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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 views • 2 years ago •via X (Twitter)

10 Comments

Tyler's profile picture
Tyler2 years ago

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! :)

Lincoln Margison - Game Development's profile picture
Lincoln Margison - Game Development2 years ago

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.

〔 AnnoyedNPC 〕🔞 Patreon 🔞's profile picture
〔 AnnoyedNPC 〕🔞 Patreon 🔞2 years ago

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!

Lincoln Margison - Game Development's profile picture
Lincoln Margison - Game Development2 years ago

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.

Jerome | Insane UEFN's profile picture
Jerome | Insane UEFN2 years ago

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

Lincoln Margison - Game Development's profile picture
Lincoln Margison - Game Development2 years ago

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.

Enter Reality's profile picture
Enter Reality2 years ago

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.

Vuthakral's profile picture
Vuthakral2 years ago

@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.

凌潮raxio|孔雀羊齒 新歌上架!'s profile picture
凌潮raxio|孔雀羊齒 新歌上架!2 years ago

this is willlllllld!

Aaws Oday's profile picture
Aaws Oday2 years ago

very cool

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