Just some notes on AnimTree creation.
- Create AnimTree file within Generic Browser
- Gives access to Animation and Morph Trees
- Add a PreviewSkelMesh to AnimTree
- Gives access to Skeletal Control Chains (code controlled joints, i.e. Head Look)
- 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.





Reply With Quote

Bookmarks