WHAT
Sr. Programmer Lina Halper and Lead Animator Jay Hosfelt join us to talk about some of the awesome new animation features coming in 4.7, such as animation editing in the editor and recording from physics. Also, we’re kicking off the January game jam, so don’t miss it!
**
WHEN**
Thursday, Jan. 15th @ 2PM ET - Countdown]
( probably will be shown in the stream but ) how many usefull tools will be in the editor? Thinking about the ART toolkit, it’ll be something like that, with many possibility of modification ( poses/ROM testing, and so on ), or animation editing is limited to have a move/rotate/scale manipulator?
About physics, it is possible to have custom skeletal mesh collision meshes exported from Maya instead of capsules using persona?
( bit of generic question but ) Thinking about a mocap suit, whats the status on streaming data so it can be recorded?
[Question]
Is there a way to inject animation into my animblueprint at runtime? For example, it would be cool if I could have my aim offsets IN the weapons instead of in my anim-blueprint. So the anim-bluprint would just have an empty node until you equip something and it would fetch the animation from that equipped object. This would reduce the complexity of my anim-blueprint.