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Unreal Engine Livestream - Animation Techniques - Feb 28 - Live from HQ

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  • Unreal Engine Livestream - Animation Techniques - Feb 28 - Live from HQ

    Click image for larger version  Name:	LivestreamAnnouncementImage_AnimationTechniques_Feb_28_GRAPH_ONLY.jpg Views:	1 Size:	218.3 KB ID:	1588727


    WHAT
    We’re fortunate to have Lead Animator Jay Hosfelt return to the livestream to share even more animation techniques! Jay will demonstrate how to add turns and jumps with the “convert to single frame animation” option, and explain a few different approaches to obtain relevant number values you need in the event graph.

    WHEN
    Thursday, Feb 28 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube
    Facebook

    WHO
    Jay Hosfelt - Lead Animator - @HossFross
    Amanda Bott - Community Manager - @amandambott
    Victor Brodin - Community Manager - @victor1erp

    RELEVANT INFO
    Kine Developer Livestream

    Animation Blueprint Setup & Walkthrough series:
    Part 1
    Part 2
    Part 3
    Part 4

    ARCHIVE
    Last edited by VictorLerp; 03-05-2019, 02:26 PM.

  • replied
    Looking forward here.

    Leave a comment:


  • replied
    Animation Blueprint Setup & Walkthrough Part 1 shows how you can take our 3rd Person Animation Blueprint we created for Shinbi and retarget it to other Paragon characters.

    Leave a comment:


  • replied
    Originally posted by DomiToonami View Post
    Does anyone have a VOD link for the previous stream? they mention "return" to the stream so I'm just assuming there is another video I could watch now to catch up perhaps?
    It's the livestream that Jay did with the developer of Kine, it's linked under "relevant" at the top. I also went ahead and added links to the Animation Blueprint Setup & Walkthrough series.

    Leave a comment:


  • replied
    Could we possibly get the project file or at least that animation?

    Leave a comment:


  • replied
    looking forward seeing this!

    Leave a comment:


  • replied
    Will they be covering the "control rig" new nodes and correct setup?

    4.19 had an pre-made "Base Human" control rig with a control panel,
    but in 4.21 that was removed and we can now create our own rigs and create/record animations all inside unreal,
    this is straightforward and very useful.

    Question is: how do we create the "control" panel in the animations Tab with the nice clickable buttons? is it possible?

    There are new nodes like "Control widget picker" , "is control enabled" etc ....any documentation on how to create the display/clickable buttons in and place it in the control panel slot in the Animation TAB?

    Leave a comment:


  • replied
    Does anyone have a VOD link for the previous stream? they mention "return" to the stream so I'm just assuming there is another video I could watch now to catch up perhaps?

    Leave a comment:


  • replied
    Looking forward.

    Leave a comment:


  • replied
    Looking forward to this one, can we get TML studios guys to attend tho, I love Tourist Bus Simulator but every time i see the character jump and just carry on running i cringe!!

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  • replied
    I am interested if there is a way to override bone positions directly through the animation blueprint. Layered blend per bone gives inaccurate results if bones up the chain in the base animation have different positions than the montage played on top.

    Leave a comment:


  • replied
    Originally posted by motorsep View Post
    I am only for more animations training, but when are we going to see training about AI driving animations, not player ?
    I second that AI animation techniques would be great! I wonder how to achieve something like this in UE4:

    https://youtu.be/3lO1q8mQrrg?t=388

    Best regards,
    Daniel



    Leave a comment:


  • replied
    I am only for more animations training, but when are we going to see training about AI driving animations, not player ?

    Leave a comment:


  • replied
    My 'Previous Knowledge' State Machine is just an Idle-Walk-Run blend...

    Leave a comment:

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