Language:
Page Info
Skill Level:
Engine Version:

1 - Creating Aim Poses

In this step, we update our default playable character and create all the poses that will be needed for the Aim Offset.

For this guide we are using the Blueprint Third Person Template project and have added the Animation Starter Pack to the project:

AnimationAssetPack.png

You can download the Animation Starter Pack for free through the Marketplace from the Epic Launcher.

Steps

  1. In the Content Browser under the Content/ThirdPersonBP/Blueprints folder, open the ThirdPersonGameMode.

  2. Under Default Pawn Class, click the drop-down menu and select the Ue4ASP_Character then Save and close the Blueprint.

    Animations1.png

    We are changing the default playable character to use the one provided with the Animation Starter Pack.

  3. In the Content Browser open the Content/AnimStarterPack folder, then click Add New and create a folder called AimPoses.

    AimOffset1.png

  4. Drag the Aim_Space_Hip asset onto the AimPoses folder and select Copy.

    AimOffset2.png

    This is the animation sequence that contains a range of motions for aiming a weapon that we will chop up into poses.

  5. Inside the AimPoses folder, with Aim_Space_Hip selected, press Ctrl+W to duplicate it and name it Aim_Center.

    AimOffset3.png

  6. Open the Aim_Center asset, click the Pause button from the playback controls, then click the ToFront button.

    AimOffset4.png

  7. Right-click on the scrub bar in the timeline, then choose the Remove from frame 1 to frame 87 option.

    AimOffset5.png

    With this, we now have a single frame containing a pose we can use in our Aim Offset.

  8. In the AimPoses folder with Aim_Space_Hip selected, press Ctrl+W to duplicate it and name it Aim_Center_Down.

  9. Open Aim_Center_Down, make sure it is on frame 0, then click the ToNext button and go to frame 20.

    AimOffset9.png

    The character will now be aiming downward in the viewport, which is the pose we want to use for aiming down.

  10. Right-click on the scrub bar in the timeline, then choose the Remove frame 0 to frame 20 option.

    AimOffset10.png

    Depending on where you Right-click on the scrub bar, the frame range may be off by a frame or two, just make sure the character is aiming down.

  11. Right-click on the scrub bar in the timeline again, then choose the Remove from frame 1 to frame 68 option.

    AimOffset11.png

  12. In the AimPoses folder with Aim_Space_Hip selected, press Ctrl+W to duplicate it and name it Aim_Center_Up.

  13. Open Aim_Center_Up, make sure it is on frame 0, then click the ToNext button and go to frame 10.

  14. Right-click on the scrub bar in the timeline, then choose the Remove frame 0 to frame 10 option.

    AimOffset14.png

  15. Right-click on the scrub bar in the timeline again, then choose the Remove from frame 1 to frame 78 option.

    AimOffset15.png

  16. Duplicate the Aim_Space_Hip asset each time and create each of the remaining poses based on the table below.

    Anim Name Start At Keyframe Remove Frames 1 Remove Frames 2
    Aim_Left_Center 30 0 - 30 1 - 57
    Aim_Left_Up 40 0 - 40 1 - 48
    Aim_Left_Down 50 0 - 50 1 - 37
    Aim_Right_Center 60 0 - 60 1 - 27
    Aim_Right_Up 70 0 - 70 1 - 17
    Aim_Right_Down 80 0 - 80 1 - 8

    For each animation, be sure to start at the suggested Start At Keyframe frame, then Right-click on the scrub bar and Remove Frames 1, Right-click on the scrub bar again and Remove Frames 2. Each of your animations should be a single frame with the character aiming in the direction of its corresponding name. When you have created each, your AimPoses folder should have several poses in it for each aiming direction.

    AimOffset17.png

  17. In the Content Browser, Shift and select each of the aim poses.

    AimOffset18.png

  18. Right-click and under Asset Actions, select the Bulk Edit via Property Matrix option.

    AimOffset19.png

  19. In the Property Matrix, under Additive Settings, change the Additive Anim Type to Mesh Space.

    AimOffset20.png

    For an animation to be compatible with an Aim Offset, it must be set to use an Additive Anim Type of Mesh Space.

  20. Change the Base Pose Type to Selected animation frame, then under Base Pose Animation, click the pick asset icon and choose Idle_Rifle_Hip.

    add_01.png

    This Base Pose Type will define how the additive delta is to be calculated.

  21. Once you have done so, return to the Content Browser and click the Save All button.

    AimOffset22.png

With each of our pose assets created, in the next step, we will the poses to create our Aim Offset.