Hello. I’m creating animations for my character and wonder how should I import it to unreal? For example, should I create animation for breathing, head’s moving and other stuff and import it separately and combine it in ue (can I do it, by the way?) or every animation should be completed at this stage?
I’m using Blender and creating a game with idle, walking, etc.
If you’re creating your own custom character in Blender, you can do the rigging and animations in Blender and then bring them into UE.
Yes, I do, but I’ve asked not about this. I just want to know, should I do it separately or complete it in Blender.
Hey there @Texn0krat! The answer is a bit of a complex one, as most games want some form of procedural nature to their animations such using Inverse Kinematics (IK) to place hands/feet correctly in the environment. Traditionally, you would create all of your standard animations in a separate program, in your case blender, and then connect them to logic inside of Unreal. That said Unreal does have an option to work on your animations entirely in engine in Control Rig, though I have little experience with it.
Hello. Is the inverse kinematics require control rig or I can just adjust animations?
You can use IK with all animations imported or created via control rig, either with the original Animgraph setup or through control rig’s IK system:
Animgraph:
Control Rig:
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