Animation Features 4.14
Agenda Animation Editor Revamp Default Anim Blueprint (Post Anim Blueprint) Child Anim Montage Animation Curve Window Morph Target Debug View Mode Advanced : Pose Driver Advanced : Virtual bone
Animation Editor Revamp Persona -> Skeleton, Mesh, Animation, Anim Blueprint Editor Before it was one big editor called Persona that has 4 different modes Major issue : You can’t open multiple animations or multiple meshes playing the same animation belong to the same skeleton This was a huge workflow problem animators face often Also, the mode is not something we use a lot in our editor. Difficult for the new people.
Animation Editor Revamp
Animation Editor Revamp The flow is still guaranteed - opening mesh, and open animation, open another mesh, and compare Recording has moved to Transport Controls Show editor of flow and opening and closing
Animation Editor Revamp Preview Scene Setup Emphasize here you can change preview mesh
Post Process Anim Blueprint Can be set on SkeletalMesh and it will run all the time on the SkeletalMeshComponent when instantiated This is useful to do something you always want to apply to the mesh - i.e. anim dynamics If you have animation blueprint set on the mesh component, it will run AFTER the animation blueprint runs Anim BP-> Post Process Anim Blueprint Pre Physics : runs before physics Demo with anim dynamics
Child Anim Montage This is created from another Anim Montage as a child It derives all notifies, sections, tracks from the AnimMontage Only allows it to override animation asset data (AnimSequence or AnimComposite) This will scale the animation length to fit in the track So that game play won’t have any impact on the animation asset changes Good for variation of the animations without impacting gameplay
Animation Curve Window Curve type now moved to Skeleton (not per asset) Now you can only set it in one place Morphtarget curve type is automatically set if it contains same name of morphtarget
Morphtarget Debug View Community contribution (git : tmiv) Extended to multiple support and cleaned up UI
Advanced Topics Pose Driver : interpolates from from multiple inputs to multiple outputs Now bone transform drive target outputs Shoulder with 4 poses and blending based on arm rotations Example - RBF node from Maya
Advanced Topic Virtual Bone : Non skinnable joint that can be added and constraint to another joint Example : IK joint that has to be re-constrained Before they have to go to DCC, and add new joint and re-export all animations This was extreme time consuming