![]() ![]() The problem however is that the curves would also be playing on top of any bone driven animations which would result in double transforms and incorrect results. In this case you would want to remove those Bone Transforms, leaving only the curves. ![]() Our Animation Sequence contains all the curves and keyed values for those curves representing varying facial poses. How would this work? For example, take the Animation Sequence below: When you start to bring in facial animations for your characters, typically you'll want some body animation that is driven by bones in the character in addition to the curve driven facial animation. In order to share body animations but drive facial animations through curves, you will need to remove any Bone Tracks from the facial animation leaving only curves or use an Animation Modifier to remove specified Bone Tracks and drive curves for the face. Inside our Child AnimBP, we have overridden the Pose Asset to use one that is specific to this character, enabling us to use the deltas to drive facial poses specific to this character and the animation that is played comes from our parent. Once you have a Pose Asset, you'll want to create an Animation Blueprint for your character that utilizes a curve driven animation, and finally, a Pose Asset node (assigning your Pose Asset) to correctly translate the curve data into poses the character can use.Ībove we have an additional character that is using a Child Animation Blueprint based on our Master. When we change Pose_0 to l_eye, Pose_0 remains as a curve in the Anim Curves which we can delete by right-clicking on it and selecting Delete Curve.Įstablish Parent/Child Animation Blueprints When entering your Pose Names inside the Pose Asset, it is generally a good idea to delete unused curves from the Anim Curves window to minimize the amount of unused curves from being displayed.īelow in our Pose Asset we can see all of our Pose Names which are also displayed in the Anim Curves window: Every character that uses the Master Skeleton would then have access to these curves and can drive their own facial animation by the different values represented in each curve while the Pose Asset translates all of the curve data to the actual animation pose the character takes.Ībove, we changed the default value of the jaw_open_pose from 0 to 1 resulting in the character opening its mouth.
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