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Learn the Animation Pipeline for Game Characters in Unreal 4
Rating: 3.7 out of 5(146 ratings)
1,155 students

Learn the Animation Pipeline for Game Characters in Unreal 4

Take your animated characters from Maya - to moving around in your level in Unreal Engine 4
Created by3dmotive LLC
Last updated 7/2017
English
English [Auto],

What you'll learn

  • Import characters into Unreal Engine 4
  • Set up character Blueprints to accept input
  • Understand basic animation systems in the Unreal Engine
  • Share animation scripting between characters
  • Set up advanced features like IK and head look-at

Course content

4 sections32 lectures5h 13m total length
  • Download Source Files here!0:04
  • Introduction0:48

    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.

  • Preparing Character for Export11:48

    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.

  • Importing Character into Unreal6:27

    Import a character into Unreal Engine using fdx, keeping source assets separate from content assets, and set scale, skeleton, normals, tangents, materials, and textures.

  • Persona and Migrating Characters8:23

    Navigate persona and migrate characters between Unreal Engine versions 414 and 415 to resolve import bugs, detach and reattach skin, and preserve shaders.

  • Level Of Detail Meshes10:29

    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.

  • Sharing Skeletons7:39

    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.

  • Sockets11:46

    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.

  • Exporting and Importing Animations15:00

    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.

Requirements

  • Students will need to know how to make basic character rigs in your 3d animation package of choice
  • The course uses Maya - but if you are familiar with rigging in another software package you'll still be able to follow along
  • Access to Unreal 4

Description

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.

Who this course is for:

  • Anyone interested in learning how to make characters animate in the Unreal Engine
  • Character riggers and animators