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Hi Fluffy Friends♥

As Promised i will now talk about how i do animation sets,

For that i created a Spoiler Free Part with a Wolf and a Bunny for a scene i like to do someday,

Every Animation you can do with a character is called an "Event" inside my Framework,

This "Event" is it's own Actor that lives inside the world and controls things.

Its a bit complicated....

https://ibb.co/Lp06Rys 

These are all the UI and Code parts that are used to form a event where you as player can do things,

The most complex one is the Event Actor itself,

https://ibb.co/2qNWBG0 

It Holds All of the Information that a scene needs, like it knows which data tables are used for what dialoge, what particle effects and special sounds it has or what kind of skeletal or static meshes are needed like chairs, beds, or whatever you can think of.


When adding a character it creates a new Skeletal Mesh component that has some special settings like a Identifier for the Animation Blueprint of the Event where all the animations are stored.

But now lets get back to the animations itself now that you have a rough understanding how they get spawned and controlled in the world.


I basically have two animation types,


For example here is a small side project that features Judy Hopps, a pack of wolfes and a friday night....

Transitions:

https://ibb.co/Wfz3XtN

And Loops:

https://ibb.co/ZXJzD82 

Then Transition again:

https://ibb.co/4tgbz8b 

And Loop Again:

https://ibb.co/Mh9BnBG 

I think you get what i mean,


You may notice that the First Frame of a Loop is 100% the same as the last frame of the Transition, and the last frame of a loop is the same as the Last frame of the Previous loop...

Here the Full set right after each other, you see there is no clipping and not weird bone rotations.


All of those Transitions and loops are stored inside one animation sequence,

The trick is to have the animation blueprint know what frame number to play,

For that i use only single frame animations, its a technical thing inside unreal where i can specify a timecode that gets "Played".

The Fun thing is, that it can do different variations of an loop or transition with an animation layer pretty easy.

Those animations then can be blended together to make dynamic animations that never loop the same, or to have you as player interact with them using your mouse!

But thats something for another time, 


Also, those animation sets work the same with multiple characters :3

There is just one catch to it....

You can't have multiple characters with the same bone names in one animation sequence x_x

But don't you worry, i found a workaround for that! 

My Events support technically unlimited characters event with the same bone names, the key is inside the Event Actor as it creates multiple instances of the animation blueprint with different animations for every character YaaaY :D

But those are just a few "Sets" the best thing is you play it for yourself!

Thats why i will now continue working on the next release!

If you have ANY Questions about that, let me know!


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Let me show you a few more examples of that, 

Remember, those Animations are a "Set" that get cut and reshuffled to make reacting animations to your input.

https://ibb.co/s3bPKtY 

There are a few Transitions and Loops inside this one animation that can be controlled by you as player or to generate dynamic animations, 

https://ibb.co/QczYPr1 

The fun thing is you can get pretty crazy with the transitions, for example mirage will use magic to levitate you :D

Also

Yesterday i told you about that Frost bed i was working on, i finished it yesterday :O

https://ibb.co/gJxN1tz

https://ibb.co/gDfxP1x




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Tomorrow i will talk about Modelling and Rigging!

♥u all

Your Furrier,






Secretly tested my new Fur on a very high setting... Before my grapics card was out of vram i got one... 1... a single image out xD

https://ibb.co/NLVqHyv 

Looks fluffy :3

For realtime total overkill... maybe in 5 years ^^

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