
Learn how to import characters and animations from Maya into Unreal Engine, set up game logic, trigger and blend animations, and explore real-time animation workflows.
Export your character from your animation package using the fdx exporter, ensuring a single joint hierarchy, linear skinning, and blend shapes, then export to SBX 2014 for Unreal.
Import a character into Unreal Engine using fdx, keeping source assets separate from content assets, and set scale, skeleton, normals, tangents, materials, and textures.
Navigate persona and migrate characters between Unreal Engine versions 414 and 415 to resolve import bugs, detach and reattach skin, and preserve shaders.
Learn how to create level of detail meshes (Elodie) for game characters in Unreal 4, reduce polygons with distance-based popping, and manage materials, reimport workflows, and physics asset setup.
Share skeletons across characters to reuse a single animation graph and behavior in Unreal; updating per-character animations; joints must have the same names and hierarchy.
Explore how sockets extend a single skeleton to per-character customization by adding mesh sockets, attaching armor pieces, and adjusting orientation and bone targets in unreal 4.
Export and import animations from Maya to Unreal, retarget using control rig or skeleton, bake on export, and set notifiers for sounds and effects, with root motion considerations.
Learn to retarget animations between characters in Unreal Engine, set up blends bases and additive animations, and build animation blueprints, starting from importing characters from Maya and exporting animations.
Retarget animations across skeletons in Unreal Engine using the animation starter pack, retarget manager, and translation settings to fix joints, adjust base poses, and create blended space animations.
Master the Unreal 4 animation pipeline by retargeting skeletons, building blend spaces for idle, walk, and run, and refining forward speed with multi-axis directions.
Master additive animations in Unreal 4 by exporting poses, refining them in Maya, and importing them as additive to build a two-dimensional blend space for upper body motion.
Explore how blueprints drive the character and feed the animation blueprint, letting the pawn determine the right animations, while organizing blueprints, actors, pawns, and the character.
Explore setting up a character in Unreal 4, using the event graph, begin play, and tick to implement time-based logic with variables and reusable timer functions.
Explore casting concepts in Unreal Engine, collapse and comment sections to organize blueprints, and test enemy actor interactions to drive character animations with animation blueprints.
Set up the animation blueprint to drive the character in Unreal Engine using keyboard or gamepad input. Implement running motion in the scene with blend spaces and additive animations.
Set up a character pawn in Unreal 4 by creating axis mappings for forward and right movement, using keyboard and gamepad inputs to drive movement and prepare animation blueprints.
Set up animation blueprints in Unreal 4, wire the event graph and animation graph on a test skeleton, and drive idle to walk to run via movement speed.
Map the right stick input to aim up and aim right in Unreal 4 blueprints, using additive animation blending, pawn owner casting, and invert preferences for the Y-axis.
Explore using a discrete state machine in Unreal Engine 4 to manage standing, crouching, prone, and death states with transitions driven by a crouching flag and animation events.
Master advanced state machines in Unreal to drive transitions between standing, crouching, and prone, using speed blending, time remaining checks, and flags.
Learn how to randomize death animations in Unreal 4 using a boolean flag and a random index within a state machine to switch between standing and prone poses.
Set up the pawn in Unreal 4 by mapping crouch, prone, and reload inputs, add health flags, and wire blueprint logic with state machines for a responsive animation-driven character.
Maximize your Unreal Engine animation blueprint to minimize work while maintaining flexible gameplay across animation sets. Explore look at controls and other character controls for weapon handling.
Share animation blueprints across characters on the same skeleton, then use child blueprints and overrides to adapt hip movements and iron sights for different weapons.
Use an animation struct to store multiple animation entries, initialize it at runtime, and drive dynamic array-based selection via indexing to avoid hard-coded overrides.
Learn to customize a character’s animation blueprint with a sub anim graph, implement a jiggle joint using spring controllers, and apply post-process animation for per-character effects in Unreal 4.
Attach a simple gun to a character using sockets and a blueprint; stabilize the left arm with arm IK, adjusting component space transforms and iterations to keep the grip aligned.
Learn to implement skeletal controls in Unreal Engine 4 by creating look at targets, using bone-driven controllers, and remapping ranges to drive head and limb motion with real-time debugging tools.
Export characters from your package and import animations into the Unreal Engine, enable keyboard or gamepad input, and configure the DNA blueprint with state machines, additive animations, and blend spaces.
In Animation Pipeline in UE4, Chad Morgan will giving a comprehensive overview of all things animation in Epic's Unreal 4 Engine. Starting with exporting our character from Maya using the FBX format, we’ll import it into UE4 in such a way that will allow us to share animation blueprints across different characters. Then we’ll go over how to import animations and setting up things like additive aim poses and navigational blend spaces. We will cover the basic concepts of the blueprint scripting system in the Unreal Engine so we can set up our character and then our animation blueprint. We’ll cover how to hook up our character with input from the keyboard and gamepad, connect it to our anim blueprint, and have our character running around the level in the engine. In discussing anim blueprints, we’ll discuss concepts such as applying additive animations and setting up state machines. We’ll add extra features like ik systems, head look-at systems, other procedural animation systems.
More about the Instructor:
Chad Robert Morgan used his veteran’s benefits he earned from his tour in the US Navy to go to Sonoma State University where he earned his bachelors degree in Computer Science. He got his first job in the industry right after graduation with LucasArts where he learned how to rig characters in SoftImage and Maya, as well as how to apply his programming knowledge with MEL. Chad has worked in both film and games for nearly 20 years. Currently he runs his own company which published its first mobile game, The Last Rite – Endless Nightmare, as well as working at Whitemoon Dreams, the makers of WarMachine:Tactics and Starblood Arena.