x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

Custom animation with an input?

Is it possible to have an animation that takes an input to decide where a bone may start and end in the animation?

So if input let's say 10 you would do a wave at a location and 11 a different location ?

If you read this im sure the response would be why not just make two animations when in reality it would likely need 360 different animations if I went down that route

I'm planning to make a custom sword swing that can be inputted by the player move mouse to the right then left to swing from right to left sorta thing!

Any ideas friends :) (Ideally blueprints btw)

Product Version: UE 4.19
Tags:
more ▼

asked Jun 13 '18 at 03:33 PM in Using UE4

avatar image

TheEssenceFlux
5 1 2

avatar image mightyenigma Jun 13 '18 at 03:44 PM

I believe you can scale the rotation of the bones or something like that using Blend Nodes or Animation Blueprints or something like that. Sorry I have no experience with them but I've seen it done. So if you have 1.0 of the animation, it does it fully. If you have 0.5 it only moves half as much, etc.

Epic did an Unreal live training where they fiddled with making the character animation 30% physically simulated and 70% animation driven, so yes there must be a way :)

It was funny to watch. The mannequin looked like a drunken crank zombie

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Im not sure what you mean by giving the player input, but here's a guess at how you could try to accomplish something like having the player arms(sword animation) follow the mouse cursor.

You can start by looking at animation blending and IK control of your character. The links are some guides from the Unreal site.

With blending, you can have an input number drive the animation. This is closer to making more animations.

With IK you can have a location drive the direction of your character's bones and define what bones will react. So in theory you get the mouse world position and have the arms(sword swing) follow the mouse cursor left, right, up etc. Basically have the arms setup with IK when swinging and the rest of the body should follow the original animation

more ▼

answered Jun 13 '18 at 03:50 PM

avatar image

vivalabugz
729 10 8 13

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question