After creating an Animation Pose Asset, you can use the Pose Blender and Pose by Name animation blueprint nodes to animate characters with pose assets.
Pose Blender
Pose Blender nodes are Animation Blueprint nodes that are automatically created by dragging a pose asset into the AnimGraph.
Pose Blender nodes are used to play the associated pose asset on the skeletal mesh at runtime.
Pose Blender nodes will not display an output pose without any method of driving the contained animation curves. You will need to use an Animation Blueprint node to drive the curve data of the pose node to generate an output pose.
Here is an example of an animation sequence, that contains authored animation curves, driving the pose assets curves, to animate the face.
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Animation Sequence Curves |
Pose Asset playback using animation sequence curves and Pose Blender node |
While nodes like the animation sequence players, can be used to drive animation curves found within the pose asset, you can also drive these curves with an curve asset. You can set a custom curve, to drive the pose asset, in the Custom Curve property, in the Pose Blender node's Details panel.
Pose by Name
When working with a pose asset that contains multiple
To create a Pose by Name node, you must right click a Pose Blender node in the AnimGraph and select, Create Pose by Name Node from the context menu.
Here a Pose by Name node is outputting a single pose from within a pose asset that was generated using a run animation, with each frame of animation having its own animation curve assigned, Frame 25
being the desired pose's name.
When using the Pose by Name node, you can control the weight of the specified pose using the Alpha Property. Here a simple wave value is adjusting the alpha value to drive the weight of the pose.
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Animation Blueprint |
Result |
If you are using a Pose Asset that has been enabled as Additive, you will need to use the Apply Additive node to correctly display your desired pose.