UE4/5 PoseDriver animation blueprint node usage

The PoseDriver node can compare Pose to generate different weight values ​​for different Pose. The weight values ​​can be applied to MorphTarget to make the animation more realistic, or applied to character pendants to create additional effects like inertia or springs.

1. Create Pose

Create a Box here as a demonstration. The big Box in the figure below is like a character, and the three small boxes are like pendants on the character. The weights of the three bones b, c, and d are respectively on the three small boxes.
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First generate Pose assets through Animation Sequence, or manually modify Transform information:
(Pose assets can be viewed at: https://blog.csdn.net/grayrail/article/details/129755349 )
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Double-click to open the pose file, from the current pose weight Create a new pose for the state of 0 as the default state:
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at this time, pose_0 is the state when the widget triggers inertia , and pose_1 is the default state .

2. Animation blueprint processing

To create an animation blueprint, first add the Observe Bone node to facilitate debugging and monitoring the value of the bone, because the rotation value will be taken as the driving value of PoseDriver later: (You can see the animation blueprint
node: https://blog.csdn.net/grayrail/article /details/129241147 )
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Add the PoseDriver node in the animation blueprint, configure the Pose asset you just created in the Settings settings: click
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Tools in Pose Targets, and automatically create a Pose Target from the Pose asset:
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the next step is more important, first ensure that Debugging is turned on, and then Enter the Pose Driver option to set the Radius, Twist Axis radius and axis information:
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view the green line and the mixed cone in the preview view of the animation blueprint, and use the value of the previous Observe Bone node for reference: finally return to the
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Pose Driver option , set these parameters:

Source Bones - The bone that reads the value
Only Drive Bones - The bone that is set to the value
Drive Source - Reads rotation or displacement?
Drive Output - output to Pose or curve?
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Finally, when the animation is successfully run, you will find that the value is changing dynamically according to different Pose shapes:
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Origin blog.csdn.net/grayrail/article/details/132068848