Release date:2023, April
Duration:08 h 47 m
Author:Lincoln Margison
Skill level:Beginner
Language:English
Exercise files:Yes
MP4 |视频:h264,1280×720 |语言:英语+中英文字幕(云桥网络机译)|大小:7.82 GB 含课程文件 |时长:8小时46分钟
This course teaches you how to create a fully procedural walk/run animation system for characters, entirely within Unreal Engine 5.1+. The system allows for complete control over the characters’ walk and run style, with manual control over every bone, using custom logic and variables inside Control Rig. This results in a highly performant system that can be used on many characters at once.
With a fully procedural animation system, your characters will adapt their movement based on their surroundings, fitting seamlessly into their environment. Creating this level of interaction with traditional static animations would require creating hundreds or thousands of walk cycle variations and a complex system to blend between them, making tweaks difficult.
Instead, a procedural system mimics how a human (or any character) would walk by figuring out the logic behind their movements. Once the system is created, it can be adapted to any character in the future, making the process much quicker and easier.
The course covers creating a procedural human animation system, but the concepts and techniques can apply to any form of procedural animation. It’s the best solution for any animations that need to be adaptive and change based on the environment, user input, or gameplay events.
The course explains every step and decision, so you understand the thought process behind it. The solutions presented are a result of 7 years of experimentation with procedural animation, and the information and ideas are not available anywhere else.
The instructor has set up a Discord server for students to ask questions and share their results.
01 – Getting started 02 – Creating your first procedural animation 03 – Basic leg IK 04 – Put the feet into an array 05 – IK both legs in a loop 06 – Prevent multiple copies of each foot being added to the array 07 – Optional Sphere trace example 08 – Collapse to functions 09 – Rotate around point function
2 – Foot rotation
10 – Creating a SetFootTransforms function 11 – Foot platform traces 12 – Foot platform rotation offset 13 – Calculate foot platform forward offset 14 – Rotate foot bone around foot platform 15 – Calculate ball rotation point offset 16 – Calculate tip rotation point offset 17 – Calculate heel rotation point offset 18 – Rotate foot around ball 19 – Heel point fix 20 – Unrotate balltip 21 – Rotate around tip of the toes 22 – Rotate around heel
3 – Velocity cycles and leg movement
23 – Create a calculate velocity function 24 – Calculate world velocity 25 – Convert to rig space velocity 26 – Locked feet locations array 27 – Calculate world delta movement 28 – Create calculate foot targets function 29 – Basic time cycle 30 – Foot locked bool array 31 – Calculate foot targets lerp linear interpolation 32 – Lock the feet 33 – Shift the locked feet based on the worlds movement 34 – Unlock the locked feet 35 – Predict foot landing spot basic 36 – Stride length 37 – Set the feet cycles to be out of sync 38 – Floating foot fix and stride length improvements 39 – Predict character movement for foot traces 40 – Basic foot spline 41 – Dynamic cycle time 42 – Swing time as a percentage 43 – Foot landing spot prediction improvement 44 – Minimum stride time 45 – Velocity based spline diagram 46 – Advanced foot spline 47 – Minimum cycle time and Z lift tweaks 48 – Swing time tweaks 49 – Clamping the IK distance to prevent popping
4 – Pelvis and spine control
50 – Pelvis motion initial setup 51 – Pelvis sin cycle 52 – Pelvis updown offset 53 – Pelvis bob based on speed 54 – Pelvis leftright swing 55 – Shoulder swing compensation 56 – Neck rotation 57 – Save foot platform outputs for later 58 – Pelvis offset diagram 59 – Calculate target pelvis rotation 60 – Save and visualize movement angle offset 61 – Offset the landing spot foot angle 62 – Rotate IK pole vector 63 – Rotate pelvis to match foot rotation average 64 – Head rotation fix 65 – Foot separation
5 – Smoothing and rotation limits
66 – Reduce rotation offset 67 – Snapping issues 68 – Creating vector lerp linear interpolate function 69 – Velocity smoothing 70 – Movement angle offset smoothing 71 – Sideways movement foot rotations 72 – Locked foot rotation limits 73 – Relax midair foot 74 – Leg intersection problem 75 – Basic foot avoidance 76 – Dynamic stride length
6 – Arm motion
77 – Arm motion setup 78 – Arm IK 79 – Arm swing 80 – Arm swing sync 81 – Arm swing based on speed 82 – Swing angle offset 83 – Reduce arm swing running backwards 84 – Arm swing sync improvements 85 – Shoulder bobbing
7 – Tweaks fixes and improvements
086 – Foot twist fix 087 – Leaning 088 – Arm lift tweaks 089 – Pelvis tilt 090 – Pelvis tilt overcompensation 091 – IK clamp fix 092 – Feet lagging improvements 093 – Extra smoothed velocity 094 – Dynamic rotation factor 095 – Knee alignment with velocity 096 – Foot angle for slanted surfaces 097 – Smooth pelvis offset based on a floor trace 098 – Using a better pose 099 – Identifying issues exposed by the new pose 100 – Use the accurate leg pole vectors 101 – Use the accurate arm pole vectors 102 – Smoothing the predicted landing spot 103 – Smoother interpolation 104 – Improved smoothing and replacing all blendspeeds 105 – Sideways movement arm raise 106 – Foot angle offset tweaks 107 – Side movement pelvis tweaks
8 – Improved foot traces and foot avoidance
108 – No floor no problem 109 – Lower foot trace for pelvis offset 111 – Check multiple landing spots 112 – Front of foot traces 113 – Find the flattest landing spot 114 – Prefer higher spots 115 – Prefer lower offsets 116 – Use the ideal landing spot 117 – Prefer valid hits 118 – More weight to the default landing spot 119 – Setting up a basic walk course 120 – Angle switch timing limitation 121 – Foot avoidance function setup 122 – Foot avoidance swings 123 – Foot avoidance based on the other foot
9 – Congratulations
[Udemy] Procedural animation for humans in Unreal Engine 5 by Lincoln Margison.7z [Udemy] Procedural animation for humans in Unreal Engine 5 by Lincoln Margison_Subtitles.7z