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UnrealEngineUWP/Engine/Documentation/Source/Resources/ContentExamples/Animation/Animation.INT.udn
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Availability: Public
Title:Animation Content Examples
Crumbs:%ROOT%, Resources, Resources/ContentExamples
Description:Overview of the samples provided in the Animation and Physical Animation Content Examples.
Related: Engine/Content/FBX/Animations
Related: Engine/Content/Types/SkeletalMeshes
Related: Engine/Animation/PhysicallyDrivenAnimation
Related: Engine/Animation/StateMachines
Related: Gameplay/AI
Related: Engine/Content/Tools/MayaRiggingTool
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## Overview
The **Animation** map provides several examples on how animation can be applied to an Actor through one-off or looping events, how to call an animation through a **Blueprint**, or define behavioral type sequences through **Animation Blueprints**.
This map also demonstrates how a **Blendspace** can be used to blend between movement directions and how a **Aimoffset** can be used to have a Actor rotate smoothly between Pitch and Yaw values. Other aspects covered include setting up IK for both **Hand IK** and **Foot IK**, the impact **Root Transformation** has on character movement as well as a fully playable 3rd person character!
The **PhysicalAnimation** map has two sections in it which show how the **Physics Blend Weight** node can be used to apply physics to an animation at a specific location of a **Skeletal Mesh Actor**. This is useful if you are looking to blend between raw animation and physics or if you are looking to generate physics based hit reactions for Actors.
## Animation Map
![](AnimationMap_Header.png)(w:640)
Below are the examples provided inside the **Animation** map:
| Example | What is Demonstrated |
| ------- | ------------ |
| **[1.1 Animation - Using Animation Asset](Engine\Animation\Sequences)** | A **SkeletalMeshActor** that is set to play an **AnimationSequence** asset assigned through the **Details** panel of the Actor (e.g. Actor loops and performs jumping jacks). |
| **[1.2 Animation Blueprint](Engine\Animation\AnimBlueprints)** | Two examples are shown: one where a **Blueprint** is used to tell an Actor to play an animation, the other shows an **Animation Blueprint** which tells the Actor to play an animation (e.g. this example shows how to pass a variable from a **Blueprint** to an **Animation Blueprint** and demonstrates blending from an existing pose to a new animation). |
| **[1.3 Locomotion BlendSpace](Engine\Animation\Blendspaces)** | How a **Locomotion BlendSpace** can be used to blend an Actor's movement in different directions and at different speeds (e.g. an Actor is shown blending between walking/running backwards, forwards, left, and right at different speeds). |
| **[1.4 AimOffset](Engine\Animation\AimOffset)** | An **AimOffset** is showcased which will allow you to control and blend between different poses for aiming along Yaw or Pitch values (e.g. an Actor is shown blending between various aiming positions). |
| **[1.5 Animation Montage](Engine\Animation\AnimMontage)** | Playing an **Animation Montage** from a **Blueprint** as well as blending into/out of the animation is shown (e.g. an Actor blends between an aim pose and throwing punches). |
| **[1.6 Curve Driven Animation (Morphtarget)](Engine\Animation\Persona\MorphTargetPreviewer)** | An animation that has a **Curve Float Track** added which blends between two morph targets (e.g. the result is an Actor who's nose increases in size then returns to normal). |
| **[1.7 Curve Driven Animation (Bone Scale)](Engine\Animation\Persona\BoneManipulation)** |How to modify a bone of a **SkeletalMeshActor** during an animation inside the **AnimBlueprint** with a **Curve Float Track** (e.g. an Actor's head blends between a small/large head). |
| **[1.8 Inverse Kinetics (IK)](Engine\Animation\IKSetups)** | Setting up **IK** inside the **Blueprint** of an Actor for both foot IK and hand IK (e.g. an Actor who adjusts his feet along stairs and a Character who's hands deform when hitting a wall). |
| **[1.9 Root Motion](Engine\Animation\RootMotion)** | Enabling **Root Motion Transformation** and how it impacts collision when animating a Character (e.g. a Character without **Root Motion Transformation** loses his collision and walks through a box, while a Character with **Root Motion Transformation** enabled, keeps collision and moves around the box). |
| **[1.10 Playable Character Animation Blueprint](Engine\Animation\CharacterSetupOverview)** | A third person controllable Character employing an **Locomotion BlendSpace** and an **AimOffset** (e.g. a playable version of the Owen Character is provided here). |
## PhysicalAnimation Map
![](PhysicalAnimation_Header.png)(w:640)
Below are the examples provided inside the **PhysicalAnimation** map:
| Example | What is Demonstrated |
| ------- | ------------ |
| **[1.1 Physics Animation Blending](Engine\Animation\PhysicallyDrivenAnimation)** | The use of **Physics Blend Weight** is applied to three Actors, each is set to blend below different bones of the Skeletal Mesh (e.g. having physics applied to an animation below a specified bone in the Actor). |
| **[1.2 Physics Animation Blending (Hit Reaction)](Engine\Animation\PhysicallyDrivenAnimation)** | Using a **Physics Blend Weight** with an Impulse node to generate a Hit Reaction at the point of impact (e.g. the Actor responds to location specific damage and plays an impulse reaction while running). |