  1012. 40:03dragging behind meaning exactly along
  1013. 40:07the path of
  1014. 40:09travel like this and we're actually
  1015. 40:11going to fully straighten out that
  1016. 40:16arm so let's go take a
  1017. 40:21look
  1018. 40:24and we'll go ahead and bring this AR arm
  1019. 40:27up like
  1020. 40:29this around like
  1021. 40:32that and we'll tilt the head
  1022. 40:35down which we'll also do via the neck to
  1023. 40:38bring It Forward a little bit and then
  1024. 40:40lastly we'll grab this foot and we'll
  1025. 40:44just slide it
  1026. 40:46back and bring it to the
  1027. 40:50center so this could be a better more
  1028. 40:52balanced pose and actually I'm going to
  1029. 40:54show you a little additional thing so
  1030. 40:55I'm going to over rotate here
  1031. 40:58I'll bring it just a little farther than
  1032. 40:59it can go and then I will solve that
  1033. 41:03fact that that knee has popped using the
  1034. 41:06foot roll so now we'll
  1035. 41:10rotate like
  1036. 41:13that so now let's take a look at where
  1037. 41:15we
  1038. 41:17are oh yeah this is already good so now
  1039. 41:20we just need to fix our recovery he
  1040. 41:22comes back up in a very not natural way
  1041. 41:24so like right here I'm going to select
  1042. 41:27the whole rig but just the body parts so
  1043. 41:29I select body that doesn't grab you
  1044. 41:31notice it doesn't grab the root it
  1045. 41:33doesn't grab the offset or the global so
  1046. 41:35the position the global position of the
  1047. 41:36character so is not included in what
  1048. 41:38I've selected which means I can now come
  1049. 41:41back here I'm going to go key everything
  1050. 41:44at the right about let's see we're
  1051. 41:47sliding I want them to still be down and
  1052. 41:49then just take a step to stand back up
  1053. 41:52so now we'll come back to this key right
  1054. 41:54here and we're going to Tween it back
  1055. 41:57back so that we're still in that pose I
  1056. 42:00mean we do have the option here I'll
  1057. 42:02show you what that looks like and now he
  1058. 42:04stands
  1059. 42:06up maybe we want him to still be moving
  1060. 42:09and sliding while he's standing up which
  1061. 42:11is totally fine um so to do that let's
  1062. 42:14go back and select body again we'll come
  1063. 42:17here and we'll make it so that he stands
  1064. 42:20back up we all we have to do is just
  1065. 42:22move since we don't have the root or the
  1066. 42:24offset selected we can move these Keys
  1067. 42:26using the control arrow keys and now
  1068. 42:28he'll still be
  1069. 42:29sliding when he's standing
  1070. 42:32up and so the main things we have to do
  1071. 42:36are make this look a little less robotic
  1072. 42:38it is cartoonish but we don't want it to
  1073. 42:40look robotic so from
  1074. 42:44here to
  1075. 42:48here we're going to add a breakdown so
  1076. 42:51we'll
  1077. 42:53select this we'll actually lean a little
  1078. 42:56more forward
  1079. 42:57we'll push forward so we're going to
  1080. 42:59bring the body
  1081. 43:01forward there you go so now that's a
  1082. 43:04good and
  1083. 43:05then we're going to probably overshoot
  1084. 43:07and then settle to make it feel a little
  1085. 43:09more realistic but the other thing we're
  1086. 43:11going to do is we're going to save
  1087. 43:12ourselves the problem of the weight
  1088. 43:14shift of this foot and we'll select this
  1089. 43:17foot and unlike everything else here by
  1090. 43:20the time he gets here so it will be
  1091. 43:22about here hit enter on that foot and
  1092. 43:26then hit dot to go to the next frame and
  1093. 43:28here we're actually going to Tween it
  1094. 43:29forward to make sure you don't have
  1095. 43:31anything selected when you use the tween
  1096. 43:32machine or it's going to modify the
  1097. 43:33selected keys so we bring this like this
  1098. 43:38and actually we'll let it have just a a
  1099. 43:40minor slide now let's watch
  1100. 43:46that nice okay and you can add more
  1101. 43:49slide if you want or you can make it a
  1102. 43:51step but there we have what feels like a
  1103. 43:54pretty robotic coming back up at the
  1104. 43:58end so we can slow that down a little
  1105. 44:02bit and so we do that by again selecting
  1106. 44:05body and just moving these out a little
  1107. 44:07bit we're we're not going to want
  1108. 44:10to there you
  1109. 44:18go so I do think we're going to
  1110. 44:22want to make it pop less
  1111. 44:27there we go all right and so now I'll
  1112. 44:31just show you what a overshoot and
  1113. 44:35settle what dragging the arm looks like
  1114. 44:37as we come back up we're moving here so
  1115. 44:41what we'll actually do we'll delay the
  1116. 44:43arm
  1117. 44:45rotation so this will actually grab them
  1118. 44:48all control right arrow three frames and
  1119. 44:52so we'll delay the arm rotation so it's
  1120. 44:54a little yeah there it is
  1121. 44:57all right and then we're actually going
  1122. 44:58to do an overshoot and settle on that
  1123. 45:00elbow so let's hit F we'll come in get a
  1124. 45:03little closer to it and I'll show you
  1125. 45:06what that overshoot and settle looks
  1126. 45:07like so all of our rotation is going to
  1127. 45:08happen in that blue axis which we know
  1128. 45:12is yah or Z so we'll go to the rotation
  1129. 45:15yaah and we're just going to create an
  1130. 45:17overshoot and settle so we know we want
  1131. 45:20him to end
  1132. 45:23up there so we're going to to have him
  1133. 45:28end at that position I'll go and put
  1134. 45:32that right over here which means we're
  1135. 45:34going to overshoot so we select this
  1136. 45:38key control shift middle click and drag
  1137. 45:40down and we'll let it come back out a
  1138. 45:44little
  1139. 45:46bit and the settle means we're going to
  1140. 45:49kind of
  1141. 45:51oscillate so that's a little too fast so
  1142. 45:53we'll fix that by extending out our
  1143. 45:55animation and giving is the time it
  1144. 45:57needs to breathe so we'll move these
  1145. 46:00out and then we'll cause that settle to
  1146. 46:02happen much
  1147. 46:04slower see that okay and so now what
  1148. 46:08you'll notice is it's just a little
  1149. 46:11too there it is so you see how that
  1150. 46:13feels just a little bit more and so if
  1151. 46:16we do the same thing and so oddly enough
  1152. 46:18we can just grab these Keys control+ C
  1153. 46:21come over here and we can do the exact
  1154. 46:23same thing in the
  1155. 46:24YW for this control as well well so if I
  1156. 46:27go
  1157. 46:29select this key contrl V we'll notice
  1158. 46:33it's probably going to
  1159. 46:35be too much that's actually not bad so
  1160. 46:40we'll just go in
  1161. 46:43here and we'll bring him a little
  1162. 46:49further
  1163. 46:50so there we go
  1164. 47:02and we're actually going to let
  1165. 47:04it let it come
  1166. 47:07out there you go so now it's doing a bit
  1167. 47:09of what we call screen door where
  1168. 47:12everything is moving at the same time so
  1169. 47:14I think what I want to do is take this
  1170. 47:16out even
  1171. 47:22further there we go
  1172. 47:30so I'm going to let
  1173. 47:33this come out even further there we go
  1174. 47:37so that's a nice settle on that arm you
  1175. 47:39see how that looks so now I would go do
  1176. 47:41that in the left arm I'd go do it on the
  1177. 47:45head i' do it on the chest so I drag the
  1178. 47:47chest behind everything
  1179. 47:49else right so I'll show you what I mean
  1180. 47:52by that so when I come drag this
  1181. 47:55chest further I think he's actually
  1182. 47:57going to still be hunched over at this
  1183. 48:02point
  1184. 48:06so and we'll just grab these keys and
  1185. 48:10move everything way
  1186. 48:17over so we'll go even
  1187. 48:25further so that's too much so now we hit
  1188. 48:29here and then when we come
  1189. 48:32up we'll do the exact same thing so now
  1190. 48:35with the spine we know that that's
  1191. 48:37rotation is the roll the red Dimension
  1192. 48:40and so we'll come
  1193. 48:42add our overshoot and settle and you
  1194. 48:45notice I'm not really paying attention
  1195. 48:46so now I'm going to watch it to tell me
  1196. 48:48what I needed to do so that just looks a
  1197. 48:50little bit too
  1198. 48:51springy so
  1199. 48:54we'll bring that down that so we're just
  1200. 49:01removing um that could
  1201. 49:05be a little more so we'll drag this
  1202. 49:09down and bring this out further so it
  1203. 49:11takes it longer to
  1204. 49:14settle there we go so now you're just
  1205. 49:17seeing some of the things that we can do
  1206. 49:19to make it feel a Little More Alive make
  1207. 49:21it feel a little more natural obviously
  1208. 49:23we need to fix that head because the uh
  1209. 49:26easiest way to do that is grab this neck
  1210. 49:28control that had his head pointed Way
  1211. 49:32Forward and we can just bring it back to
  1212. 49:35where it belongs go
  1213. 49:40here
  1214. 49:43yeah I think what I'm going to do is
  1215. 49:45speed that up so this right
  1216. 49:49here this animation I'll just cause all
  1217. 49:52of this to
  1218. 49:54occur much sooner
  1219. 49:59yeah so it's a little uniform everything
  1220. 50:02is kind of coming up at the same time
  1221. 50:04but that's just pretty much what you
  1222. 50:06kind of need let's get it so it feels
  1223. 50:10Snappy good okay you notice how the left
  1224. 50:13arm feels good the right arm feels like
  1225. 50:15he's a robot and so you would go do the
  1226. 50:18same and that's it so let's export this
  1227. 50:20animation we now have an animation that
  1228. 50:22feels pretty good so you come up to the
  1229. 50:24top you find the actor which is this
  1230. 50:26track right here right click bake
  1231. 50:29animation sequence and then we'll go
  1232. 50:31find in our forward Dash your first anom
  1233. 50:36we'll call this forward
  1234. 50:39Dash export and then save off our level
  1235. 50:43sequence control spacebar go find our
  1236. 50:46forward Dash uncheck like get rid of the
  1237. 50:49filter and there it is control shift as
  1238. 50:51to save let's open it up and we just
  1239. 50:52have to fix one thing asset details you
  1240. 50:55want to enable enable root motion and
  1241. 50:58that will cause the character to
  1242. 51:00actually move along with this animation
  1243. 51:02contr shift s and now we can implement
  1244. 51:05it in game now implementing this forward
  1245. 51:07Dash into the game animation sample in
  1246. 51:09engine is actually really easy so let's
  1247. 51:11get into it the first thing we're going
  1248. 51:13to do control spacebar to open up the
  1249. 51:14content browser go to content Blueprints
  1250. 51:18and then let's start with the CBP
  1251. 51:20sandbox character in the event graph you
  1252. 51:22can just pick anywhere we're going to
  1253. 51:23rightclick and we'll say debug key we'll
  1254. 51:26do R for dash doesn't really matter and
  1255. 51:29when it's pressed we're going to play a
  1256. 51:32montage and for this Montage we know we
  1257. 51:34want to play it on our skeletal mesh so
  1258. 51:37we come up here and find mesh drag it
  1259. 51:39over right on top of skeletal mesh
  1260. 51:41component and then we need a montage for
  1261. 51:42it to play control space bar we'll go to
  1262. 51:45our first anim the forward Dash that we
  1263. 51:47just created right click on it
  1264. 51:50create and in
  1265. 51:53montage and in that case I'm just going
  1266. 51:55to put am in front of it that's just a
  1267. 51:58good habit to get into and then I'll
  1268. 52:00grab the Montage and drag it into
  1269. 52:03Montage to play now there's a couple
  1270. 52:05other things we need to do as soon as we
  1271. 52:07fire this Montage we want the system to
  1272. 52:09stop paying attention to user input
  1273. 52:11we'll come down to variables traversal
  1274. 52:14and doing traversal action and drag it
  1275. 52:15out here we're going to set that so when
  1276. 52:18the Montage
  1277. 52:21starts we'll say we're doing a traversal
  1278. 52:24action crl c contrl v V to paste it and
  1279. 52:28we'll turn that off if it's
  1280. 52:31interrupted or if it's
  1281. 52:34completed so once the idea is we kick
  1282. 52:37off this animation we tell the system
  1283. 52:40that we're doing a traversal action and
  1284. 52:42then once we're done or something else
  1285. 52:44preempts it we will turn that off and
  1286. 52:48that's it for the blueprint this is now
  1287. 52:49completely implemented now we can go
  1288. 52:51over to the animation blueprint so we
  1289. 52:54got to content blueprints ABP sandbox
  1290. 52:58character and we want to turn off foot
  1291. 53:00placement and leg ik during this event
  1292. 53:04so the first thing we'll do is right
  1293. 53:05click and get sandbox
  1294. 53:09character and then we will get whether
  1295. 53:11it's doing traversal action so get doing
  1296. 53:14traversal action and based on that we're
  1297. 53:16going to select a
  1298. 53:18float the main idea here is when we're
  1299. 53:21doing a traversal action we want the
  1300. 53:23blend or Alpha of this to be zero so
  1301. 53:25that it's not leg I and the foot
  1302. 53:27placement aren't used at all and then
  1303. 53:29when we are not doing it we want it to
  1304. 53:31be one so that we have foot placement
  1305. 53:33and leg ik so we'll just drag this over
  1306. 53:35here into foot placement as well as
  1307. 53:41into leg I so now when we're doing
  1308. 53:46traversal action it's going to pick a
  1309. 53:48which is zero and feed these Alpha
  1310. 53:51values or the blends to zero and those
  1311. 53:53won't be used compile and now we should
  1312. 53:56be be able to go into game and if I
  1313. 53:57remember the key I pressed I think it
  1314. 53:59was
  1315. 54:00R let's just
  1316. 54:02see there it is and we now
  1317. 54:07have a
  1318. 54:08dash it's just that
  1319. 54:12easy we go ahead and take a look at this
  1320. 54:14from the
  1321. 54:18side it's actually not bad
  1322. 54:20looking looks pretty good and that's it
  1323. 54:23you've made your first animation and
  1324. 54:25you've brought it into the engine and
  1325. 54:27implemented it in your
  1326. 54:33game we are going to create an idle
  1327. 54:35break animation where the character
  1328. 54:37looks at their watch just to break up
  1329. 54:39that idle Loop so it has a little more
  1330. 54:40Dynamics to your game we're going to do
  1331. 54:43this using animation layers which are an
  1332. 54:44incredibly powerful tool that was
  1333. 54:46introduced in UE 5.5 that lets you do so
  1334. 54:49many things and I'm going to show those
  1335. 54:50off in this video let's get into it
  1336. 54:52first thing we do is we need a animation
  1337. 54:54to edit so control space to open the
  1338. 54:56content browser and then at the top
  1339. 54:59level I'm I'm going to go try to find it
  1340. 55:00I'm just going to type idle Loop and if
  1341. 55:03you're in the game animation sample
  1342. 55:05you'll have two of them the Crouch and
  1343. 55:06the standing I'm going to select the
  1344. 55:08standing double click it to edit then go
  1345. 55:10edit and sequencer bake to control rig
  1346. 55:12then bake it to my ufn Manny tat tools
  1347. 55:14rig if you don't have that you can bake
  1348. 55:16it just to the standard ue5 Manny
  1349. 55:18control rig so that's baked but now
  1350. 55:20we're going to come back up to edit and
  1351. 55:21sequencer and unlink that level sequence
  1352. 55:23animating this from scratch is quite
  1353. 55:25easy there's a couple things that we
  1354. 55:26need to do before we get into that we're
  1355. 55:28going to put the arms so we have our
  1356. 55:31animation we're not going to end up
  1357. 55:32needing all this time so we'll be
  1358. 55:34trimming this up once we get there but
  1359. 55:36we're going to turn this into a
  1360. 55:38animation where the character looks at
  1361. 55:39his watch so first thing that we need to
  1362. 55:41do is go to the go to the global control
  1363. 55:44open up in the sequencer and come down
  1364. 55:47to the arm FK ik switches the easiest
  1365. 55:51thing to do here is to we'll just make
  1366. 55:54this a little wider control
  1367. 55:56and scrub the mouse wheel down we'll
  1368. 55:59zoom out to get you some area that you
  1369. 56:01can come in here and get the when you
  1370. 56:02really want that plus sign cursor so
  1371. 56:04that you can then drag select so we're
  1372. 56:06going to drag out all four of these
  1373. 56:08which is your arm leg arm leg and I'm
  1374. 56:10going to delete them and then we'll set
  1375. 56:12keys and we'll set a key by checking
  1376. 56:15this box checking this box and now we
  1377. 56:18are in ik for both the arms and the legs
  1378. 56:22and the animations will still be there
  1379. 56:24everything is still fine it's just now
  1380. 56:26we can control this via the ik Target
  1381. 56:29right here once we have that done we're
  1382. 56:31going to create an animation layer so we
  1383. 56:33select the controls that we want in our
  1384. 56:36animation layer and in this case I know
  1385. 56:39I'm going to want I'll select over here
  1386. 56:41I'm going to want the neck
  1387. 56:43controls and
  1388. 56:45then I'll probably want the clavicle
  1389. 56:48it's possible don't know so I'm going to
  1390. 56:50get it just in case and I'll come over
  1391. 56:52here shift click and select the ik hand
  1392. 56:56and then I know for sure I'm going to
  1393. 56:58need a hold shift and press the right
  1394. 57:00hand here I'm going to need all of those
  1395. 57:03so that's probably it I don't really
  1396. 57:05anticipate having to adjust the spine
  1397. 57:07but just in case we'll go ahead and pull
  1398. 57:09the spine in as well so now I have all
  1399. 57:12the controls I want I come over here to
  1400. 57:14layers display animation layers and that
  1401. 57:17brings up this window right here I add a
  1402. 57:20layer and that's going to automatically
  1403. 57:21add it with all of the selected controls
  1404. 57:23you'll notice I just have the controls I
  1405. 57:26had selected the hand all the hand
  1406. 57:28controls the spine the head clavicle and
  1407. 57:30the neck and then I should also have a
  1408. 57:33hand ik in here
  1409. 57:36somewhere so now we can go ahead and
  1410. 57:39just animate that and we have two
  1411. 57:40options layers can be additive or they
  1412. 57:42can be in override mode additive is just
  1413. 57:45what it sounds like a zero key
  1414. 57:48will execute the animation you see his
  1415. 57:51his arm moving back and
  1416. 57:53forth if I switch it to override it's
  1417. 57:56going to put the character into his
  1418. 57:58default movement you notice now I have a
  1419. 58:01completely static arm for the entire
  1420. 58:03animation it's not moving around except
  1421. 58:05for where the whole body is moving given
  1422. 58:07that we'll go back to additive and so
  1423. 58:09there's our standard idle Loop and now
  1424. 58:11we can get to work so the first thing we
  1425. 58:13know he wants to do is start from here
  1426. 58:16and we
  1427. 58:19will bring the
  1428. 58:21hand is going to end up first just to
  1429. 58:24make this the easiest to can possibly be
  1430. 58:26we'll go into local rotation we'll put
  1431. 58:30the
  1432. 58:31hand how we want
  1433. 58:34it and we're going to just go we're
  1434. 58:37going to make this as easy as possible
  1435. 58:39by just putting it at its final point so
  1436. 58:43we know over
  1437. 58:45here oh we need to add this so select
  1438. 58:48the control that isn't in the layer
  1439. 58:50right click and add
  1440. 58:52selected and then when you reselect this
  1441. 58:54it'll pick it in the thing so we can go
  1442. 58:57ahead and write make a key with the S
  1443. 58:58key and if that doesn't work you come
  1444. 58:59over here if that doesn't work you can
  1445. 59:01also just hit enter and that'll make a
  1446. 59:03key as well but okay so we start there
  1447. 59:06and then let's go find if we select the
  1448. 59:09hand we can just hit Dot and go right to
  1449. 59:11the next key and we can bring this over
  1450. 59:13where we know we need it to
  1451. 59:15be sometimes I accidentally select but
  1452. 59:19all right I'll just bring it over
  1453. 59:23here yeah that looks good and then we'll
  1454. 59:25go back to the
  1455. 59:28hand rotate
  1456. 59:33it and then you just do this to your to
  1457. 59:35whatever style you're looking
  1458. 59:39for and
  1459. 59:41so let's go take a look at that I don't
  1460. 59:45like how that's just a linear straight
  1461. 59:48line up to the top it just doesn't look
  1462. 59:49natural so we're going to fix
  1463. 59:54that there's a couple different ways
  1464. 59:56we're going to fix it actually but
  1465. 59:57before we do that let's let's just make
  1466. 59:59sure timing is the way we like it well
  1467. 1:00:01that's way too slow we're just going to
  1468. 1:00:02select the check watch layer and we're
  1469. 1:00:04going to speed it up and it's pretty
  1470. 1:00:06easy to speed up you just select all the
  1471. 1:00:07keys once you have the whole layer
  1472. 1:00:08selected and then you can use control
  1473. 1:00:10left Arrow to make it go faster and
  1474. 1:00:13since we know this is going to be
  1475. 1:00:16returning back to his original position
  1476. 1:00:20we can just grab this zero key at the
  1477. 1:00:23front and control V at at the end and
  1478. 1:00:27now we'll
  1479. 1:00:28have arm up arm down we know we want to
  1480. 1:00:31have the arm stay up for quite a lot
  1481. 1:00:34longer but we'll do that in a moment
  1482. 1:00:38so but now that we know this and we
  1483. 1:00:43can take this key crl + C put it here
  1484. 1:00:47contrl + V and now if we select these
  1485. 1:00:49two key frames or two frames of keys
  1486. 1:00:52sorry we can control and decide how long
  1487. 1:00:55we want them to look at as
  1488. 1:00:58watch all right and so I know this is a
  1489. 1:01:01much longer animation than we're going
  1490. 1:01:02to need so I'm going to zoom out I'm
  1491. 1:01:04holding alt and rolling back the scrub
  1492. 1:01:06wheel now I'm right click and
  1493. 1:01:10dragging and let's just go grab we'll
  1494. 1:01:12just stop it somewhere around here
  1495. 1:01:14because we know it's going to be that's
  1496. 1:01:15going to be plenty long enough to get
  1497. 1:01:17the job
  1498. 1:01:17done so we'll probably want to he'll
  1499. 1:01:20probably
  1500. 1:01:21want so control Arrow to bring this out
  1501. 1:01:24even more and we haven't added added any
  1502. 1:01:26Dynamics we haven't done
  1503. 1:01:28any um of the actual animation the
  1504. 1:01:30easing any of those kinds of
  1505. 1:01:32things there we
  1506. 1:01:39go we'll let this one take a little
  1507. 1:01:46longer and now we're going to fix the
  1508. 1:01:49head and the neck but before we do that
  1509. 1:01:51let's go ahead and just make the hand
  1510. 1:01:52animate the way we want to and we're
  1511. 1:01:54going to do that using tween so first
  1512. 1:01:56control shift s to save we'll come over
  1513. 1:01:58here to
  1514. 1:01:59Tween and he's in a good spot right here
  1515. 1:02:03and now I have it selected so deselect
  1516. 1:02:05and then it'll work on the frame that
  1517. 1:02:07you're actually on so if we hit if we
  1518. 1:02:09select this right here pick our frame
  1519. 1:02:11where we want it hit s or in this case
  1520. 1:02:14hit enter to key all of
  1521. 1:02:16the things we can now blend so and I'll
  1522. 1:02:21show you why we're doing this
  1523. 1:02:26yeah so we're going to want to blend it
  1524. 1:02:29even more
  1525. 1:02:31down so you want that there it is and so
  1526. 1:02:35and now we're going to want another set
  1527. 1:02:38of keys right
  1528. 1:02:40here where it ends up and then if
  1529. 1:02:44we comma it'll take us back to that
  1530. 1:02:47prior key we got to
  1531. 1:02:49deselect add a little bit of an
  1532. 1:02:54ease okay
  1533. 1:03:01okay so that's going too slow at the
  1534. 1:03:02beginning so select these
  1535. 1:03:06now we want to go a little slower want
  1536. 1:03:09to be a little more deliberate and then
  1537. 1:03:10just ramp up real
  1538. 1:03:15fast interpreting the curves editor is
  1539. 1:03:18pretty easy if you just look at the x-
  1540. 1:03:20axis is time and Y AIS is the value of
  1541. 1:03:24whatever control you have selected so
  1542. 1:03:26for example if this is location X we're
  1543. 1:03:30going to start at Point a we're going to
  1544. 1:03:32slowly ease into the movement and then
  1545. 1:03:35switch over to a more rapid movement for
  1546. 1:03:37the predominance of the traversal
  1547. 1:03:39whatever we're going from point A to
  1548. 1:03:41point B and in this case we're going to
  1549. 1:03:43overshoot past it to a point D come back
  1550. 1:03:46and kind of oscillate back down short of
  1551. 1:03:49our Target before finally resting on the
  1552. 1:03:51target this is called an overshoot and
  1553. 1:03:53settle you don't need this in all of
  1554. 1:03:55your motions it will make them look a
  1555. 1:03:56little too springy in a lot of cases but
  1556. 1:03:58in certain cases especially Arms This
  1557. 1:04:00tends to produce a nice natural movement
  1558. 1:04:02but so you have this slow ease into the
  1559. 1:04:05movement the movement then moves
  1560. 1:04:07nonlinearly so you can see when I say
  1561. 1:04:09nonlinearly you have the slope of this
  1562. 1:04:12line right here is a certain speed
  1563. 1:04:14pretty slow and then once you come up
  1564. 1:04:16here it converts pretty rapidly into a
  1565. 1:04:19faster movement before slowing down
  1566. 1:04:21smoothly overshooting the Target and
  1567. 1:04:24then settling back on target and the
  1568. 1:04:26reason you'll see a lot of this type of
  1569. 1:04:29shape of movement or you'll see the
  1570. 1:04:32mirror of this over here where it eases
  1571. 1:04:35in moves rapidly and then eases back out
  1572. 1:04:39is linear motion if this was just to be
  1573. 1:04:41a straight line from here to here where
  1574. 1:04:43the motion was constant during the
  1575. 1:04:45entire time whether that's a rotation or
  1576. 1:04:47a translation looks unnatural in almost
  1577. 1:04:50all cases unless you're purely talking
  1578. 1:04:53about traversal through space like walk
  1579. 1:04:54a walk animation
  1580. 1:04:56you would expect for the most part your
  1581. 1:04:59along track meaning the direction of
  1582. 1:05:01your walk traversal of that body control
  1583. 1:05:04or the body Offset you would expect that
  1584. 1:05:06to be fairly linear if not completely
  1585. 1:05:08linear in most game environments it is
  1586. 1:05:10completely linear just to kind of have
  1587. 1:05:11that nice stable motion forward because
  1588. 1:05:14we're trying to tie it to that capsule
  1589. 1:05:15that you're moving through
  1590. 1:05:20space and you know what it is is he's
  1591. 1:05:22going he's not going fast enough for the
  1592. 1:05:25portion that matters this is this little
  1593. 1:05:27ease right here is just taking way too
  1594. 1:05:29long so we're going to just shorten that
  1595. 1:05:31up real quick now it's going to make it
  1596. 1:05:33look faster so we're going to have to
  1597. 1:05:34fix we're going to have to fix that for
  1598. 1:05:37sure there we go that's not
  1599. 1:05:40bad and now we can fix so if we comma
  1600. 1:05:45back over here we have to
  1601. 1:05:47fix the fact that he's just coming
  1602. 1:05:50straight up we're going to let him
  1603. 1:05:53that's actually not terrible
  1604. 1:05:56but we're going to bring this
  1605. 1:05:59one we'll go to world W to adjust it
  1606. 1:06:05that's too
  1607. 1:06:06far and just very slightly we're going
  1608. 1:06:08to bring it out so that it he tracks a
  1609. 1:06:12loop kind of an arc with his there it
  1610. 1:06:16is and we have that rotation we're going
  1611. 1:06:18to go fix that rotation um I think you
  1612. 1:06:21turn your wrist faster than your arm
  1613. 1:06:24comes up so now what we need to do is go
  1614. 1:06:26look at those rotations so let's go see
  1615. 1:06:28which
  1616. 1:06:29uh Dimension we're dealing with so
  1617. 1:06:32rotation feels like it's that red axis
  1618. 1:06:35which is the roll so we'll come up and
  1619. 1:06:37look at rotation roll and really all we
  1620. 1:06:38want to do to make this happen
  1621. 1:06:42is we're going to shorten up this ease
  1622. 1:06:47time we're going to bring this in like
  1623. 1:06:49this and actually I think try that so
  1624. 1:06:55now now let's watch that hand come up
  1625. 1:06:57yes see how his hand is already turned
  1626. 1:07:01there it is that looks a little more
  1627. 1:07:02natural all right so there's still some
  1628. 1:07:04robotic obviously he's he looks like a
  1629. 1:07:06robot because there's no keep alive so
  1630. 1:07:08he's not moving his arm but from a
  1631. 1:07:10perspective of let's look at that let's
  1632. 1:07:11look at our watch and let's look back
  1633. 1:07:13down we now have a blocked out animation
  1634. 1:07:16that we can go fix
  1635. 1:07:18so so first things first we're going to
  1636. 1:07:21hit enter and put some keys in the
  1637. 1:07:23middle and we will
  1638. 1:07:27kind of move these
  1639. 1:07:32around let's just try to keep it yeah
  1640. 1:07:35there you go see now he's got a
  1641. 1:07:38nice now he has a very nice little
  1642. 1:07:42natural movement going along with
  1643. 1:07:45it and now let's add we're going to take
  1644. 1:07:48the pole
  1645. 1:07:50vector and I think
  1646. 1:07:58so during this event we'll go ahead and
  1647. 1:08:02let's put some keys in we'll put a key
  1648. 1:08:05here and then we'll put a key here and
  1649. 1:08:07this one we're going to let come
  1650. 1:08:12down to make it just feel a little more
  1651. 1:08:16natural okay so that was too
  1652. 1:08:19much so we're in
  1653. 1:08:21local and I think we really oh I moved
  1654. 1:08:26all three so really what I want to do is
  1655. 1:08:28I just want to
  1656. 1:08:29move this
  1657. 1:08:32one that's scale all right so we'll go
  1658. 1:08:35to the PB control we'll go select
  1659. 1:08:37location
  1660. 1:08:50Z and so we'll just go grab
  1661. 1:08:54this I don't know that we want to bring
  1662. 1:08:56it back it's this one's subtle we don't
  1663. 1:08:58want it to be a a Herky jerky
  1664. 1:09:04motion control shift middle click and
  1665. 1:09:07drag
  1666. 1:09:08up just make it a more subtle elbow
  1667. 1:09:12movement there we go yeah that's good
  1668. 1:09:15all right so now he's looking at his
  1669. 1:09:17watch everything looks nice and natural
  1670. 1:09:19and even coming down we can fix that so
  1671. 1:09:21we haven't done we haven't done anything
  1672. 1:09:24to fix the way down and we need to do
  1673. 1:09:27exactly these same things so there is a
  1674. 1:09:30way that we could uh achieve this but if
  1675. 1:09:33you think about it so you look at your
  1676. 1:09:34watch and then you want it to move
  1677. 1:09:36slightly you kind of want the exact
  1678. 1:09:37reverse of what's going on here but
  1679. 1:09:39we'll just do it my hand so you can get
  1680. 1:09:41a feel for how it does hit enter we're
  1681. 1:09:45going to ease those
  1682. 1:09:50up and then
  1683. 1:09:52we'll and we may Let's do an overshoot
  1684. 1:09:55settle just so you get a feel for how
  1685. 1:09:57that looks
  1686. 1:09:59um
  1687. 1:10:01yeah so grab
  1688. 1:10:03this contrl +v and we're going to go
  1689. 1:10:07ahead and let this overshoot a little
  1690. 1:10:10bit and how that
  1691. 1:10:13happens is really what I'm talking about
  1692. 1:10:16is we're going to overshoot back just a
  1693. 1:10:19little bit just a little bit and then
  1694. 1:10:22we'll come back to where we were
  1695. 1:10:26but what that allows us to do is I want
  1696. 1:10:27to overshoot this just a little but
  1697. 1:10:29we'll see how this
  1698. 1:10:31looks okay so it's happening too much as
  1699. 1:10:34a he hits this Mark swings away and then
  1700. 1:10:37swings back you never want to go a a you
  1701. 1:10:40want to go to like ABC or CBA like you
  1702. 1:10:44want this this one should now just be a
  1703. 1:10:47little bit farther and so I'm going to
  1704. 1:10:49select that frame and if you if you want
  1705. 1:10:50to be precise you can just use the comma
  1706. 1:10:52to move back frame and Dot to move
  1707. 1:10:55forward for and it's going to move to
  1708. 1:10:56whichever the next and previous frame
  1709. 1:10:58that has a key on it all right and so
  1710. 1:11:01we're going to just move this ever so
  1711. 1:11:11slightly yeah he has a little bit of a
  1712. 1:11:13snap to his
  1713. 1:11:21uh I think what we
  1714. 1:11:23want is that red
  1715. 1:11:28Dimension so we want the location
  1716. 1:11:32X
  1717. 1:11:36to yeah there we
  1718. 1:11:39go so we want this location to really
  1719. 1:11:43feel
  1720. 1:11:48like yeah but he's hitting a wall bam
  1721. 1:11:51hits the wall so we want that to be able
  1722. 1:11:53to keep moving now in this case what I
  1723. 1:11:55would typically do is I would bake this
  1724. 1:11:57back to FK and I would do my overshoot
  1725. 1:12:00and settle in FK controls because it's a
  1726. 1:12:02lot easier to do that in FK than in ik
  1727. 1:12:05here I need to press zero and smooth out
  1728. 1:12:14those but I might be able to see how
  1729. 1:12:16he's hitting a wall here I need to just
  1730. 1:12:18so now we're talking
  1731. 1:12:22about the green dimension
  1732. 1:12:27right here so we'll go location Y and
  1733. 1:12:32we're seeing that we do we in fact hit a
  1734. 1:12:35wall very much so
  1735. 1:12:37let's we hit s and that'll add a key we
  1736. 1:12:41can now grab that
  1737. 1:12:43key I'm going to hit zero again because
  1738. 1:12:46these curves don't look good and I
  1739. 1:12:48really just want to avoid there we go so
  1740. 1:12:51it's looking a little soft
  1741. 1:12:59yeah it's looking a little soft because
  1742. 1:13:02I slowed down the location X and so I
  1743. 1:13:06think what I want to
  1744. 1:13:11do all right so that looks good so now
  1745. 1:13:14we have we now I have our arm
  1746. 1:13:16everything's ready to
  1747. 1:13:18go and so I just stopped when I said it
  1748. 1:13:20hit a wall you notice that it just um I
  1749. 1:13:24just stopped it from
  1750. 1:13:26when that swing happens now it's that
  1751. 1:13:28nice soft settle and I could even
  1752. 1:13:30straighten out the arm a little bit I
  1753. 1:13:32could move the elbow to try to um relax
  1754. 1:13:36that so the last thing we have to do
  1755. 1:13:38with the arm before we move on to the
  1756. 1:13:39head is put his hand into a fist let's
  1757. 1:13:42go do that so we'll go ahead and select
  1758. 1:13:46the right
  1759. 1:13:51hand and we like our posing here so
  1760. 1:13:54let's go find where is he going to
  1761. 1:13:57actually I'm just doing it myself if you
  1762. 1:13:59ever want to know how this looks just
  1763. 1:14:01you know look at your watch so okay so
  1764. 1:14:04he he really he's F he's he starts
  1765. 1:14:06clenching his fist probably right about
  1766. 1:14:09here and he finishes it so I'm going to
  1767. 1:14:12go ahead and hit um the entire right
  1768. 1:14:14hand I'm going to key the whole thing
  1769. 1:14:16hitting enter I know by here he is
  1770. 1:14:20completely
  1771. 1:14:22clenched and then he stays that
  1772. 1:14:25way and we'll deal
  1773. 1:14:28with that right here we'll get rid of
  1774. 1:14:30this key
  1775. 1:14:34so so let's go ahead and clench that
  1776. 1:14:38Fist and there's a few there's somewhat
  1777. 1:14:41easy ways to do this you can just select
  1778. 1:14:44these all keys right make sure you're in
  1779. 1:14:46local and we can just twist this up like
  1780. 1:14:49this
  1781. 1:14:55and we could have done this with all of
  1782. 1:14:56them at the same time which I'm a fan
  1783. 1:15:01of but I'm just going to do them one at
  1784. 1:15:03a time to kind of get a feel
  1785. 1:15:07for proper hand posing can take quite a
  1786. 1:15:11long time to get right I'm going to just
  1787. 1:15:14try to do a bit of an easy quick pose
  1788. 1:15:18and hopefully make everything look
  1789. 1:15:20somewhat
  1790. 1:15:23decent yeah it's not a great hand
  1791. 1:15:26pose all right and then we'll we'll try
  1792. 1:15:29this last one right
  1793. 1:15:36here it's not my best work I mean you
  1794. 1:15:39can see how soft that hand poses we
  1795. 1:15:43could all right it's not the best fist
  1796. 1:15:47but it'll get the job done for what
  1797. 1:15:49we're trying to accomplish so we go back
  1798. 1:15:51we select the entirety of the hand and
  1799. 1:15:54now we have that
  1800. 1:15:55and we
  1801. 1:15:57know we're going to
  1802. 1:16:00just go back to nothing when
  1803. 1:16:04we let's find the right
  1804. 1:16:12spot okay so that so once again we're
  1805. 1:16:15going to grab this we'll do some keep
  1806. 1:16:17alive stuff in a minute just like we did
  1807. 1:16:19with it's all the same just like what we
  1808. 1:16:21did with the arm we're going to do it
  1809. 1:16:23again with the hands and then we're
  1810. 1:16:24we're going to do it again with the neck
  1811. 1:16:27so and you can also control shift middle
  1812. 1:16:28click and drag and that'll if you go
  1813. 1:16:31left right it'll it'll lock it to the
  1814. 1:16:33left right so it won't slide up and down
  1815. 1:16:35and if you go up and down it'll do this
  1816. 1:16:37exact same thing just in the vertical
  1817. 1:16:39Direction so okay so we want to be
  1818. 1:16:42coming out of it right around
  1819. 1:16:50here yeah not bad
  1820. 1:16:55there's things we can do to make that
  1821. 1:16:56much more appealing um but right now
  1822. 1:16:59we're just going to we'll pick a a spot
  1823. 1:17:02in the middle hit enter I'm just going
  1824. 1:17:06to grip a little bit more so that it
  1825. 1:17:09just looks like things are being kept
  1826. 1:17:13alive a little better so you're really
  1827. 1:17:15just looking for just a little bit of
  1828. 1:17:17dynamic motion and in this case my
  1829. 1:17:20Dynamic motion is tightening up that
  1830. 1:17:23fist a little bit
  1831. 1:17:25while he's looking at
  1832. 1:17:27his
  1833. 1:17:31watch and so what that'll cause and I
  1834. 1:17:33can already see it so I'm going to
  1835. 1:17:34select the whole hand control a press
  1836. 1:17:38the zero key and get those nice smooth
  1837. 1:17:41curves see what
  1838. 1:17:44happens yeah just nice natural hand
  1839. 1:17:47there we go so that's not the worst
  1840. 1:17:49that's a that's actually a pretty decent
  1841. 1:17:52uh pretty decent hand motion for an idle
  1842. 1:17:56break and now let's get the head
  1843. 1:17:58involved so if you think about it the
  1844. 1:18:01head doesn't get started until so let's
  1845. 1:18:03go ahead and find where we're going to
  1846. 1:18:05start there so we'll probably start the
  1847. 1:18:08head around here so I'll hit s because
  1848. 1:18:11I've got the head control actually I'm
  1849. 1:18:13going to select the head and both neck
  1850. 1:18:14controls so if I hold Shift come over
  1851. 1:18:17here and select them I'm going to just
  1852. 1:18:18key them all so I can select over here
  1853. 1:18:20and hit enter and that'll just give me
  1854. 1:18:22keys on everything but really what I'm
  1855. 1:18:23going to work on is is let's get our
  1856. 1:18:25good final pose here this is where he's
  1857. 1:18:28going to start he's probably going to
  1858. 1:18:29start more like
  1859. 1:18:32there I don't know I'm going to control
  1860. 1:18:35actually I'm going to go grab them
  1861. 1:18:37again grab all
  1862. 1:18:40three right click and you can do this on
  1863. 1:18:42a different layer but I'm just putting
  1864. 1:18:43everything on the check watch layer
  1865. 1:18:45let's go ahead and tilt the head down so
  1866. 1:18:46we can get a feel for how the rig works
  1867. 1:18:49so okay so you see his we're going to
  1868. 1:18:51have to do a lot of work with the neck
  1869. 1:18:54but let's go ahead
  1870. 1:18:56and go ahead and get it to where yeah
  1871. 1:18:59that's going to be about right and then
  1872. 1:19:01same same here we want
  1873. 1:19:04to I don't think that's even the one
  1874. 1:19:07that we want to work with here let's try
  1875. 1:19:10this
  1876. 1:19:12wow these neck controls really do not
  1877. 1:19:15work with the shoulders like you would
  1878. 1:19:17expect them
  1879. 1:19:19to okay and then
  1880. 1:19:22we'll we'll do this we'll make it a
  1881. 1:19:23little more
  1882. 1:19:25um obnoxious I guess would be the the
  1883. 1:19:28term I'm looking for so I've got that
  1884. 1:19:31look and I know I want to keep it and so
  1885. 1:19:35now we're going to do the same thing we
  1886. 1:19:37did before we're going to so we made the
  1887. 1:19:39stay key you know the hold it's not a
  1888. 1:19:41moving hold yet because we haven't made
  1889. 1:19:43it move but
  1890. 1:19:47um so before he so control shift middle
  1891. 1:19:51click and drag
  1892. 1:19:52across and
  1893. 1:19:56so probably be something like
  1894. 1:20:00this so he's turning too fast everything
  1895. 1:20:02is too fast so let's fix that first
  1896. 1:20:05let's get the timing
  1897. 1:20:10right and then same thing over
  1898. 1:20:16here yeah so we got to go fix that head
  1899. 1:20:19control no it's it's number one I think
  1900. 1:20:23yeah that so this guy we're just going
  1901. 1:20:25to delete this
  1902. 1:20:28key nope that's not what we wanted to do
  1903. 1:20:31we're going to take these
  1904. 1:20:36keys and we're going to drag them over
  1905. 1:20:44here and then we're going to grab this
  1906. 1:20:47and we're going to control right click
  1907. 1:20:48to get it over just about it doesn't
  1908. 1:20:51have to be lined up in fact if it isn't
  1909. 1:20:53that's that's actually a feature contrl
  1910. 1:20:54C to select that key and we'll come down
  1911. 1:20:57here and
  1912. 1:21:01we'll control V now let's see what we
  1913. 1:21:11got okay it's feeling a little um
  1914. 1:21:15robotic so we're going to move this out
  1915. 1:21:18and we're going to start working on our
  1916. 1:21:19eases so I'm going to delay the head
  1917. 1:21:21coming back up there it is and
  1918. 1:21:25now we will add some
  1919. 1:21:31easing yeah so this one right here
  1920. 1:21:34contrl
  1921. 1:21:35C then we'll come over
  1922. 1:21:38here contrl V and now dot to move over
  1923. 1:21:42to the key that we want we'll go ahead
  1924. 1:21:44and select it and we can just add a bit
  1925. 1:21:47of an
  1926. 1:21:50ease now let's see how that
  1927. 1:21:52feels oh yeah that's much better and
  1928. 1:21:58then we want him to overshoot a little
  1929. 1:22:00bit when he's Conant things so we want
  1930. 1:22:03to overshoot this head a little bit so
  1931. 1:22:05let's just go ahead and select just a
  1932. 1:22:06head and I think what we're going to do
  1933. 1:22:11is yeah
  1934. 1:22:13so the easiest way to do this like we
  1935. 1:22:15can make a key here right so we got that
  1936. 1:22:18and then I can just overshoot it a
  1937. 1:22:21little bit like that we can that control
  1938. 1:22:24a again zero to smooth out the
  1939. 1:22:30keys yeah and then we'll hit enter here
  1940. 1:22:34and we can
  1941. 1:22:36just bring it up a little
  1942. 1:22:40bit like
  1943. 1:22:42that uh just a little bit more and if
  1944. 1:22:45you can't get
  1945. 1:22:46good uh consistency with The Arc ball
  1946. 1:22:49you can control shift and just come down
  1947. 1:22:51over here and you can have much better
  1948. 1:22:52control with the thing I don't like that
  1949. 1:22:55this is taking such a turn
  1950. 1:22:57here it's going to be a little
  1951. 1:23:00sharp that's actually not
  1952. 1:23:03bad see how much more alive that
  1953. 1:23:07feels it's a little too much I'd say so
  1954. 1:23:11I think that's because this guy is just
  1955. 1:23:13a little too
  1956. 1:23:14severe oh there we go that's a nice
  1957. 1:23:17alive feeling look at the watch and
  1958. 1:23:20really at this point it's all polished
  1959. 1:23:21from here but it's done so now I'm just
  1960. 1:23:24going to show you how to implement this
  1961. 1:23:25in game in Unreal Engine so we come up
  1962. 1:23:28to the top we right click on the actor
  1963. 1:23:31bake animation sequence I'll go ahead
  1964. 1:23:33and'll come down here we'll go to idle
  1965. 1:23:35break and we'll
  1966. 1:23:37say
  1967. 1:23:38ufn look at watch and we'll call this
  1968. 1:23:42idle
  1969. 1:23:43break look at watch and I always version
  1970. 1:23:46my things V1 and now we don't need any
  1971. 1:23:48root motion we don't need anything
  1972. 1:23:50special the root didn't move everything
  1973. 1:23:51looks good this is a nice clean
  1974. 1:23:52animation and so let's go uh implement
  1975. 1:23:56this in game which is actually pretty
  1976. 1:23:57easy to do control shift go over to your
  1977. 1:23:59blueprints let's go ahead and clear our
  1978. 1:24:02search that we did for the idle Loop and
  1979. 1:24:05we'll go to the and control shift s so
  1980. 1:24:06that it saves that animation we just
  1981. 1:24:08created and if you want to go take a
  1982. 1:24:09look at it before we do this here I'm
  1983. 1:24:11going to go ahead and open up our CBP
  1984. 1:24:12sandbox character which is in content
  1985. 1:24:16Blueprints and I already have a couple
  1986. 1:24:18uh montages playing up here so now we'll
  1987. 1:24:21control space and we'll go over to um
  1988. 1:24:24our idle break directory we'll find our
  1989. 1:24:27idle break animation that we just
  1990. 1:24:30created which is look at watch right
  1991. 1:24:33here idle break look at watch V1 we'll
  1992. 1:24:36right click go to create anim montage
  1993. 1:24:40and I always name anim montages with am
  1994. 1:24:42at the front we can leave the Montage in
  1995. 1:24:44the back control shift s to
  1996. 1:24:46save and now we've got this animation
  1997. 1:24:48Montage so we can come in here and let's
  1998. 1:24:51just I'll just delete all these things
  1999. 1:24:54so
  2000. 1:24:54so actually we already have it open so
  2001. 1:24:57you have your debug key I just used
  2002. 1:24:58debug key e for example and let's go
  2003. 1:25:01we'll just
  2004. 1:25:04play um if we just look for look there
  2005. 1:25:08it is so we'll play Montage everything
  2006. 1:25:11else is completely default we'll play it
  2007. 1:25:14on the skeleton mesh component and I'll
  2008. 1:25:16go ahead and create this from scratch so
  2009. 1:25:17you can see it so we'll do debug key e
  2010. 1:25:22which is I'm just going to delete these
  2011. 1:25:23when we're done when it's pressed you
  2012. 1:25:25move over here and you say play
  2013. 1:25:27montage and it's this one right
  2014. 1:25:30here you pick your skeletal mesh
  2015. 1:25:32component which in this case is mesh go
  2016. 1:25:35drag that over onto the skeletal mesh
  2017. 1:25:37component the Montage to play is the one
  2018. 1:25:40that we just played so we'll select it
  2019. 1:25:44and we can either drag it
  2020. 1:25:45in or we can just uh hit that Arrow key
  2021. 1:25:49right there to pull in the one that's
  2022. 1:25:51selected in the content browser and then
  2023. 1:25:52whether we're doing a traversal action
  2024. 1:25:54so we can come over to our variables
  2025. 1:25:56doing traversal action move it over here
  2026. 1:25:59and we'll set it crl c contr v or
  2027. 1:26:02control D we'll also just duplicate that
  2028. 1:26:04and certainly when this gets fired we
  2029. 1:26:07want to tell the system not to allow
  2030. 1:26:10input because we're doing a traversal
  2031. 1:26:12and then whether it gets
  2032. 1:26:13interrupted or it gets completed we're
  2033. 1:26:16going to not do it anymore so let's go
  2034. 1:26:18ahead and delete this control shift s to
  2035. 1:26:20save compile our blueprint
  2036. 1:26:24and I'm going to click this title and
  2037. 1:26:26drag it so I can just lay it over here
  2038. 1:26:28so we can get to it more easily and now
  2039. 1:26:29when I hit play and I press the E
  2040. 1:26:34key there we
  2041. 1:26:38go now one thing that I do need to do is
  2042. 1:26:41disable the leg ik so that's going to
  2043. 1:26:44be required here so the upper half looks
  2044. 1:26:48right but the bottom half something is
  2045. 1:26:50wrong with how it's doing it so we need
  2046. 1:26:52to go take a look at the sandbox
  2047. 1:26:53character so we go to Blueprints and
  2048. 1:26:55then go look in ABP and see if you're
  2049. 1:26:58doing a transversal you'd want the anom
  2050. 1:27:01graph let's go take a
  2051. 1:27:03look anom graph and let's come over here
  2052. 1:27:07and take a look so in this case
  2053. 1:27:09specifically okay we've still got we got
  2054. 1:27:11foot place going on essentially I want
  2055. 1:27:13the sandbox character
  2056. 1:27:25so we want to know whether he's doing a
  2057. 1:27:26traversal
  2058. 1:27:28action and
  2059. 1:27:35then select float if he's doing a
  2060. 1:27:38traversal action we want it to be zero
  2061. 1:27:39and if not we want the the weight to be
  2062. 1:27:42one we'll just go throw this into foot
  2063. 1:27:46placement and leg ik so now those will
  2064. 1:27:49both turn off I think we still want foot
  2065. 1:27:51placement but let's just try this first
  2066. 1:27:54so we'll compile that and now we'll run
  2067. 1:27:56it and when I press e yes his feet stay
  2068. 1:28:01the
  2069. 1:28:04same and everything's good
  2070. 1:28:08yep you can just look at his
  2071. 1:28:14watch so that you can watch him look at
  2072. 1:28:16his watch from every angle and that's it
  2073. 1:28:24so now we've done that with an idle
  2074. 1:28:25break we can take this one step further
  2075. 1:28:28and how we do that is actually pretty
  2076. 1:28:29cool I'm going to find another animation
  2077. 1:28:32we'll go ahead and close the sequencer
  2078. 1:28:34we'll go here and we're going to search
  2079. 1:28:36for let's do walk
  2080. 1:28:42Loop why oh I'm in the blueprints so if
  2081. 1:28:45we do walk Loop and f that should find
  2082. 1:28:49us the walk Loop forward right
  2083. 1:28:51here and so let's open up the neutral
  2084. 1:28:53walk Loop and now I want him to look at
  2085. 1:28:56his watch while he's walking so I'm
  2086. 1:28:59going to show you how to edit this
  2087. 1:29:00animation to bring that look at watch
  2088. 1:29:03without adjusting without messing up the
  2089. 1:29:05bottom of the animation so we're going
  2090. 1:29:06to bake to control rig again ufn Manny
  2091. 1:29:08tat tools rig just like
  2092. 1:29:10always sometimes the bake window shows
  2093. 1:29:13goes behind all the other windows so go
  2094. 1:29:16and bake to control rig as usual we
  2095. 1:29:17unlink the level sequence then we can
  2096. 1:29:19close this down we don't need it
  2097. 1:29:21anymore we can also just save this off
  2098. 1:29:24because that works well now go to our
  2099. 1:29:26sandbox car we don't need that anymore
  2100. 1:29:28and so now we have this walk
  2101. 1:29:31animation right and so what we're going
  2102. 1:29:34to
  2103. 1:29:35do is bring in him looking at his watch
  2104. 1:29:39and we can pick whichever moment we want
  2105. 1:29:40to do it I'm going to select right there
  2106. 1:29:42we're going to add a layer so we know
  2107. 1:29:45the only animation area we need is let's
  2108. 1:29:49see here we need the
  2109. 1:29:51neck the head the CL clavicle didn't get
  2110. 1:29:54animated but we're going to go and just
  2111. 1:29:55bring it in anyway and then what we need
  2112. 1:29:57is the ik control handwright ik control
  2113. 1:30:00right
  2114. 1:30:03here and the handwrite PV control right
  2115. 1:30:06there so we need those so we'll go ahead
  2116. 1:30:07and add that layer and we'll call this
  2117. 1:30:10check watch and we could actually go
  2118. 1:30:12over to the other animation grab it
  2119. 1:30:14bring it over here paste it and we'd be
  2120. 1:30:16in good shape but the other option is we
  2121. 1:30:19can we can make override layer and just
  2122. 1:30:22activate it when we want to
  2123. 1:30:24so we're going to switch to
  2124. 1:30:26override which is going to very much
  2125. 1:30:30make things look very odd because I'm
  2126. 1:30:33going to switch so what I have to do is
  2127. 1:30:35I need to go back up to the top of my
  2128. 1:30:37rig on the base layer I need to go to
  2129. 1:30:40the global control and I need
  2130. 1:30:43to
  2131. 1:30:46activate ik then come over here and as
  2132. 1:30:50usual we delete everything but the
  2133. 1:30:52first the first key
  2134. 1:30:54ke you can make sure that that's all
  2135. 1:30:58that's all we have it's just one key now
  2136. 1:31:00they're in ik and like I said so we have
  2137. 1:31:03this really weird override
  2138. 1:31:06layer that we're going to fade in and
  2139. 1:31:10then fade back out just so you can kind
  2140. 1:31:11to get a feel for how you would add
  2141. 1:31:13these things to it so and we'll key
  2142. 1:31:15where we want it to look but first let's
  2143. 1:31:17bring so we have our layer selected
  2144. 1:31:19right we're going to right click import
  2145. 1:31:22animation sequence to the section and
  2146. 1:31:24we're going to say look at
  2147. 1:31:27watch we'll bake it to the control
  2148. 1:31:34rig so until he starts
  2149. 1:31:37moving we're right about here so we'll
  2150. 1:31:39go up to our weight we we'll make a key
  2151. 1:31:42right there for weight one that's where
  2152. 1:31:43he should start doing what he's doing
  2153. 1:31:45and right here we're going to key it
  2154. 1:31:47again but we're going to set the weight
  2155. 1:31:48to zero and we can do this in the curve
  2156. 1:31:50editor but uh right now I just want to
  2157. 1:31:53get us to where we
  2158. 1:31:58go so he's looking at his watch and then
  2159. 1:32:01here is where we're going to start we're
  2160. 1:32:03going to start blending it out like here
  2161. 1:32:07so key it and then we'll move just a
  2162. 1:32:09little bit and we want them really
  2163. 1:32:11Blended back by about here so we'll just
  2164. 1:32:13go and hit zero and hit enter and
  2165. 1:32:14that'll make the key for us and so now
  2166. 1:32:16let's see how this
  2167. 1:32:19looks it's nice and we can tune how we
  2168. 1:32:22want that to work
  2169. 1:32:28but now you have a partial upper body
  2170. 1:32:30animation sitting over the top of your
  2171. 1:32:34walk and it comes in quite naturally and
  2172. 1:32:37moves back out quite naturally and that
  2173. 1:32:39hopefully will show you the power of
  2174. 1:32:41Animation layers so if you wanted to
  2175. 1:32:43take your walk animation and put a gun
  2176. 1:32:45in the character's hands and then just
  2177. 1:32:46animate it over the top or if you had a
  2178. 1:32:48nice gun animation that you wanted to
  2179. 1:32:50use you can then just lay it in to
  2180. 1:32:52partial or entire body and that's
  2181. 1:32:58it in our last animation for this
  2182. 1:33:01tutorial we're going to modify an
  2183. 1:33:03existing animation to improve the
  2184. 1:33:06quality of it we're going to polish the
  2185. 1:33:07animation we're going to change the
  2186. 1:33:08style so it better matches what we're
  2187. 1:33:10going for to do this we're going to go
  2188. 1:33:12to my Discord and pull down the axe idle
  2189. 1:33:14Tosh shoulder V3 which will be in the
  2190. 1:33:17YouTube section under anim free
  2191. 1:33:20animations so we'll go grab ufn ax idle
  2192. 1:33:23shoulder V3 and we'll drag that into our
  2193. 1:33:27project and then on the import screen
  2194. 1:33:29the things that we want to make sure we
  2195. 1:33:31do is say import only animations is
  2196. 1:33:33checked and then select the ufn
  2197. 1:33:36mannequin once we've done that we can
  2198. 1:33:38click import and that will bring
  2199. 1:33:40in this
  2200. 1:33:44animation now for this we're going to
  2201. 1:33:46use the axe that's available in the low
  2202. 1:33:48poly RPG fantasy weapons light package
  2203. 1:33:51from just create which is available for
  2204. 1:33:53free you just go add it to your library
  2205. 1:33:55and then go to your Epic Launcher click
  2206. 1:33:58Library you may have to refresh your Fab
  2207. 1:34:01library but if you just start typing RPG
  2208. 1:34:03web you'll see low poly RPG fantasy
  2209. 1:34:06weapons and you add that to project
  2210. 1:34:08select your project click add to project
  2211. 1:34:10and you're there I already have it in so
  2212. 1:34:13let's jump back to our project and if
  2213. 1:34:15you want to test this out the way I made
  2214. 1:34:17this animation was I animated the weapon
  2215. 1:34:21AR bone down here I animated this bone
  2216. 1:34:24so that it perfectly matches up with the
  2217. 1:34:26axe which is the best way to handle
  2218. 1:34:28props is to animate the bone so that you
  2219. 1:34:30don't have to put in sockets or do
  2220. 1:34:33anything funny now you're going to want
  2221. 1:34:35to make a socket off of weapon R if you
  2222. 1:34:38have an adjustment to it so I'll just
  2223. 1:34:40show that to you real
  2224. 1:34:41quick so first things first we'll right
  2225. 1:34:44click We'll add a preview asset and I
  2226. 1:34:46think it's called axe without an e so
  2227. 1:34:49there it
  2228. 1:34:50is and you see the axe already just fits
  2229. 1:34:53perfectly in the hand so here
  2230. 1:34:57let's and so what I want to do is
  2231. 1:34:59there's a little bit of a lean forward
  2232. 1:35:01but I just think it's not showing
  2233. 1:35:03there's not enough up and down there's
  2234. 1:35:05not enough heft so it's not reading as
  2235. 1:35:09good body mechanics it's not reading as
  2236. 1:35:11a weighty animation like that ax doesn't
  2237. 1:35:13really weigh anything it just looks it
  2238. 1:35:15just kind of goes up there so there's a
  2239. 1:35:16couple things we want to do to try to
  2240. 1:35:18heft it up and then have it sink down
  2241. 1:35:21once it hits the shoulder so we'll make
  2242. 1:35:23that modification but for example let's
  2243. 1:35:26say you wanted to use a different weapon
  2244. 1:35:30and so I'm going to go find one first
  2245. 1:35:32we'll come down to LP RPG weapons JC
  2246. 1:35:36under models and let's say instead of
  2247. 1:35:38that we wanted to use this big hammer so
  2248. 1:35:41we'll select the hammer come back
  2249. 1:35:44here go to our weapon AR bone right
  2250. 1:35:46click and add a preview asset and then
  2251. 1:35:50let's just type hammer
  2252. 1:35:54I don't have to do anything everything
  2253. 1:35:55already pretty much works but let's say
  2254. 1:35:58for example I wanted to try to go the
  2255. 1:36:00easy route and avoid that penetration
  2256. 1:36:03right there you see how it's kind of
  2257. 1:36:04penetrating into his back I'm going to
  2258. 1:36:06do that I'm going to do that by
  2259. 1:36:07modifying the animation but in this case
  2260. 1:36:10I can also create a socket so add
  2261. 1:36:15socket let's go ahead and
  2262. 1:36:17remove right click on the weapon R and
  2263. 1:36:19remove all attached assets we'll go to
  2264. 1:36:21this weapon R socket which is under
  2265. 1:36:23weapon R cuz we want it to have all the
  2266. 1:36:25animation from that and then we'll add
  2267. 1:36:28We'll add back in the
  2268. 1:36:33hammer and while it's the easiest way to
  2269. 1:36:36do this is just to go into the sequencer
  2270. 1:36:37and adapt it to this weapon properly
  2271. 1:36:40what we can do instead is bring it up
  2272. 1:36:42here to the point where it's a
  2273. 1:36:47problem and we can
  2274. 1:36:53adjust the animation a little bit so now
  2275. 1:36:56when we do
  2276. 1:36:57this so now we have a socket that's
  2277. 1:37:01built for this
  2278. 1:37:05hammer and yes the character is holding
  2279. 1:37:08it a little further down the down the
  2280. 1:37:10handle but it's at least if you're in a
  2281. 1:37:13hurry that's one way to get that looking
  2282. 1:37:15better all right so now let's go add
  2283. 1:37:17some let's add some weight to this
  2284. 1:37:19animation so we'll go to edit and
  2285. 1:37:21sequencer bake to control rig select the
  2286. 1:37:24ufn Manny tattool rig and as usual the
  2287. 1:37:27bake window goes behind everything else
  2288. 1:37:28so I have to bring that back forward
  2289. 1:37:30click bake to control rig come back up
  2290. 1:37:32to edit and sequencer unlink the level
  2291. 1:37:34sequence so that we don't accidentally
  2292. 1:37:36adjust the animation that we're working
  2293. 1:37:37with come back to ax
  2294. 1:37:39wield and so now we have this this is
  2295. 1:37:42our level sequence and I'm going to
  2296. 1:37:43control D to duplicate it and then we'll
  2297. 1:37:45get started okay so first things first I
  2298. 1:37:48want the axe just like I had it in in
  2299. 1:37:51the edit view for this animation I want
  2300. 1:37:53to add the axe back in so we'll go find
  2301. 1:37:56the
  2302. 1:37:59axe LP RPG weapons JC again models and
  2303. 1:38:03we'll go grab the axe and we can just
  2304. 1:38:04drag it in anywhere in the scene and
  2305. 1:38:06then as we
  2306. 1:38:07know it goes with this right weapon
  2307. 1:38:11control now I'm not going to go into a
  2308. 1:38:13full constraints tutorial here we're
  2309. 1:38:15just going to use a parent constraint
  2310. 1:38:17very quickly to put the weapon into the
  2311. 1:38:19character's hand and keep it there and
  2312. 1:38:22saramari has a phenomenal tutorial
  2313. 1:38:24taking you through all the constraint
  2314. 1:38:25types and how they all work how
  2315. 1:38:27everything goes I'll leave a link to
  2316. 1:38:28that in the description but put it
  2317. 1:38:31simply for parent constraints you've got
  2318. 1:38:33a child which in this case is the axe
  2319. 1:38:35you want that child to follow the hand
  2320. 1:38:38around in this case the right weapon
  2321. 1:38:39control and so we parent selecting the
  2322. 1:38:43axe first and then the hand and parent
  2323. 1:38:45them together and we remove the offset
  2324. 1:38:47we do we disable maintain offset which
  2325. 1:38:49means that the ax is going to just be
  2326. 1:38:51directly in the hand in this case we'll
  2327. 1:38:54put this axe in the character's hands
  2328. 1:38:55we're going to do that using a parent
  2329. 1:38:57constraint so we're going to strain the
  2330. 1:38:58axe to the location of this right weapon
  2331. 1:39:01control right there so let's get the
  2332. 1:39:03right weapon control in view we have the
  2333. 1:39:04child selected which is the axe we want
  2334. 1:39:07to make sure it's really easy to grab
  2335. 1:39:09this left weapon control and we come
  2336. 1:39:10over to constraints we hit the plus sign
  2337. 1:39:14parent come up here and pick right
  2338. 1:39:16weapon control nothing happened the car
  2339. 1:39:19the ax didn't move because we have to
  2340. 1:39:21come over here right click and remove
  2341. 1:39:24the
  2342. 1:39:25offset and now if we hit
  2343. 1:39:27play we have an axe that will just stay
  2344. 1:39:30in the character's hand for the entire
  2345. 1:39:32animation and now we can start editing
  2346. 1:39:35the animation one last thing before we
  2347. 1:39:37do that if in case we want to move this
  2348. 1:39:38an this level sequence over to different
  2349. 1:39:40environments or different levels in the
  2350. 1:39:42in the project we'll right click here
  2351. 1:39:45convert selected bindings to spawnable
  2352. 1:39:47actor and now this ax will come with the
  2353. 1:39:50level sequence whenever we move it
  2354. 1:39:52anywhere so we'll go off as always we'll
  2355. 1:39:55save it contrl D to duplicate it and
  2356. 1:39:59double click to open the next one and
  2357. 1:40:01now we have a base axe animation ready
  2358. 1:40:04to go ready to modify in case we do
  2359. 1:40:06irreparable damage in this level
  2360. 1:40:08sequence so okay so it's the weight we
  2361. 1:40:12need so when
  2362. 1:40:15he is
  2363. 1:40:18here we need him to come down a little
  2364. 1:40:22more so let's select the entire rig we
  2365. 1:40:26don't need the entire rig we're going to
  2366. 1:40:28only modify a few controls here but just
  2367. 1:40:30in case I want to select everything if
  2368. 1:40:33you have tat tools that's very easy to
  2369. 1:40:35do you just select all and then you have
  2370. 1:40:37the entire rig selected if you don't
  2371. 1:40:40have tat tools what you can do is come
  2372. 1:40:42down to CR ufn tat tools rig click on
  2373. 1:40:45the first
  2374. 1:40:47control scroll all the way to the bottom
  2375. 1:40:49of that
  2376. 1:40:51rig shift click you'll have everything
  2377. 1:40:53selected and now we can go to
  2378. 1:40:56layers and we can open
  2379. 1:40:59up we can add an animation layer with
  2380. 1:41:01all of those controls in
  2381. 1:41:03it so there we go and then this will
  2382. 1:41:09be let's add weight to this animation
  2383. 1:41:11it's going to be an additive and so
  2384. 1:41:14right now nothing's happened so
  2385. 1:41:16everything is as we had it so let's go
  2386. 1:41:17ahead and start working on this the
  2387. 1:41:19first thing I know we want to do is you
  2388. 1:41:20work big to small so the first thing
  2389. 1:41:22we're going to do is affect this body
  2390. 1:41:23control so what I notice if I lift a
  2391. 1:41:26heavy object is there's some counter
  2392. 1:41:28rotation so let's once we go
  2393. 1:41:34here there's some counter rotation and I
  2394. 1:41:37don't want to affect the body control
  2395. 1:41:39here really what I want to do is affect
  2396. 1:41:41this hips control so I want to bring the
  2397. 1:41:44hips
  2398. 1:41:46over rotate and then we'll come
  2399. 1:41:50back and we'll bring it back down
  2400. 1:41:53so let's go make sure we're keying
  2401. 1:41:55properly so we'll
  2402. 1:41:58start
  2403. 1:42:03normally by about here we're going
  2404. 1:42:06to have counter
  2405. 1:42:09rotated and
  2406. 1:42:11then right around here we're going to
  2407. 1:42:14settle back in to where we started and
  2408. 1:42:17really we're going to put this back
  2409. 1:42:19where it was exactly so we select the
  2410. 1:42:21keys in the beginning contrl c and then
  2411. 1:42:23control V to put them
  2412. 1:42:27back the timing of that's probably a
  2413. 1:42:29little off so we're just going to move
  2414. 1:42:31the timing around until we like how it
  2415. 1:42:33feels now there's going to be a
  2416. 1:42:35combination now if you don't like the
  2417. 1:42:37magnitude of what I just did you say oh
  2418. 1:42:39that's too much we can just go select
  2419. 1:42:41these Keys control shift middle click
  2420. 1:42:43and move up and we can we can lessen the
  2421. 1:42:46effect so let's try
  2422. 1:42:49that there you go nice little subtle
  2423. 1:42:51movement and now we can work on the body
  2424. 1:42:54control so we
  2425. 1:42:59know he's going to be normal to here and
  2426. 1:43:04then probably somewhere around here
  2427. 1:43:07he'll come
  2428. 1:43:08down and then
  2429. 1:43:11he'll
  2430. 1:43:13boom so he'll he'll
  2431. 1:43:16be at his highest point
  2432. 1:43:21here and then we will come back to
  2433. 1:43:29zero here so now let's hit F so we can
  2434. 1:43:32see this whole thing so he's going to go
  2435. 1:43:34down up but we want that up to happen a
  2436. 1:43:37lot
  2437. 1:43:43faster so we want the
  2438. 1:43:46down to stay down for longer
  2439. 1:43:54and then we'll have
  2440. 1:43:57this come
  2441. 1:44:01up stay
  2442. 1:44:03there
  2443. 1:44:06before before settling in control shift
  2444. 1:44:09middle click and drag to keep it locked
  2445. 1:44:11so it only moves in the X X Dimension
  2446. 1:44:14which is time
  2447. 1:44:16here and then we're probably going to
  2448. 1:44:18add just another key right here
  2449. 1:44:24we may have to fix the timing but the
  2450. 1:44:26idea is we're going to do a bit of a
  2451. 1:44:30oscillation a little bit of an overshoot
  2452. 1:44:31and settle and remember comma moves
  2453. 1:44:33between your key frames so get
  2454. 1:44:37here and
  2455. 1:44:43we'll there we
  2456. 1:44:47go so we
  2457. 1:44:49need when it hits
  2458. 1:44:54boom that needs to
  2459. 1:44:59be that actually needs to come
  2460. 1:45:03down so we take
  2461. 1:45:07the we need to feel
  2462. 1:45:10that and that's the sound effect it
  2463. 1:45:12makes I don't know if you know that but
  2464. 1:45:13you have to make sound effects or the
  2465. 1:45:15animation won't actually work um so
  2466. 1:45:18let's let's make it feel
  2467. 1:45:20more there we go
  2468. 1:45:27so we want him to come up a lot
  2469. 1:45:34faster okay so that's already starting
  2470. 1:45:36to feel better and if you want to see if
  2471. 1:45:38you've made any
  2472. 1:45:42effect we're going to do more with the
  2473. 1:45:44shoulders we're going to do more with
  2474. 1:45:46the chest but let's take a
  2475. 1:45:48look so we can bring him back more in
  2476. 1:45:51fact
  2477. 1:45:53so like right here he would
  2478. 1:45:57be rotated as far back as he's going to
  2479. 1:46:01get whereas around here he's actually
  2480. 1:46:05where so here we'll create a key right
  2481. 1:46:09there and then we'll say right about
  2482. 1:46:12there he's going to be about
  2483. 1:46:14as far
  2484. 1:46:17back as you want him we'll see how that
  2485. 1:46:20we see how that
  2486. 1:46:21looks yeah and so now we'll just go in
  2487. 1:46:24and that rotation is roll it's red red
  2488. 1:46:27means roll and now what we know we need
  2489. 1:46:29to do is hit the zero key to get a nice
  2490. 1:46:33tangent and let's do a let's do a little
  2491. 1:46:36bit of an ease we can delete this key we
  2492. 1:46:37don't need it and we'll do a nice little
  2493. 1:46:41ease still going too
  2494. 1:46:44fast so we'll want to keep it up
  2495. 1:46:51here so now we'll let it come up when it
  2496. 1:46:55does so we really want a nice
  2497. 1:47:00smooth trying to create a
  2498. 1:47:03nice
  2499. 1:47:05soft curve
  2500. 1:47:09here so he's taking too
  2501. 1:47:12long so we're going to just move this
  2502. 1:47:20back and we're just going to let this
  2503. 1:47:22take how long it needs to take to get
  2504. 1:47:24him back to zero so we'll go select a
  2505. 1:47:27zero key we can also select this key
  2506. 1:47:28come up here just type zero to put it
  2507. 1:47:31back where it
  2508. 1:47:32belongs and then we can do this so nice
  2509. 1:47:36softer
  2510. 1:47:38ease here we
  2511. 1:47:40go yeah he's already starting to look
  2512. 1:47:42now if you want to see the effect that
  2513. 1:47:44this is having we can just come over
  2514. 1:47:46here to this no sign and mute the layer
  2515. 1:47:49and so here's what we had when we
  2516. 1:47:51started right if you now looking at it
  2517. 1:47:53it feels incredibly
  2518. 1:47:55robotic but now just with that little
  2519. 1:47:58bit of extra
  2520. 1:48:00heft we've already got that which is a
  2521. 1:48:04much more Dynamic much more fluid much
  2522. 1:48:06more polished animation but we're not
  2523. 1:48:09done yet so let's we like that layer
  2524. 1:48:11right so we're going to go ahead and
  2525. 1:48:13create another layer you know how to do
  2526. 1:48:15it so I'm going to hit all
  2527. 1:48:17here and I'm actually going to dedicate
  2528. 1:48:20a layer just to
  2529. 1:48:23my spine
  2530. 1:48:26controls I zoom in so I can grab all
  2531. 1:48:29three if you have tattool it's much
  2532. 1:48:30easier you just shift click each of
  2533. 1:48:32these and so now we'll add a layer call
  2534. 1:48:35this spine and it's additive again and
  2535. 1:48:37if you have all three selected so I'll
  2536. 1:48:39just do that again so you can kind of
  2537. 1:48:40see it I'm going to move my layers up
  2538. 1:48:42here so if you have all three selected
  2539. 1:48:44and you rotate you notice it will
  2540. 1:48:45additively rotate all three so you'll
  2541. 1:48:48get that nice ease that's not what I
  2542. 1:48:51want to do here like I could
  2543. 1:48:53do quite a lot of horrible things with
  2544. 1:48:55it but what we're going to do instead is
  2545. 1:48:57we're going to select this and and he
  2546. 1:48:59rotates so the first thing he's going to
  2547. 1:49:03do is he's going to B counter
  2548. 1:49:07rotate and then he'll end
  2549. 1:49:10up around the same spot so we'll go
  2550. 1:49:13comma back to this Frame and we're going
  2551. 1:49:15to
  2552. 1:49:18rotate and then here is where that
  2553. 1:49:22animation so let's hit F so we get
  2554. 1:49:24everything in View and again we'll use
  2555. 1:49:27our tweener which you can find right
  2556. 1:49:29here under tween and we're going
  2557. 1:49:36to and so I think we want the chest to
  2558. 1:49:39come over
  2559. 1:49:43last
  2560. 1:49:46boom and we'll do a overshoot and settle
  2561. 1:49:49so we'll come over here we'll add our
  2562. 1:49:51key we'll hit comma to go back we'll go
  2563. 1:49:56we'll overdo it just a little
  2564. 1:50:00bit so we get a
  2565. 1:50:03nice yeah and so now we'll take this
  2566. 1:50:08we'll extend out that ease it's going to
  2567. 1:50:10be a little too
  2568. 1:50:11linear
  2569. 1:50:13right so we'll take away some of the
  2570. 1:50:17linearity and then we'll
  2571. 1:50:26we'll do that and then settle in hit
  2572. 1:50:29enter and then we can just go
  2573. 1:50:33select select
  2574. 1:50:37this Jah rotation which is the blue
  2575. 1:50:40select it and put it back to
  2576. 1:50:46zero so he's he's moving a little too
  2577. 1:50:50fast so we'll let him come out there
  2578. 1:51:01so I think what we
  2579. 1:51:04want
  2580. 1:51:07yeah there it is so now we can take a
  2581. 1:51:11look at just what the effect is so this
  2582. 1:51:14isn't bad right without the spine
  2583. 1:51:16animations but if you watch when I turn
  2584. 1:51:17them
  2585. 1:51:19on you just have that little bit more of
  2586. 1:51:21the body d dring a little bit more of
  2587. 1:51:23the chest coming around it just feels a
  2588. 1:51:25little more
  2589. 1:51:27weighty and now we can say if you don't
  2590. 1:51:31like see that it's the arc tracking of
  2591. 1:51:35this isn't
  2592. 1:51:37ideal so I'm going to fix that in a
  2593. 1:51:41separate level sequence so control shift
  2594. 1:51:44s to save I might be able to correct
  2595. 1:51:46this Arc yeah I'd have to correct it
  2596. 1:51:50let's go take a look at our base
  2597. 1:51:59layer let's see if I can just fix this
  2598. 1:52:01using the one menion it's probably that
  2599. 1:52:04I'm going to have to create a new
  2600. 1:52:04animation but I'll just try it real
  2601. 1:52:08[Music]
  2602. 1:52:18quick actually I did I just fixed it
  2603. 1:52:21okay so this animation is
  2604. 1:52:23done wow you made it nicely done I hope
  2605. 1:52:27you found this tutorial useful let me
  2606. 1:52:29know in the comments if you ran any
  2607. 1:52:30issues with it what your favorite part
  2608. 1:52:32was what you'd like to see in the future
  2609. 1:52:34and whether you'd like your zero dollar
  2610. 1:52:36back all feedback is much appreciated
  2611. 1:52:38thanks for watching and see you next
  2612. 1:52:40time

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