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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.

126,822 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Tyler
Tyler2 лет назад

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! :)

Фото профиля Lincoln Margison - Game Development
Lincoln Margison - Game Development2 лет назад

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.

Фото профиля 〔 AnnoyedNPC 〕🔞 Patreon 🔞
〔 AnnoyedNPC 〕🔞 Patreon 🔞2 лет назад

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!

Фото профиля Lincoln Margison - Game Development
Lincoln Margison - Game Development2 лет назад

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.

Фото профиля Jerome | Insane UEFN
Jerome | Insane UEFN2 лет назад

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

Фото профиля Lincoln Margison - Game Development
Lincoln Margison - Game Development2 лет назад

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.

Фото профиля Enter Reality
Enter Reality2 лет назад

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.

Фото профиля Vuthakral
Vuthakral2 лет назад

@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.

Фото профиля 凌潮raxio|孔雀羊齒 新歌上架!
凌潮raxio|孔雀羊齒 新歌上架!2 лет назад

this is willlllllld!

Фото профиля Aaws Oday
Aaws Oday2 лет назад

very cool

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