I am working on several animations to export to UE4: * idle * walk * run * crouch * jump in place/ jump forward * block * dodge left/ right/ forward/ back * shield bash * sword attack * reaction - getting hit I've finished the Idle pose animation in Maya, but my question is, "For the sword attack animation do I need to:" *…
Great! Thank you. 1) Is it more commonplace to move/animate the character root in Maya, or keep it at origin, and have the game engine control the root? Specifically regarding these animations: * Dodge/ evade - left/ right/ forward/ backwards * walking/ running - forward/ backwards * sidestepping - left/ right * jump -…
2 idles is definitely the more realistic approach, and makes the gameplay more readable to your player. It's a good indicator of if you`re in combat or not. Also, animate at 30fps. Really, the only time animators animate at 60fps is probably for slow motion stuff, I think. At least, in my experience. Could be other…
Alright thanks. I figured that your game is ideally running at 60fps, then the animations should also be at 60fps as well. Is that not the case? If it is not, is there a simple way to convert the anim to 30 from 60fps?
1. I think the easiest way to think about it is if the locomotion moves the character at a constant rate of speed, ie: walk, run, sprint etc then you should animate the character walking in place and let the engine control the movement. For animations where the character is NOT moving at a constant rate of speed, you'll…
What I'm going for is almost like a mix of Chivalry and Dark Souls. (1st person sword and shield combat) It won't be as in depth with the amount of attacks, but the combat will have that type of pace to it. I'm not sure how many frames to restrict the animations to. Also, right now I'm animating at 60fps in Maya. So…
The following advice isn't specific to Unreal, it's just how we do it in games in general. For context, I'm a Senior Technical Animator at EA, and have previously worked for Ubisoft Montreal and Activision, so I have some experience with this. Walk Cycles: It depends on the engine / animation system, but for most games you…
Ah ya, @Archanex ! That's really interesting! I wonder how animating at 60fps affects that. If it makes those shadow moves smoother or not. Thanks for the info!
Motionbuilder is great for this, look into story mode (specifically clip matching) and animation triggers. Maya's new time editor should in theory allow for similar functionality but I found it to be more temperamental and less refined than motionbuilder.
Is it important to have the same amount of keyframes for both the walk cycle and run walk cycle? (for UE4 character animations) My walk cycle loops at 25 keyframes. However, the guide for the run cycle uses a 20frame run cycle. Is this an issue? Thank you.