Hello!
I have this scene where it is going to be a street light gets slashed by a light saber alike sword horizontally, and the top half of the pole falls down. How do I go about this? Would pre-cutting the object in half, then let the physics do the work be a solution? But I know physics animation is designed to be fired off in gameplay mode, not in Sequencer, so I am a bit stuck.
I appreciate your help.
You’ll need to have the mesh precut before importing it, then you can choose, sequence, matinee or even just gravity, and probably more choices I just don’t know the engine enough to tell you more, but the sure thing is you’ll need two meshes. You can have a look to destructible meshes too but I’m not sure of the result.
And yes you can use the sequencer with a trigger event or a box trigger playing the sequence. If you want the detached mesh to go in a certain direction depending of the player rotation, then it’s more a projectile movement you need
Thanks for the reply.
I just cut it in half in Blender, then also animated the top half falling down manually, then just imported the animation. Then just loaded the animation inside the Sequencer and it played just fine.
But regarding using the sequencer with a trigger event from a blueprint, I’ve spend quite a lot of time on researching how to do that last week, but still couldn’t figure it out till this day. And I don’t even know which blueprint I should use for that purpose, like, the Level blueprint, or the blueprint of the specific character that I am trying to animate? And ultiamtely what I got stuck on when I attempted it last week was which Event node I should use, lol.
I am total newbie in Unreal Engine. If you could shed some light or point some directions on which online resource or video I should watch on this topic, it would be much appreciated.
Thanks!!
For the event you can use a trigger volume in your map.
To play a sequence you have to use the sequencer, add level sequence or master sequence, I really don’t know about imported anims.
If you use the sequencer add the ref to your levelBP by clicking it from your world outliner and right clic in the levelBP with content sensitive on, then play, reverse, stop, do whatever you want to do from here.
If you want a trigger volume you can do it like this: (Y bool is if the player swing his sword or whatever you want if you need it) if this is a special event you need to call from your character you can use an event dispatcher
but once again if you imported the anim from somewhere else, I don’t know how to play it.
I don’t know what you’re trying to achieve (cutscene, event after the player choose to hit it, another pawn doing it,) but for tuto, there’s lot of them in YT,you can start by checking matinees/sequencers one.
I’m making an animated short film, and the animation is imported from Blender. There is a scene featuring a character with rather large breasts jumping from a portal in mid air and landing on the ground.
In order to achieve the breast bounce physics, I used Anim Dynamics nodes in that character’s AnimBP. However when that AnimBP is played in Sequencer, dragging and moving that animation bar has no effect on when that animation starts and end like it would with an animation sequence.
You might wonder why don’t I also just use the animation sequence of this character, that’s because the Anim Dynamics effect will only show when the movie is rendered if I inserted the animBP in the sequencer, animation sequence on the other hand will not carry the effect of Anim Dynamics in the rendered movie.
So I thought to use nodes in a blueprint in conjunction with the Sequencer so that I can control the start and finish time of that animation with the breast physics shown in the rendered movie.
Thanks.