How To Load Unreal Engine's Default Anim Body Picker for Animating in Sequencer

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  • Опубликовано: 26 окт 2024

Комментарии • 13

  • @koalabrownie
    @koalabrownie Месяц назад

    Thanks!

  • @hotsauce7124
    @hotsauce7124 Месяц назад

    May I ask, what if we have multiple biped characters, how can we get each biped its own picker?

    • @ZeroToAnimator
      @ZeroToAnimator  Месяц назад +1

      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.

    • @hotsauce7124
      @hotsauce7124 Месяц назад

      @@ZeroToAnimator Thank you

    • @ZeroToAnimator
      @ZeroToAnimator  Месяц назад

      @@hotsauce7124 No problem!

  • @hotsauce7124
    @hotsauce7124 Месяц назад

    Can assign any human control rig to the picker?

    • @ZeroToAnimator
      @ZeroToAnimator  Месяц назад +1

      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!

    • @hotsauce7124
      @hotsauce7124 Месяц назад

      @@ZeroToAnimator Thank you

    • @SuperMontana2008
      @SuperMontana2008 4 дня назад

      Possible to change the code?​@@ZeroToAnimator

    • @ZeroToAnimator
      @ZeroToAnimator  4 дня назад +1

      @@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.

    • @SuperMontana2008
      @SuperMontana2008 4 дня назад

      @@ZeroToAnimator what about applying it to procedural control rigs?