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Create Cool Fortnite Character Animations! Using powerful yet easy to use tools such as 'Audio-to-Animation' you can create high quality animations right within Unreal Engine 5 and UEFN. Many still aren't aware that there are over 1,200 Fortnite characters, or "skins" that are available for your use right within...

10,388 views • 9 months ago •via X (Twitter)

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- AssetHub officially launched - Using Metahuman Component as parts system in UEFN This is crazy! Just discovered I can use the Metahuman Component in UEFN as a general parts system! Perfect for modular characters. So I had to test it out. First step: character design. With GPT Image 2 I got some really solid characters to work with. These are perfect to test anime/ lowpoly models as well. Gavin Harvey also officially launched so I jumped on a fresh workflow to build the first one. Since I’m aiming for an anime/flat shaded style, I chose Tripo P1 to generate straight to low poly models. Results were perfect for me, UV and textured directly done. Did the main assembly in Blender. I transferred weights onto the new parts (like the jacket here) and used proportional editing to tweak vertices so everything fits together nicely. Then into UEFN / Unreal Engine: For the two-tone shadow look, I made a material that uses the sun direction as a mask. To make all the modular parts work together, I set up a blueprint with the body skeletal mesh as the base, and all the other parts attached as children. Now the really cool part: the Metahuman Component actually lets you plug in extra body parts directly. And every skeletal mesh can have its own Control Rig slot. That means you can layer procedural animations on top of your main animation setup. I used it for procedural eye blinking and hair physics. Since every part is separate, swapping variations is super easy while keeping all animations perfectly synced!

Jerome | InsaneUnreal

23,650 views • 1 month ago

A closer look on the GSAP powered animations in Webflow. Just from my perspective. In short, it’s way more powerful than I first thought. The more I use it, the more I like it. Of course, there are some parts missing. But it's the first version. There's still a lot to come. For example, custom ease would already make a huge difference. Breakpoints. Maybe a way to add custom functions as sometimes you need to calculate stuff in JavaScript to get complex animations. The biggest part for me is that you can just build the animation inside a timeline. This makes it so much easier than writing it as code. You can fine tune it so much more. When there would be a way to export the tween as code to add some more functionality would be awesome. You can also add custom classes with the timeline, which can then be used in custom CSS to add more functionality. With a bit of custom code you can also use breakpoints for your animations. By using the custom event the animation can be used in custom code which can also be pretty powerful. Didn’t test it so much yet, but would be cool if you could just take the event and use for example the onComplete() from GSAP or other stuff. For example. let mm = gsap.matchMedia(); const module = Webflow.require("ix3"); module.ready().then(() => { mm.add( { isMobile: "(max-width: 992px)", }, (context) => { let { isMobile } = context.conditions; if (isMobile) { module.emit("Mobile Animation"); } } ); }); "Mobile Animation" is the name of your custom event. I hope that part will get more powerful. Something I miss on the timeline is that when you select more actions you can just drag all actions. It would be cool if you could move it frame by frame with the arrow keys, like in Jitter for example. Or just write a specific point like when you have one selected. For now I would further write the code myself, but I’m excited to see where it’s going. Maybe there will be a time where you could animate most parts inside Webflow 🙂 Can’t wait for the next GSAP update!

Eduard Bodak

12,590 views • 11 months ago