I’m making a small FPS game that is 3D in UE4. It got 9 humanoid characters and 14 different weapons to use (12 melee weapons and 2 firearms). I’m using animation retargeting and universal animations to make sure the animations work across all 9 characters.
I have been making animations inside of Maya. So far what I created so far are 3rd person animations. I’m not going to make 1st person animations until all 3rd person animation is completed. The game right now is a 3rd person game but will be a 1st person game strictly in the near future. I just need to see how the 3rd person animations work and look when playing before I switch it to 1st person. I want the characters to be able to walk, run, and crouch. Some weapons are one-handed while others are two-handed. I want the pose of the upper body to be able to change depending on weapon equipped. Do I have to create an individual run animation for each weapon I got?
I created a standing unarmed idle animation that loops. I also created a bunch of poses that are 1 frames and to be used for Aim Offset for all my weapons and head/face. I also created a crouch additive to use on top of idle/walk animation but I realized that doesn’t work well as you can’t use additives in blend space and it can cause problems with other additives or animations.
I noticed that Unreal Tournament editor got an animation folder (under restricted) with universal animations and FPP/TPP animations. It seems very disorganized and confusing. I couldn’t figure out the animation blueprint setup, there were so many nodes and stuff. I did notice, however, that if you go to universal > 3rd person folder, you can see that there is an additive_base folder which seems to be the base animations for walking, running, and crouch. The upper body of these animations is still at their default pose with arms sticking out. There’s also a lot of blend shapes. What confuses me is that none of these animations are set to additives and yet it works and looks great in-game.
What is the best practice for making universal animations for walk/run/crouch and several different weapons? How did Epic Games setup their Unreal Tournament game animations? What is the best method and process to do this? I want some advice before I keep working on my animations. I want to have an understanding and keep things simple.