I’m looking to make an animation using paragon assets and sequencer in order to learn more about using UE4 for film making.
I saw that paragon assets already have an animation blueprint used when the player posses the asset and moves around triggering the animation in a scripted way.
My question is : is it possible to use all that animation blueprint to animate the character in sequencer ?
I already know that I can Sync character animation and character movement by manually putting them in my sequencer timeline, but using that blueprint sounds better.
If it’s possible, thanks in advance for pointing me out in the right direction.
you can just add the skeletal mesh for a paragon character into a scene
add it to a sequencer, and then just add animation clips to it and blend it by stacking them
Thanks for the answer but I am looking for something else, adding the animation into sequencer will require me to sync the animation to the the movement of the character manually.
I am trying to hijack the animation blueprint (made for player interaction ) in order to automatically get smooth animation transition with transformation. Any idea how I might do that ?
you can use ‘sequencer recorder’ to create custom animation clips for models
I did it a while back with some paragon models for testing
but didn’t get into it much since I don’t know much about blueprints
So the sequence Recorder will allow me to play as the character while recording it, right ?
I was looking for a way to hijack the animation blueprint at a lower level, something giving the character the order to move left and right and him giving an animation in consequence directly.
thanks for the answer, still looking tho.
@Kadeno: Hello, did you find a solution? I also want to use AnimBP Movement from Sequencer, and I am a bit disappointed that it seems not supported or nobody knows. Did you find a answer/solution to do this? I had the idea to simply start Events, like the Input Actions a Player would pres, like Input Action for MoveForward to go forward. For normal Events (reload, e.g.), that’s not a problem and would work fine in sequencer. But all Axis-Actions like Move and Look have to deliver a constant value for axis. I do not find a solution for this in sequencer. Do you?
I also tried to move the Pawn BP and set to Use Anim BP before in Sequencer. But that moves the Pawn without trigger “speed” (no “Get Velocity” values) and “direction”. Actually I am not sure why this is not triggering Actor Velocity.
Even when I expose the variable “MovementSpeed” (which is input to blend space for movement) to cinematics/sequencer and then access it by sequencer and drive its value upwards, the legs of the skeletel mesh are not begin to move. I had guessed at least that would work.
If anyone else has a idea how to start AnimBP movement (forward,backward, turn), please let me know.
And just to not getting again answers like “use animations” or “use slots”… the question is not about using animations or slots, we already know that this is possible. It’s about use the already existing and working fine with nice transitions ready animBP, instead create AnimBP stuff in Sequencer again.