Animation - Basics of the animation system in UE5

Some study notes of Animation in UE5, sorted out and archived, UE5.1.0 version; all the cases in this article are from the Animation Basics level in the official ContentExample;

First of all, when exporting the bound skeleton model in DCC software, its skeleton (Skeleton) and skeleton model (Skeletal Mesh) will be automatically generated when imported into UE5; if the exported skeleton has an animation sequence frame, its animation (Animation Sequence) will also be generated; all of the above exist in the form of Assets in UE;

Skeleton Assets is essentially a hierarchical list of bone names, excluding Skinning and Transform data. Its main function is to map animation data to the bone model; it also stores metadata such as anim curves, sync markers, and notifies that can be used for Skeletal Mesh; different Skeletal Mesh can share the same Skeleton, as long as their bone levels are compatible ;

Skeletal Mesh contains the model of the skin and the data associated with it, such as material and physics asset, etc.;

Animation assets contain the relevant Transform data of the skeleton, which can be used on any Skeletal Mesh of the same skeleton;

Here are some basic features and concepts :

The concept of Root Motion refers to whether the baked displacement is moved to the root bone in the animation. If so, it has Root motion. When the animation with Root motion moves the character, the root bone will also move with the character;

The Movement component of the character BP will use the movement of the root bone to move the character's capsule, so that in the animation such as the character's back, if it encounters obstacles, etc., it can conveniently perform correct physical calculations:

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You can use Additive Animations to superimpose different animations to form complex mixed animations, such as mixing the hit animation in the running animation. This logic is completed in Animation BP:

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Note that the different colors of the Sequence Player represent the different Animation Sequence attributes it refers to. For the Additive animation that is superimposed on the base animation, you need to set relevant parameters in its Animation Sequence attribute (such as Base Pose, etc. UE calculates the difference according to Base Pose, and then superimposes it on the base animation to have the correct effect ) :

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You can also use Blendspaces to blend animations. Its function is to obtain linearly fused animations of corresponding values ​​on the axis in the blend space axis based on the input value; the most typical one is to blend different animations such as stop, walk, and run according to the incoming speed value:

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The full article was published on Zhihu:

Animation - The basics of the animation system in UE5 - Programmer Sought


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Origin blog.csdn.net/DoomGT/article/details/127930000