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Thread: AnimTree Notes

  1. #1

    Default AnimTree Notes

    Just some notes on AnimTree creation.

    1. Create AnimTree file within Generic Browser
      • Gives access to Animation and Morph Trees
    2. Add a PreviewSkelMesh to AnimTree
      • Gives access to Skeletal Control Chains (code controlled joints, i.e. Head Look)
    3. Add PreviewAnimSets to AnimTree
      • Anims in the AnimSequence Player and AnimNodeSequence won't work otherwise


    Afterwards you start building what I would call a blending tree using the Engine and UTGame blend types.


    Based on the AT_CH_Human this is what the blends do:

    • UTAnimNodeCopyBoneTranslation - Copies the animation from one bone to another (ie Hand bone -> Gun bone should the gun bone not be animated)
    • UTAnimBlendBySlotActive - Divides the skeleton into slots (ie divide it so an animation only plays on the top half of the skeleton)
    • AnimNodeSlot - each slot of the UTAnimBlendBySlotActive (The channel is where the output animation goes.)
    • UTAnimBlendByDriving - Blends between Driving and Not Driving Player states (renamed to DrivingNode)
    • AnimNodeBlend - Basic Blending (FeignDeathBlend uses this)
    • AnimNodeAimOffset - Blends between 9 control points (Hence the AnimHuman_AimOffset AnimSet, renamed to AimNode)
    • UTAnimBlendByPhysics - "Looks at the physics of the Pawn that owns this node and blends accordingly" (Condensed version of Engine Blend)
    • UTAnimBlendByPosture - "Looks at the posture of the Pawn that owns this node and blends accordingly" (Blends between Standing Run and Crouch Run)


    I'll update this as my free time increases.

    And I'll try and answer any other questions to the best of my ability.
    Last edited by Keshire; 01-15-2008 at 05:14 AM.

  2. #2
    MSgt. Shooter Person
    Join Date
    Dec 2007
    Posts
    31

    Default

    Excuse me, you say that you creates pawns in this way??

  3. #3
    MSgt. Shooter Person
    Join Date
    Nov 2007
    Posts
    195

    Default

    No, this is for designating how animations are used by the pawn. Having started creating my own AnimTree for the mod I'm working on, it seems a really good system, though can be a bit confusing when you first look at the stock AnimTree.

    There's a couple of things I'm not too sure about. I'm yet to find where to set the 9 animations for UTAnimNodeJumpLeanOffset and the SkelControlFootPlacement seems to break the model's legs and cause the model's thighs to twist horribly when rotating on the spot. Some more info on the more advanced aspects such as the IK controllers would be very apprectiated

  4. #4
    MSgt. Shooter Person
    Join Date
    Dec 2007
    Posts
    31

    Default

    Well, I use AnimTree for do my skeletalmesh animated, but i dont know how controls animtree the diferents animations and how u can call it into game separated (one for stand, one for walk, one for talk,...) Probably a tutorial about AnimTree will be good...xP
    Last edited by ModderX; 01-21-2008 at 03:44 PM.

  5. #5

    Character (PC) anim tree in game?

    I am working on a total conversion mod

    I have created a number of custom animation trees but i cant figure out how to get them into the game.

    Even using script to set the anim tree doesnt seem to work.

    Any ideas?


 

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