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How can I make an Animation?

hi, i'm a ultra beginner in ue4, so here's my question: I have download characters from the asset store(infinity blade) and basic animation( walk left/right,idle etc.), how can i pass animation from the ue4 mannequin to the character ?

Product Version: UE 4.9
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asked Jan 31 '16 at 01:20 PM in Using UE4

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scorpion1815
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avatar image DayzSargent Jan 31 '16 at 08:20 PM

You will want to take a look into animation blueprints here is a link of several tutorials showing this off and explaining it. I know where you come from i had the same problem with nobody to help me so here ya go.

https://www.youtube.com/watch?v=AqYmC2wn7Cg

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Hi scorpion1815,

While I agree you should check out the videos suggested by DayzSargent, to answer your specific question, "how can i pass animation from the ue4 mannequin to the character?" -The easiest way to do this is to delete the skeleton included in the "Complete Characters" directory and in the Pop up screen, replace asset with "the Ue4Skeleton."

Then go to the ThirdPersonCharacterBP, Select the mesh then choose the character you'd like from the dropdown menu:

alt text

Now that character can perform all animations associated with that character's anim blueprint.

choosecharacter.png (509.1 kB)
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answered Feb 02 '16 at 09:51 PM

avatar image scorpion1815 Feb 04 '16 at 11:16 AM

Thanks but i don't understand. Can you show me with teamwiever or tell me again step by step the instruction.

avatar image Steve Hardister ♦♦ STAFF Feb 04 '16 at 03:09 PM

To make it so Infinity Blade characters are able to use the UE4 mannequin's Animations:

  1. Create a New Blank Third Person Project (We are going to replace the Skeletal mesh: Ue4Mannequin with one of the Infinity Blade Warriors.)

  2. Download Infinity Blade Warriors

  3. Add them to the Project you created in Step 1.

  4. Find the Warriors' Skeleton called "SK_Mannequin_Skeleton"

  5. Right Click and select Delete and a Pop-Up Warning Window will appear

  6. In the Pop-up Window, in the bottom left corner, choose "Replace References"

  7. Replace the asset with the only other Skeleton available, "UE4_Mannequin_Skeleton"

  8. Another Warning will appear, select "OK"

  9. Now in the Content Browser, go to Content>ThirdPersonBP>Blueprints

  10. Open "ThirdPersonCharacter" Blueprint

  11. Select the Viewport tab (as pictured above)

  12. Select the "Mesh(Inherited)" on the left (as pictured above)

  13. In the dropdown menu in the "Details" panel, select the Warrior Character you want (as pictured above)

Since you are a beginner, this is the easiest way to get the Characters up and running. Using this method we are basically substituting the UE4_Mannequin Skeletal mesh with a skeletal mesh from the Infinity Blade assets. This allows you to keep all the controls that are already set up and gives you access to all the animations available to the Third Person Character without having to go into the more advanced steps involving Retargeting.

Once you have done this, you can experiment with the Infinity Blade character and get an introduction to the way Character Blueprints, assigned Skeletons and animations interact with each other. -Also, instead of the 3rd person character, you can replace the Infinity Blade skeleton with the skeleton from the Animation Starter Pack and will be able to access all those animations. However, those require advanced set up for controlling, so be sure to check out the videos previously suggested.

avatar image scorpion1815 Feb 04 '16 at 10:16 PM

thanks for your help!!!

avatar image scorpion1815 Feb 04 '16 at 10:18 PM

i was in a blank project thats why i didn't find de thirdBp haha

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