- Видео 34
- Просмотров 7 176
Zero To Animator
США
Добавлен 6 янв 2024
My name's Libby. I'm an animator at Lucasfilm, bringing you bi-weekly Unreal Engine 5 animation tutorials and other animation tips and tricks.
How To Use Animation Layers in Sequencer
Unreal Engine's Sequencer does have animation layer functionality! It can be very useful for creating fixes or additive animations, as demonstrated here. I will often use animation layers in Maya for similar situations like this, to edit a pose in mocap, or to create additive idle animations. Hope this workflow tip helps and happy animating!
If you found this helpful, please like and subscribe. Thanks!
CHAPTERS:
00:00 Use case for animation layers
00:33 How NOT using anim layers can be slow and tedious
01:02 How to use Sequencer's anim layers
01:50 Other use cases for anim layers
If you found this helpful, please like and subscribe. Thanks!
CHAPTERS:
00:00 Use case for animation layers
00:33 How NOT using anim layers can be slow and tedious
01:02 How to use Sequencer's anim layers
01:50 Other use cases for anim layers
Просмотров: 46
Видео
Essential Resources for Animators
Просмотров 47116 часов назад
Here's a list of resources I used frequently in school, and they helped me go from zero to animator in a year and a half. Now there were other factors that helped me break into the industry quickly, but that will be a topic for another day :) Links: creatureartteacher.com www.drawingforce.com quickposes.com/en youtube.com/@3danimationinternships?si=XRx-fSuHQv2_qulJ CHAPTERS 00:00 Intro 00:26 Bo...
How To Arc Track Weapons in Unreal Engine Sequencer
Просмотров 14514 дней назад
This is a super helpful animation workflow tip when splining/polishing your shots with props like weapons in Unreal Engine Sequencer. The Motion Trails tool only allows you to track control rig controls, so here's how you can edit your static meshes to be able to be tracked. Happy animating! CHAPTERS 00:00 Motion Trails limitations 00:26 The plan 00:38 Create a skeletal mesh 01:19 Add the skele...
How To Import Image Sequences in Unreal Engine Sequencer
Просмотров 11921 день назад
Here's a video showing the steps to import an image sequence as a movie in Unreal Engine Sequencer. This can be helpful for video reference or cinematics. In this video, I used a Media Plate but you can also simply create a plane and apply the texture to the plane, if you prefer that. If you found this helpful, please like and subscribe. Thanks! CHAPTERS 00:00 Intro 00:32 Creating an image sequ...
My Animation in What If...? An Immersive Story
Просмотров 186Месяц назад
This was a cool project to be a part of! I worked on many tasks: creating layout/previs, mocap ingest and outsource file prep, creating additive idles for Hela, Watcher, and Captain Marvel featured throughout the experience, and helping the marketing team create the poster you see in the thumbnail. This was my first time working with mocap. We did a LOT of handkeying on top of it to match the W...
DEMO: Using Sequencer's Motion Trails Tool To Clean Up Mocap Animation
Просмотров 134Месяц назад
Unreal Engine's Sequencer has a handy tool called motion trail, which you can use to arc track any of the mannequin's control rig controls. Always start with the body before moving onto the other sections. Remember, start broad! CHAPTERS 00:00 Intro 01:00 Hot mess animation 02:28 Offset translation axes to avoid sharp points 03:48 Fixing the upward arc 04:42 Result from side camera tracking 05:...
DEMO: Animating An Enemy Idle with Appealing Poses in Unreal Engine Sequencer
Просмотров 135Месяц назад
Using the mannequin control rig in Unreal Engine Sequencer to create an appealing base pose for the enemy's idle. There's a lot more to understanding appeal, but thinking about tilt, rhythm, twist, drawing principles, and who your character will help get you on the right track. Happy animating! CHAPTERS 00:00 Need to improve this 00:38 Mini lecture on appeal 02:34 Planning the idle 03:01 Thumbn...
How To Edit Imported Animations in Unreal Engine Sequencer
Просмотров 280Месяц назад
Here's a quick tutorial showing you how to import any animation sequence into Unreal Engine's Sequencer so that you can edit the animation directly on the Unreal Engine mannequin control rig. This is helpful if you want to edit Mixamo animations or animations purchased from the marketplace. IMPORTANT: you'll need to know how to edit mocap data for this solution to work. If you've never edited m...
DEMO: Mocap Workflow #1 in Unreal Engine Sequencer
Просмотров 139Месяц назад
The tools I normally use in Maya to edit mocap aren't available in Unreal, but I was still able to make do! In this video, I go over how to edit timing efficiently and talk about my thought process of pushing the poses. Unreal does have animation layers, which I often use in Maya as a non-destructive way to edit the poses, so I will be doing another demo showing how to use Unreal's anim layers....
How To Transfer Animation Between Level Sequences in Unreal Engine
Просмотров 119Месяц назад
If your original animation sequence is not playing as you'd like, you can follow this process to get the animation into a level sequence on the Unreal Engine mannequin control rig to make the changes. This can be handy if you downloaded an animation from Mixamo and want to edit the timing or posing. Sorry if I seem a bit spacey in this video, it was a headache dealing with this lol If you found...
How To Animate in Unreal Engine for Maya Animators
Просмотров 459Месяц назад
Yes, you can animate in Unreal Engine 5.4 using Sequencer! Here is a quick overview of the necessary file set up (using Maya terminology), how to load the tools, and how to export your animation to use in your game. Once you get used to Unreal being a game engine first and animation software second, it is easier to understand how the Maya side of things fits within it. Hope this helps! Update 9...
How To Load Unreal Engine's Default Anim Body Picker for Animating in Sequencer
Просмотров 227Месяц назад
We can use the metahuman body picker on the UE5 mannequin (minus the facial controls, of course). If your workflow uses a picker, Unreal's got one for ya. Happy animating! If you want to create custom buttons on the picker, I have a tutorial for creating them here: ruclips.net/video/HSzmATi72eU/видео.html If you found this helpful. please like and subscribe. Thanks!
DEMO: Animating a Cartoony Reaction in Unreal Engine Sequencer
Просмотров 96Месяц назад
I had fun with this one! It's important when you're testing out ideas to animate them quickly. I hope my approach of animating the key pose and minimal breakdowns helps. If you found this helpful, please like and subscribe. Thanks! CHAPTERS 00:00 The goal 00:50 Blocking the anticipation 01:51 Blocking the main pose 03:05 Intentional twinning 03:28 Blocking the main pose, continued 05:13 Glen Ke...
Apply The Same Animation Onto Characters With Different Skeletons in UE 5.4
Просмотров 271Месяц назад
Here's a quick tutorial on how to use the Unreal Engine 5.4 retargeting tool to retarget your animations. If your characters have different bone placements in their skeletons/skeletal meshes, you'll need to retarget the animations. Otherwise, the animations won't play properly. You can also retarget entire Animation Blueprints and montages. Hope this helps!
How To Reference A Rig In Blender
Просмотров 188Месяц назад
Why are there so many extra steps?!? Anyways, hope this helps! If you found this helpful, please like and subscribe. Thanks! CHAPTERS 00:00 Referencing the rig into your scene 00:50 Switching to pose mode 01:09 Common issues
Unreal Engine Sequencer's Tween Tools Explained
Просмотров 152Месяц назад
Unreal Engine Sequencer's Tween Tools Explained
DEMO: My Animation Workflow in Unreal Engine Sequencer
Просмотров 158Месяц назад
DEMO: My Animation Workflow in Unreal Engine Sequencer
How To Export Your Animation From A Level Sequence in Unreal Engine
Просмотров 149Месяц назад
How To Export Your Animation From A Level Sequence in Unreal Engine
How To Lock Your Camera In Unreal Engine Sequencer
Просмотров 572 месяца назад
How To Lock Your Camera In Unreal Engine Sequencer
A Basic Overview of The Unreal Engine Animation Assets
Просмотров 932 месяца назад
A Basic Overview of The Unreal Engine Animation Assets
How To Import Video Reference Into Unreal Engine Sequencer
Просмотров 1602 месяца назад
How To Import Video Reference Into Unreal Engine Sequencer
Two Biggest Lessons I Learned at Pixar
Просмотров 622 месяца назад
Two Biggest Lessons I Learned at Pixar
DEMO: How To Animate Using the Layered Method in Unreal Engine Sequencer
Просмотров 1122 месяца назад
DEMO: How To Animate Using the Layered Method in Unreal Engine Sequencer
How To Create A Body Picker in Unreal Engine
Просмотров 1032 месяца назад
How To Create A Body Picker in Unreal Engine
How To Change Unreal Engine Navigation To Be Like Maya
Просмотров 1793 месяца назад
How To Change Unreal Engine Navigation To Be Like Maya
How To Constrain a Prop To Your Character in Unreal Engine Sequencer
Просмотров 1833 месяца назад
How To Constrain a Prop To Your Character in Unreal Engine Sequencer
How To Switch Between IK and FK on Control Rig in Unreal Engine
Просмотров 5903 месяца назад
How To Switch Between IK and FK on Control Rig in Unreal Engine
Learn How To Animate in Unreal Engine 5 Sequencer
Просмотров 1423 месяца назад
Learn How To Animate in Unreal Engine 5 Sequencer
How To Create Animations With Mannequin Control Rig in Unreal Engine 5
Просмотров 1435 месяцев назад
How To Create Animations With Mannequin Control Rig in Unreal Engine 5
Is there a plug-in for Blender that makes a reference system just like in Maya? I don't know where to look or even how to search for it since everytime I try to look for it, it shows me how to place an image, which is not what I need. 😢
Unfortunately I am not aware of any plugin :( I would search with terms like "Blender reference editor" to see if anything comes up. Best of luck finding one!
Another resource is YOURSELF Making your own references is something every animator should at least try to do if possible
100% I should have included that!!!
Thank you! Animating is hard but its helpful to see a pro at work🙏
Of course! I'm hoping to continue this series once my schedule frees up more. Stay tuned :)
Thank you for this!
Of course! Hope these resources help.
Thank you for this great synopsis of animation tools. You explain not just what they are but WHY they are good resources and how they help with learning animation skills. Very complete information. I came across those two books in my own research, definitely considered must haves for any animator! Keep up the great work!
Thanks so much! I appreciate the feedback. If you use other resources for animation, please let us here so others can take a look :)
@@ZeroToAnimator The only other book I've been looking into getting is Character Animation Crash Course! by Eric Goldberg (30yr+ animation veteran).
Nice! I have that one too. The section on smear frames and cartoony animation was so helpful!
Thank you.
Glad it was helpful!
Thank you! :)
Of course! Glad it was helpful :)
I have a question. I have a weapon that is already a skeletal mesh. It has one joint or bone at the handle that I use to attach it to the socket that I created for the hand. I have followed your steps. However, when I create a FK control rig for the weapon the pivot point of the that FK control rig is on the joint/bone that was already part of the skeletal mesh of the weapon. It is at the handle of the weapon. What I have noticed in your video is that when you created your FK control rig the pivot is at the tip of the weapon. How did you do that? Does your weapon have no joints/bones to start with? I am unable to move that FK control rig pivot point and lock it at a different location.
Interesting. So my weapon static mesh did have a few sockets I created, one of which was at the tip. But since your weapon is already a skeletal mesh, perhaps there is bone data which creates the rig differently. I would experiment with your weapon skeletal mesh. Maybe try adding socket at the tip and re-creating the rig to see if the tip becomes the root in the control rig. The default settings at 01:03 used to create my skeletal mesh probably have something to do with how my rig worked. I am not too familiar with editing rigs or skeletal meshes, so I would have to play around with it more to see what could work. Sorry I don't have a solid solution for you.
@@ZeroToAnimator Thanks for responding. I will keep testing.
Thank you so much 😭 I can't tell you how grateful I am 😭
Yay so glad this helped! Happy animating!
Nice. Thanks for stepping through this.
No problem! Hope it helps!
Hi, Thanks for doing this. Have you found a way to track the tip of a weapon such as a sword. This is easily done in Maya or MB. You may want to mention that you can keep the trail on when you do not have the specific ctrl selected by clicking on the motion trail and then check the box that appears which says Alway On.
To my understanding, Unreal doesn't allow Motion Trails to track any object except a control rig control. There are a few ways you could handle this which unfortunately aren't a simple fix: 1) edit your control rig to include an additional control that you then constrain to the tip of the sword via a socket in the sword (probably best to rig the extra control in one of the hands) or 2) you create a simple control rig of your sword and arc track controls on that. Your sword would need to be a skeletal mesh, so if it's a static mesh, you would need to convert it via a plugin called Skeletal Mesh Editing Tools. I have not personally tried either of these methods, but feel free to give it a go. Or you can use the old school method of drawing on your monitor with dry erase marker. I did that in school 😂
Thanks for the suggestion. I thought it would be helpful to figure out how to arc track weapons, so I made a video about it: ruclips.net/video/3IQ0k9EFe5c/видео.html Hopefully it helps!
Hi, thanks for answering my question regarding image sequences in UE. I have a couple of questions. There does not seem to be any reason why I could not use an image sequence that I created in a different program, correct? Also, I believe you are using UE 5.4. The Media Framework Utilities plugin that you refer to, is this only available if I am using 5.4? I am asking because I am using 5.2.
So you can use an image sequence made from any program. All you need to do to create the textures is drag the photos into the Movies folder. Whether the image sequence is made in Unreal, Blender, or another program is irrelevant, as long as you have that image sequence. Yes, I am using 5.4. I am not sure if the Media Framework Utilities is available for older versions. But you can definitely use a regular image plane and apply the texture to that instead.
Hi i am new to unreal and game dev in general can you do a video on state machines please like i dont how to make my player do animations and blending them also can u do full tutorial games if u can of course like a tennis game or something like that like any game u want
Yes! I am actually going to do an in-depth tutorial series on using the Animation Blueprint System for character movement. I need to finish my game this month first, and I will create the series in November. Gorka Games will have some great beginner tutorials on using Animation Blueprints, but stay tuned for my more detailed one soon!
But to answer your question about assigning an animation blueprint to your player character, I do have a lecture going over how it works conceptually. ruclips.net/video/Nguo0E9123s/видео.html
@@ZeroToAnimator ok ya cuz im a bit confused with using blendspaces and state machines so ya would be amazing if u can cover those areas
@@Beanbag59 Yeah no worries, it's confusing at first! It'll make more sense when you practice. The video I linked should help as well.
@@ZeroToAnimator ya it helped but actually doing it in a video would also be amazing but ya with time with time
Channel is a gold mine!
Thanks so much! Glad to hear you find my tips helpful :)
This is great!
Thank you! It's great to see your play throughs :)
THIS IS AWESOME!!!
Thank you so much!!!
Did you ever play a game called Asheron's Call?
I have not! Is this character reminiscent of it?
Nice to see this
Thank you! Glad you enjoyed it :D
May I ask, what if we have multiple biped characters, how can we get each biped its own picker?
Hmmm so I think the way the picker is set up is to swap the character in the picker from the drop down box. You could duplicate the actual editor utility widget file, run that one, and then use the drop down box for the other character.
@@ZeroToAnimator Thank you
@@hotsauce7124 No problem!
Can assign any human control rig to the picker?
As long as the control rig has similarly named controls the same as the Metahuman/mannequin, it should work. If the controls are named differently or if the character has a slightly different skeleton, the buttons won't work, since the buttons' functionality are coded directly to the name of the controls. Hope that helps!
@@ZeroToAnimator Thank you
Possible to change the code?@@ZeroToAnimator
@@SuperMontana2008 Yes! So instead of right clicking the editor utility widget to run it, double click it and you'll open the code. You'll use the Designer tab for adding extra buttons and use the Graph tab to write the logic for the button.
@@ZeroToAnimator what about applying it to procedural control rigs?
"this is a quick little guide to co-" sees a trillion keyframes. "Okay guys ill show you in the next video on how to edit the keyframes"
Well yes, this is an animation channel, and keyframes are our bread and butter! This was more to show animators the workflow set up, since Unreal is a bit different than Maya, which is our standard animation software.
@@ZeroToAnimator ik lol im just messing with you :)
@@denberz711 lol well you got me XD
I get a better sense of it breathing in the updated idle state. Nicely done!
Thank you! Yeah there was nothing in the chest and shoulders in the original animation, had to change that.
I'll definitely keep this in mind when creating poses for my own characters. Thanks!
Of course! Glad it was helpful. Happy animating :D
thankjs
Of course! :)
Amazing!
Thank you!
Ah so cool! Nice to see your workflow :)
Thanks! I kinda ended up overriding the entire mocap haha oh well, the original animation wasn't all that good to begin with
hi my sister
Great introduction :)
Thank you! Trying to improve my audio quality of my videos... it's a wip
Thanks!
Of course!
Nice!
Thank you :D
@@ZeroToAnimator my co workers loves it.
@@wolfyrig1583 Yay glad to hear it! I would love to make a high fidelity Loony Tunes style game, but I need to get more practice in Unreal before trying something that ambitious haha
Thank you very much, you were very helpful.
Wonderful! Glad this video helped!
Nice tip, i usually do it on the level sequence with the little lock.
Nice! That works too!
Nicel to see your workflow! :)
I'm relying a lot on the tweener tool, with the overshoot and ease in out. Feel closer to my experience in TV
Me too! I cannot work without tweener. My go to are 80s and 20s after I've made my breakdown pose. I'll often use copied pairs but hit the pose with a 90/10 to get a pixel drift instead of copying the exact pose. I didn't showcase much of the tweener tools in this video but maybe I will in a future one!
@@ZeroToAnimator can you make tutorial for tweener tool for beginners pls
@@burak3d Yeah sure thing! I'll try to get one made in the next two weeks.
Just posted it! Hope it helps. ruclips.net/video/QsoDDB61u3g/видео.html
thank you very much
Of course! Glad you found it helpful :) I'll be adding more to this series in the fall since my schedule opens up more then. Stay tuned!
I have not found info regarding the best format to use for the imported reference. Do you know what works best, QT, PNG sequence, AVI?
I haven't tested out the other formats myself. I used .mov file and it seemed to work! I'll test out different formats and make another video about it.
@@ZeroToAnimator Thanks for responding. The smoothness of the playback seems to depend on the UE version a person is using as well.
@@steinmov Ooo good to know, thanks for sharing! I'm using 5.4 if that helps.
An update: for me, I found image sequences to be more responsive. Just made a tutorial video on how to set it up, in case that's helpful for you.
Really great content, thank you for taking the time to do this!
Of course! I want to share as much as I can to help others improve. As a student, I had a lot of animators show me the ropes when starting out, so I want to do the same :)
Hey there again! Wonderful video, everything was well-explained, keep it up!
Thank you so much! Glad it was helpful! Many more videos to come :)
Very well explained !
Thank you Jérémy!
I can't find Maya preset from some reason, there only town options, blender light and dark
Strange! Maybe that's due to different Blender versions? I see it in 4.0, but maybe in other versions it's not available. If you want, you download themes from the blender extensions website: extensions.blender.org/themes/theme-maya/ I haven't used them but hopefully it provides what you're looking for.
I shared it with my team ;)
Thanks so much!!! :D
Good lord that's simple. Thx a lot!
Of course! Happy animating :D
Just one question, I just tried it and when I switched to ik using the bool, the arm snaps to the "origin position" said. I'm just not getting how to fix that. I opened the sequencer curve editor like you have open, but am unable to add key frames using the enter key. Edit: I figured out how to add keys but the arm still snaps to origin pose whenn I switch the bool on Edit 2: alright so the left arm works fine because when I key the ctrls, the inherit the position and stuff from the fk. But keying the ctrls for the right arm causes them to be stuck at the same key value throughout, resulting in a straight line rather than a curve. Pls do help, I'm really enthusiastic about this, have been cracking my head for the last two weeks
@@LordJayde Oh that sounds so annoying. So just to be clear, you key both the right and left FK arms, and the IK only gets keyed on the left and not the right?
@@LordJayde Also is the right hand constrained to anything?
Exactly what you said. And I'm pretty sure the hands aren't constrained to anything. Although the problematic hand does have a socket equipped with a weapon. I have keyed fk for the entirety of the time that the ik should be active, is that right?
Thanks for the tutorial, it help me a lot ^^
Awesome! Glad it helped!
🔥🔥
😁
thank you again
Of course! Glad it was helpful! Happy animating :D
thank you
Hello, do you have a place where I can dm you? I'm moving my pipeline to unreal for animation. And I think we could go further sharing experiences. Cheers
Hi! I'd be happy to help! Here is my email: libbypetersonart@gmail.com
Cool! I was looking for it.
Glad it was helpful!
for whatever reason for the past month of me trying to figure this 1 thing out even after making a new project ill do this step by step but it wont move when i add any already made animations to it (yes the animations are made for the skeleton even the default ones wont work) the shoulders will move very very slightly but thats all i get
Oh dear, that sounds super frustrating. Can't say I've run into this issue myself. How are you adding the animations to the mannequin? Are you importing them as an animation sequence and selecting the correct skeleton? Not sure if you're having a import issue or trouble editing the animation. If you're looking to edit imported animations in Unreal, you can right click on animation sequences in the content browser and select the option "edit in Sequencer." If you provide more details, I can try to see if I know of a fix.
@@ZeroToAnimator you know a month of frustration countless videos messing with settings and plugins. I JUST HAD TO DELETE THE SKELETON ON THE SEQUENCE BAR! 😭 Heads up your can take premade sequences and over lap them for autob blending make a single sequence then make small adjustments (for compounding animations) thank you!! Also subbed
@@JesusChrist-holyghost Awesome, glad you figured it out! And thanks for the tip!
So great! So simple! Loved it!
Yay so glad it helped!