Creating a Custom Animation asset for Persona

Isn’t this what animation blueprints with state machines are for? Or what is it you hope to do that can’t be achieved with them?

Hi all,

I am looking to create a custom animation asset like the BlendSpace Animation asset or AimOffset Animation Asset. What I mean is, I want to extend the persona to provide my animator a way to drag samples into my “extended editor widget” and have some computations run in the background to determine what animation plays. I really feel like extending the persona would greatly improve the workflow. Anyone have an idea on how I would go about extending it?

I looked at the BlendSpace asset itself, but they are located within the Persona package. Does this mean, it can’t be extended? If so, are there plans to make it public in the future or would I just have to go the ugly route and extend the engine by adding code directly to the engine folder?

Thanks,
Kishore

Animation Blueprints with State Machines are for using animation assets which were created. For example, the aim offset blend space asset is created and then you use that in the blueprint. What I want to do is create an editor for some custom operations on a number of animations like what the aim offset blend space does. Let me share a part of a specific instance that I am trying to do … I have 8 assets. 4 of which do something very specific for the left hand and 4 of which do something very specific for the right hand. Now I want to make a selector in this custom editor of mine, that will choose which asset gets played for the left hand and which for the right. So exactly like the aim offset blend space, I would drop these assets into the editor and then run custom operations on these samples. It would just be way better to do something like “Hand Blend Asset”, which creates the asset and then we can use that in the anim blueprint any number of times.

You can do that with montages and animation slots. No need for a separate system.