Курс по изучению Unreal Engine Урок 7.1 - Основы работы с анимациями

Курс по изучению Unreal Engine Урок 7.1 - Основы работы с анимациями01:57:40

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Autor:

Developer Nikk

Veröffentlicht am:

3.5.2025

Aufrufe:

422

Beschreibung:

In this lesson the instructor starts at 00:00 by explaining what a game programmer needs to know about working with animations, then at 01:27 discusses where to source animations and at 01:57 introduces the Game Animation Sample project. The video continues with a review of the sample at 06:28, a look at Mixamo at 07:38, and guidance on selecting a character at 08:55. At 09:54 the instructor demonstrates an idle animation, followed by exporting the rig to the engine at 11:57 and a discussion of the skeleton at 13:11. The importance of a rig is covered at 14:24, and the concepts of skeletal mesh and physics asset are explored at 17:44 and 19:02. At 24:32 the lesson covers animation sequences, and at 27:14 the use of root motion animations. The instructor then shows how to create a new third‑person character within a template at 28:16, outlines a key rule for animation work at 29:27, and begins practical animation work at 30:27. The Animation Blueprint is introduced at 31:44, with programming basics at 32:38, and a run animation example at 36:42. State machine usage is explained at 38:22, followed by a jump animation at 43:26 and flight data retrieval at 45:49. Transition conditions are programmed at 47:12, and the state machine is summarized at 49:49. The instructor then shows how to build a locomotion system using Blend Space at 52:05, with editor usage at 53:03, and downloading animations for locomotion at 58:11. New directional animations are added to the Blend Space at 01:02:07, direction retrieval at 01:05:47, and the benefits of Blend Space at 01:06:57. The animation blueprint is refactored at 01:07:46, and third‑person character template settings are adjusted for locomotion at 01:10:14. Jumping jitter is fixed at 01:11:30, animations are tuned to character speed at 01:12:29, and animation speed is accelerated via Blend Space at 01:14:01. The character is refactored to allow looking around while stopped at 01:16:28, and the locomotion system is tested at 01:20:52. Aim offset creation and additive animation work are shown at 01:21:37, with calculations for correct aim offset at 01:28:53 and testing at 01:31:00. Anim Montage is introduced at 01:31:57, damage animations are retrieved at 01:32:02, and the advantage of Anim Montage is discussed at 01:33:42. The creation of an Anim Montage is demonstrated at 01:35:14, its playback at 01:36:42, and a general hit reaction montage at 01:37:18. Montage sections are split and called at 01:40:14, a problem with the lower skeleton during montages is addressed at 01:42:50, and animation states are cached in variables at 01:43:24. Layered Blend Per Bone is covered at 01:44:36, damage montage testing with Layered Blend Per Bone at 01:47:04, and the lesson concludes with a summary at 01:47:52. Homework is assigned at 01:49:19, an example of the homework is shown at 01:50:38, and recommendations for the assignment are given at 01:56:43.