OK so I'm new to this how do I set this animation up to my own character that I made? is there a video I can follow or something? I am character artist to I am completely blind to animation but not really lol. Any advice or tutorials will help I REALLY WANT THIS FOR MY CHARACTER and game Idea.
the video below is the animation that I want to use for my character and possible future characters:
https://www.youtube.com/watch?v=x1e2UxWyUw8
Replies
Advanced Skeleton 5+ supports the unreal skeleton.
Tutorial: https://www.youtube.com/watch?v=fPX9gy2RrbA
Site: https://www.animationstudios.com.au/advanced-skeleton
So does the Epic Animation and Rigging Toolkit.
Tutorial: https://www.youtube.com/watch?v=knbZ_g8Hgvk
Site: https://www.unrealengine.com/marketplace/en-US/product/maya-tools
At the bare minimum if you don't need a rig, just skin your mesh to the skeleton. You can export it directly from Unreal or you might be able to find it online somewhere.
Note: you can change the joint positions around a bit just don't change the hierarchy at all or rename any of the joints. The animations will still play but you might need to adjust some of the retargeting settings if you've made some drastic proportion changes.
if you don’t change/interrupt the hierarchy, then you can use those animations straight out the box in unreal.
Graft a limb, ok.
New branches like a limb or another head are fine, but they won’t animate only the base skeleton will. But there are plenty of ways to transfer motion between controllers in Maya and Max, or just animate the extra bits.
Additional joints
You can add joints outside of the hierarchy such as floating bones for things like gear (pouches, a frying pan, a flappy shoulder pad, straps ect) or for clothing, (skirts, dresses, tabards, ect) but usually those things have a copy of the main skeleton, plus the extra joints.
Note: that in unreal, when you import a skeletal mesh that has extra joints, it adds them to the unreal base skeleton.
Dynamics for secondary motion
Complex gear/weapons
Back to the hierarchy
Porting anims to different skeletons