AnimMontage (Chinese) - UE4 official document translation and understanding

AnimMontage (Chinese) - UE4 official document translation and understanding

https://blog.csdn.net/u012999985/article/details/51050848

AnimMontage (Chinese) - Official document translation and understanding UE4
original Jerish_C finally released on 2016-04-03 16:50:14 read the number 9164 collection
launched
inside this article is entirely in Chinese, non-English, but in order not familiar with English want to quickly understand AnimMontage friends, due to the limited level, some of which I translated a mix of personal understanding, if you have any questions welcome, I will promptly amend the need to make it clear here - at the same time, the official Chinese document has been a long time without update (the current version of the document should be 4.7 before), if necessary, I can place the current official English documents (currently version 4.9) translate.

https://docs.unrealengine.com/latest/CHN/Engine/Animation/AnimMontage/index.html (official Chinese document links)
https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimMontage/index .html (official English documents link)

Here a brief explanation of the AnimMontage animation system, now generally refers to a montage shooting style. In UE4 which it is generally used to better animation of different actions of integration and convergence role. He can make your character while the upper body lower body shot of execution running motion, you can also make your character more smoothly switching from a resting state to an arbitrary action and implement action played any number of times. In short, AnimMontage is indeed a very convenient and very powerful animation auxiliary systems.
AnimMontage (animation clip: Montage)

Pe:
the Overview (Summary)

Movie editing system (Montage) is a versatile tool, he can be more animation effects (Animation) transmitted by the controller to those animation code or blueprint achieved. He can also be used to create intelligent cycle, such as animation, based on the logic of a variety of animated movie conversion, the root motion processing, etc. (Animation). (Note: Montage montage that is, French is "spliced" means now generally refers to a performance movie shooting style, the film represents a combination of the use of the lens.)

Is a collection of animated animation clip can be created and saved in the Content Browser. These collections can be directly inserted into a real-time map * Movie Editing (AnimGraph) in and you can modify any of his status. For example, you can switch to a different part of the animation and re-link them. Widely used in the animation movie clips or a one-time animation code control. For example, fighting attack animations, you need to control the trigger, stop at any time or change status (whether the cycle) in accordance with your wishes. (Refer to picture below)

Montage_Screen2.png

The above picture shows the attack animation has a three-part [start, cycle end]. When the player clicks the left mouse button, the default will trigger the start of the animation part when you call the animation clip. Now we see the middle part is set to loop. After the start of the animation playback ends, it will transition to the middle of the cycle and has been part of the cycle continues. If the player releases the mouse button, the cycle will stop. But you should not want the animation suddenly interrupted when playing to half. You may want to cycle more part to play and then linked to the end of the animation section, so you can make the middle part gradually fade in the end of play and complete the entire exercise. (Note: This looks better)

Some other uses for motion clips:

    You can use the blueprint of the event map (EventGraph) to control the playback animation

    The plurality of different animation sequences linked into a single animation

    By blueprint or code that local loop specific portion of one or more animations

    By blueprint or code switching processing based on a variety of complex animation events

    Proper handling "operation target" root node Action

    The complex animation sequences are assigned to different slots named (Note: be understood as any position in the sequence can be defined a slot)

    Blueprint or by codes, the exact different animation sequence joined together

 So, we will find in the animation clips we are free to do many things. This allows movie clips of course be a good system. Of course, if not go to sum up, then, the animation editing systems is to show us all of the animation code and blueprints, so that we can freely control. This alone, we almost can make all the effect we want.
     I want to try how to use movie clips to the role of the body, then you can also refer to section 1.5 of example Animation Content Examples.

System Caveats (System Description)
on an animation clip system need to explain a few points:

    The same time can only play a Montage (Note: In order to describe simple, direct English later in some places) animation. If you open another Montage animation, the first one will stop.
    Moment of animation, the root of the action will be copied to the server, but the movie clip content will not be copied. This means that when a user performs the action required to ensure that the root movie clip status transmitted over the network to the server or client other players (such as coordinates, the player status, etc.). (Note: If the client server state is not unified, it would lead to the two different results, the effect of the game is different)


Montage Properties (characteristics movie clips)

The following picture is an animated clip showing their property classification. These attributes can open the role view (Note: including bone, Mesh, motion and other documents) to see an animation clip, you can of course also an animation clip file by right-clicking the file browser and select the Properties menu to view.

MontageProperties.png
Montage the Properties (movie clip property)

Montage

Blend In Time

Mixed cut time
    

This is an amount of time at the beginning of Montage playback during which the character will blend in from its current pose.

This is at the Montage animation starts from the current operation status over to the new operating time consumed. (Note: The time is 0, there is no excessive; the greater the time, the more obvious the new operation, when more than a certain value, almost no change)

Blend Out Time

Mixed cut time
    

This is an amount of time at the end of Montage playback during which the character will blend back to its original pose.

This is before the end of the animation playback Montage, operation switching time is consumed to its original state.

Root Motion (root action)

Enable Root Motion Translation

You can edit the root node displacement transducer
    

Enables handling of root motion translation, cancelling out any translation applied to the root so that it can then be applied back to the character's collision capsule. Please see 根骨骼运动 for more details.

(Check if) the root node may edit processing operation (displacement) conversion, (not checked) cancel any shift operation of the root node. So it can decide whether to use the character role itself collision capsules. To get more details, please refer Root Motion.

Enable Root Motion Rotation

You can edit the root of the rotation transformation
    

Enables handling of root motion rotation, cancelling out any rotation applied to the root so that it can then be applied back to the character's collision capsule. Please see 根骨骼运动 for more details.

(Check if) the root node may edit processing operation (angle) transform, (not checked) cancel any rotating operation of the root node. So it can decide whether to use the character role itself collision capsules. To get more details, please refer Root Motion.

Additive Settings (additional settings)

Preview Base Pose

Preview basic movements
    

Sets a base preview pose used for additive Blend Spaces.

An additional mixing action provided a preview window of the basic operation. (Note: In fact, this is your Montage of a movie preview, the default display is empty after you edit the results, it is generally not set)

Animation (Animation)

Rate Scale

ratio
    

A multiplier value for how fast the Montage will play back. Default is 1.0.

A factor value to represent the rate Montage animation, the default is 1.

Skeleton

skeleton
    

Contains the skeleton associated with this Montage. Cannot be changed in the editor

It contains the Montage and animation-related bone. Which can not be modified in the editor

Montage UI (animation clip system UI)

When we look at the role of window animation clip system, it is necessary to know what to do as each area is:

MontageUI.png

    Montage Area clip (Montage) area

    Sections Area fragment (Section) region

    Element Timing Area element of time (Element Timing) region (current Chinese document is not the previous version 4.7)

    Notifies Area notice (Notifies) area

    Curves Area curve (Curves) region


Montage Area (clipping region)

Animation clip domain decomposition diagram is as follows :( will explain later why only two parts)

MontageArea.png

    Track segment - Show all animation movie fragment defined Montage. These fragments can be dragged with the left mouse button anywhere on the timeline.
    Slot track - Displays the current slot and displays its name in the right slot. This slot track can insert any number of movies as you wish. They will be played in the order of the timeline. Note that a different animation requires alternate track appears on the slot, is in accordance with a first, second next, third and alternate in the sequence. This will help you distinguish between different video clips.
    Branch point of the track - Show all branches point Montage animation defined. The branch point may be an arbitrary position on the time axis dragged left mouse button. (This feature has been removed)

                    You will have your desired track any number of slots, each with its own name and contains its own unique animations. However, in a Montage animation which you can only have a fragment (section) track and a branch point of the track.

(Note: This may have a lot of friends doubt, because we do not find the Branch Point Track this track I do not have this track in the 4.8.3 version of which, and in the earlier version (before 4.5 may be) is. the reason is the Chinese official documentation does not update, while the English version has been removed Branch Point track track, but Branch Point functionality is still there, when you add Notifier, Event attribute this message in --Montage Tick Type you can choose to Branch, so I want to use this feature Notifies friends can use to replace and change this property.

Notifier on the difference between the general and the Branch: Notifier is asynchronous, not very timely response, want to change the action directly on a frame can not use Notifier. This time you can use to respond in a timely Branch. )

Sections (fragment)

Montage animation clip in the track system provides a way to break the normal slot play in a sequential manner. Each segment has a name and a position of the slot in the time axis. With this name, you can jump directly to a specific segment or queue after the current animation section has finished playing and then play. Blueprint, you can query the current fragment, a fragment of switching to either, or a fragment thereof is provided to be played next.

Let us an analogy, like fragments of a song playlist of music, each slot is an album track, there are a lot of modern pop song singer. At the end of a song, you can choose what to play next or jump directly to that song you want to hear to play.
Right-click and select New new clip (New Montage Section) can create a fragment of a fragment on track.


Slots (slot)

In the animation clip, a slot that can accommodate the storage track numerous animation. You can name each track slot, and the selected prior to calling by the name of the track to the animation sequence fused together. As an appropriate example, suppose you have a character you need to perform for the animation to reload the weapon. The same action may have many different versions, such as when standing, when squatting, creeping when there are differences. As long as three movies with the same length of time the same use, you can put the system in the Montage they were on a separate track in the slot. These tracks can be named are standing, crouching, creeping. Then in your animated blueprint for the role of the state diagram (AnimGraph), you can decide to use your orbital slot according to the current state of your persona. When the role of standing, you can use the slot standing track. When he was prostrate, creeping slot can be used to track player movements creeping replacement ammunition.

It is important, we need to know Although most of the Montage animation control will be carried out in the event of drawing a blueprint, but it is part of the slot to be controlled by AnimGraph. This part of the function is controlled via slot with a node name. A slot node in a strategically important position up to perform, you can use the same socket node to create a rich animation clip effect.


Sections Area (segment area)

In the segment area, you can create different animation clips based on the relationship between the different segments defined areas Montage system. For example, you may need a special animation segment, or a set of animations in sequence, or looping.

SectionsArea.png

    Create Default and Clear button - creates a default button to create a series of individual video clips arranged in a sequence according to the default order of all fragments. Clear key will be completely separate from them, not to have any contact.
    Clip button - that this area, you will see all of your clips in the clip defined area. Selection of the sheet present on the lower part 3 of the track 2 and then clicking a button in the area where you can add fragment area 2 to the underlying track. For example, in the above picture, we put Swing2 connected to the Swing1. The order becomes Swing1, Swing2, Swing1, Swing2 this play cycle down. Details about the cycle, the following paragraph will continue to elaborate.
    Relations fragment logical track - in this area, you can see a preview implementation of the relationship and all animation clip. Click the Preview button, you can see the playback of each individual track. All also click on the preview to see all the pieces of the loop.

   (Note: My understanding is temporary, a section for each region 3, the animation sequence only the first track is the role of the real purpose of running the above areas Montage is to give every action can be defined in a section in Section Montage region of the free control playback order.)

Looping (loop)


Fragments can be set to play an infinite loop, which is no doubt the action you want to repeat is very useful. By adding twice with a clip on the track, you can get a loop. If you enter the circulation status, color of the video clip will turn blue. For example, assume that a character is given a gun or artillery ammunition. You can select only the animation part is inserted into the loading state and looping. After that, the animation notification function (explained below), you can create an increase in the number of events in response to this information at each loading ammunition in the blueprint and play this action several times. Upon reaching a certain amount of ammunition (ammunition full), you can stop receiving messages to switch to the normal standby state.

Notifies Area (animated notification area)

NotifiesArea.png

Animation notification (referred AnimNotifies or notifications) programmers such animation related events at a particular point in the animation sequence can be provided. Notification is usually used for such special effects, such as footsteps when walking, running or produce a particle effect animation in the animation. However, it has many different uses, because you can use to customize the types of notifications to expand the system to meet the needs of any type of game.

For more information, see the animation notification (notification).
Curves Area

CurvesArea.png

Curve provides a method for changing the material parameters or morph target in the animation process is playing. The workflow is very simple and requires only that you simply specify the resources (material or a morph target) you want to modify, accordingly named the curve, and then adjust the value of keyframe animation during playback.

For more information, see the animation curve.


Montage Practical Example (movie clip system use cases)

In this example, we want to create a can move in all directions free role, which can also play an animation of a attack in the upper body. This attack action includes multiple animations can be played during execution. This is a very perfect show can Montage animation system functions the way, but can also show you how to control it in the event map and how to play mixed with other animations in the AnimGraph Montage.
However, before we start to do the preparatory work ahead of points:

    We have established an action of the state machine. The state machine and the state machine of the third-person game template works the same.
    Has been associated with the system can be added to Montage animation clip art people provide. (Note: UE4 general use FBX file)
    has been created role blueprint receive input information.

              ○ For example: Create a file called if the attack (ISAttacking) Boolean variable is set when you click the left mouse button to Oh true, is set to false when released.

CharacterBlueprint.png

Creating the Montage (create animated clips)

Montage animation to create a system easily. Simply select the movie in the Content Browser right mouse button -> Animation Clips (Animation> Animation Montage) to create success. You can also exist in a context menu in the animation sequence right mouse button and select Create Montage animation clips (Create Montage). This will default to the animation as animated slot to create a new Montage animation clips.

MakeMontage.png
Montage Setup (create animated clips)

The first thing we do is to name the slot (Slot). In a movie clip, in general, just to have a slot, but since we want this only affects the upper body Montage role, may wish to put the slot named UpperBody it. After that, we need to drag this animated slot inside. Need animation has the following four:

    From right to left waving a hammer
    from left to right swing a hammer

    Hammer swing from right to left end of the operation (adapters to a standby state)

    From left to right end waving hammer action (convergence to the standby state)

       The two will play another wave of animation at the end of a. This means that both can be recycled animation alternately play down, look on the line character to swing a hammer constantly repeated.

In fact, the order is not very important, but before the two animated sequence at the beginning and put together will make the operation a lot simpler back.

MontageSetup.png

Section Creation (fragment created)

The next step is to give each animation clips, so that we can easily query and use them in a blueprint or code. Step also very simple, in the segments on the track piece (Montage uppermost region) fragment Montage right mouse button to add (Add New Montage Section).

We named directly to each segment. Note Before you create should Montage of default fragments to replace. (Create a new segment and select Delete right-click Default fragment fragment) you are free to drag these clips on the track and if you release two animated titles in the access position, they are automatically it. Take advantage of this.

AddNewSections.png

Defining Section Relationships (to determine the relationship fragment)

Once we have the fragment has been created, we can give them free to define the relationship in the segment area. For example, we can define a contact and let Swing1 Swing2 cycle alternating play. This is very useful for us. Click the Clear button to erase any relationship we define. Operation is very simple, is click Swing1 on the track, then click the green button on the fragment Swing2 top area. This will remove the Swing2 track, and moves behind the Swing2 fragment Swing1 track.

Swing2Track.png

If you want to repeat a certain action, click on the first track segment Swing2 just created and then click on the button above Swing1 area, the system will think you are creating a cycle, and this cycle is part of the fragment will turn blue. This means Swing1 and Swing2 want to be fragments of a cycle. They would have been a repeat down.

LoopingTracks.png

Setting Up the AnimGraph (FIG animated)

Now, we Montage animation has been created. We need to create our animation figures (AnimGraph) so he went to the Montage animation into action our character's. This step is very simple, but he will remind us to think carefully about what our process is what. Figure animation effect from the beginning was like the figure below, we can see the results of the state machine exhibited.

StateMachineResult.png

Because we just want Montage animation starts from Spine_01 bone (lower back), so the bones mixed layer (Layered Blend per Bone) called a node needs. Mixing action to 0 (Blend Pose 0) to set a specific gravity. We also set the mixing action bound to Spine_01 bone. After the introduction of a slot node and set UpperBody (before we named Slot). However, you will find that now there is a question:

SlotAndBlend.png

Once Montage animation executed, this slot node requires a source of action to restore the previous action. Without this source of action, the role will look back to the beginning of the T-stance after the animation is finished Montage (Note: The model is the most primitive state without any action). However, we can not put the nodes of the state machine at the same time linked to the node slots (Slot) and bone layer hybrid node (Layered Blend per Bone). So how to solve this problem? The answer is to use a caching node (Cache). We can temporarily store the results of the state machine is a variable, so you can repeat use in various places. For example, we have named this node cache operation (LocoCache), used in accordance with the way of FIG.

CachedLocomotion.png

Now our animated map has been completed. Once UpperBody slot node received any messages sent Montage animation (you can use any Montage you create, as long as he has a slot called UpperBody on it), he will perform the mixing animation. If you stop receiving messages, will return to the role of the state machine in animation state.

Setting Up the Event Graph (set event Figure)

Event Graph setting is important. Use blueprint animation update event (Event Blueprint Update Animation) node as the start node and create a get-player characters (Get Player Character), we can cast the role blueprint for our custom roles (here we define a role called MyCharacter) simultaneously acquire the role of variables and methods defined inside (For further information on the blueprint interactive look at blueprint Communications section).

PlayMontageEventGraph.png

The first thing we need to do to receive check whether our role blueprint IsAttacking variable is correct, if it is true, then re-check whether Montage animation is playing. If it is, you do not need to go play it again; if not in play, then let him go play. This prevents the animation from Montage half the time switch directly to the beginning and play the animation again.

EndLoopEventGraph.png

So everything is buttoned up. If we start building, we will see the role as the mouse button is pressed constantly waving his hammer and when the mouse button down to play the movie ends as convergence!
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