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Procedural State Transitions, within control rig. Based on bone weighting & COM shifting. Can be used at runtime but I'm wondering if this would be more useful as an animation helper within Unreal, something similar to Cascadeur's tools maybe.
124,876 Aufrufe • vor 2 Jahren •via X (Twitter)
10 Kommentare

Cascadeur inside Unreal would be insanely powerful. Honestly this is all I need, assuming there is some control over blending between multiple input frames with a smooth blend. Add in some control for the center of mass and layer in existing animations and you're golden! :)

Yeah, this version I've shown here is all done automatically with only initial control. Just passing input poses through it. But conceivably could be done with a specific timeframe and per-transition settings for animation. I was mainly exploring it for how it could be used as transitions inside a statemachine rather than the default blending, although that's proving trickier than I expected.

It would. That's basically how I animate using Blender with a bunch of plugins (ARP, bendy bones, spring bones, simply cloth, etc.) to add extra (natural) steps into the transition. I'm yet to find something that already do this on Unreal!

Yeah there's a lot that can be done, I'm working on some ideas (mostly in my head so far) for some animation tools. Sequencer animating is hugely underrated. It started off terrible and maybe gave people a bad impression but it's my go-to now for game animating.

crazy! Hope one day we can layer like this in UEFN

Is it possible to switch animations in UEFN? I forget. If so, this could in theory be a cheap trick to get animations, where you'd just set the character to use different poses and something like this would do the blending.

Really great job Lincoln, and yes it would be very useful form both creating animations and for more natural transitions between poses. Combining this with the new physical animation setup could potentially be a Cascadeur-inside-Unreal stunning solution.

@swolfingtonAnim I would kill for this, being able to create a library of poses I could apply to characters of varying proportions and skeletal types in realtime without needing to spend hours making clean animation blends would be a literal and figurative game changer.

this is willlllllld!

very cool

