What are the most simple animation systems UE, and compatible character desgining ways in Blender?

I know a little bit of animationing in unreal but there are many ways for it. I am trying to make a simple semi ragdoll, or physics animation character system, I want to make some very simple humanoid characters with minimal number of bones (like no fingers, no clavicles etc), and I am plannig to use Blender for designig it. As I know there is ALS, GASP and mabe more, also a couple of physics systems but probably Chaos is the most popular and better. And should I make the animations in blender or UE?

Anyways, I want to know which systems in Unreal to use for that purpose, and also which prosedures etc I must follow when designig the character in blender. :slight_smile:

I’m not exactly sure what question you’re asking here.

It sounds like you’re looking to have physics-enabled animations and physics-based systems for character animations in Unreal. Is that correct? And you would like to use Blender to create the assets for this and import them into Unreal?

Within Unreal, there’s something called a physics asset, and that physics asset will typically define the behavior for the character at a physical level. That will also define some of the behaviors for how cloth and other materials will interact with it, and you can also define joints, limitations, and rotations. You can also then define other skeletal meshes with other physics assets. So, for example, you can have a pear or ponytail and that has its own physics asset. Or you can define like a chain from the hip and that will have its own physics asset. You can then set that to simulate physics, and then when your character is running, for example, if you have it all set up correctly, then the chain will wobble according to the physics assets settings that you set on it.

In which case, When you create anything in Blender, then I recommend creating, shaping and rigging as you normally would. And author your physics-based workflow and pipeline in Unreal itself. So, i.e. set up the physics assets correctly and accurately. And as long as your rigging is set up properly and natively with Unreal, so Unreal can actually read and interpret it, because I believe you can rig in Unreal now natively.

As for the systems you mentioned, ALS and GASP and others are primarily for the fundamental character animation. They’re not really focused on the physics elements.

Remember, when it comes to physics in Unreal, it can mean a lot of different things. It can be for world physics, like gravity, for example. It can be character movement physics. For example, the new mover system, which can also use Chaos Mover, which can do physics accurate interactions and movements.

What it sounds like to you is you’re looking for animations that have some physics-based properties? but if you want to reply with exactly more detail on what you want and usage for example do you want hair to swing and do you want chains dangling from characters if so then please follow my workflow described above if you’re looking for how characters and players can interact with the world in a physics-based way then that’s a completely different question

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Yes most of your predictions were right. Sorry for slightly late reply I am tryna do this as a serious part time hobby I can’t find time everyday. I want to design a game with all characters with no exceptions are physicly interacting generally and practically not just vivid. Think of it like a semi-ragdoll fighting game, kinda like Gang Beasts but characters are more humanoid, they have reather realistic body ratios. In my mind playable characters has more rigid setups, probably I can set this up only by playing with numbers, system can be same with NPC’s, I guess. For example, you hit an npc’s front head with a baseball bat, besides the npc will be likely to blackout, it’s neck and spine will be curved, if it’s not fainted it will keep atacking you but since arms (probably characters will not have clavicles) are connected to upper body it will loose control of it’s weapon and cannot manage to hurt you. However if player gets the exact same hit, it’s neck can move reather realisticly because it has minor efect to gameplay but spine and arms must be relatively rigit so player does not loses characters control, I am not sure about the legs tho, it is more complicated since when a character falls of it has to get up, I believe I can figure something out when it comes to that. Probably character’s rig’s rigitness (or what you call it) will be dynamical, if it has a gun in it’s right hand but not left, left hand will be reather relaxed, if it hits it left hand when running for example it will freeley and preferably kinda realisticly move around physicly, but right hand (with a gun) will show less sensitivity to physical interactions, it will directly fix the position up. Physical animation, or as I call semi-ragdollness will be always active it’s not exclusive for violent interactions like getting hit etc. Let’s say you have a sword and enemy has a shield, when you left click it will play the atacking animation but if the sword hits the shield both will be interacted, preferably there will be a proper bouncing mechanic for such sitouations like metal hits metal but I think this is only a matter of playing with numbers, if the shield is heavy so it takes long time to reposition mabe you can find a quick second atack when enemy’s shield is not in a usefull defending position. You see, physics are, like only deal of the game. Also dangling chains and ropes would be a nice finishing touch.

Actually I haven’t proceeded any parts in the game yet except some very basics experiments. I open this post to learn how I must fire a real start, designig the characters seems like a good start. Yes I will design characters in Blender and use it for this project in Unreal.

I don’t know what rigging natively means.

So for the plugins you suggest not using any animation system and only using plugins for physics? Or I guess you would (or did) sugest to try Mover with Chaos Mover ?

I would definitely “not” suggest chaos mover at this time if you are new to the engine. There is a recent livestream where you can learn more about it, but it sounds like that is what you are after.

TLDR; make your skeletal mesh assets in blender as you normally would. Author the physics behaviour in unreal via physics assets and blueprint nodes triggering physics behaviour depending on your gameplay needs.

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