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1 - Required Setup

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Before we get started with applying dynamic animations to our character we need to set up the character we wish to use. The template characters do not have any dynamic bones we can use so we will retarget animations from the template character over to an Infinity Blade character who has bones that we can influence with AnimDynamics.

For this guide, we created a New Project using the Blueprint Third Person template.

We then added the Infinity Blade: Adversaries pack which is available for free on the Marketplace to the project. AdversariesPack.png

Steps

With your Blueprint Third Person based template project open and the Infinity Blade assets added:

  1. In the Content Browser under Content/Mannequin/Character/Mesh, open the UE4_Mannequin_Skeleton asset.

    1_OpenMesh.png

  2. Click the Retarget Manager button, then under Select Rig assign the Humanoid rig.

    2_SetRig.png

    We are going to retarget this character's AnimBlueprint and Animations to an Infinity Blade character.

  3. In the Content Browser navigate to and open the SK_Master_Grunt_Skeleton in the Infinity Blade Adversaries folder.

    3_OpenGrunt.png

  4. Click the Retarget Manager button, then select Humanoid under the Select Rig option.

  5. For each node on the Rig, assign a Bone from the Skeleton.

    4_AssignBones.png

    The full assignment is shown in the table below.

    Node (Rig)

    Bone (Skeleton)

    Root

    b_MF_Root

    Pelvis

    b_MF_Pelvis

    spine_01

    b_MF_Spine_01

    spine_02

    b_MF_Spine_02

    spine_03

    b_MF_Spine_03

    clavicle_l

    b_MF_Clavicle_L

    upperarm_l

    b_MF_UpperArm_L

    lowerarm_l

    b_MF_Forearm_L

    hand_l

    b_MF_Hand_L

    clavicle_r

    b_MF_Clavicle_R

    upperarm_r

    b_MF_UpperArm_R

    lowerarm_r

    b_MF_Forearm_R

    hand_r

    b_MF_Hand_R

    neck_01

    b_MF_Neck

    head

    b_MF_Head

    thigh_l

    b_MF_Thigh_L

    calf_l

    b_MF_Calf_L

    foot_l

    b_MF_Foot_L

    thigh_r

    b_MF_Thigh_R

    calf_r

    b_MF_Calf_R

    foot_r

    b_MF_Foot_R

    Before we proceed with retargeting, we will adjust the Translation Retargeting to ensure that our animations play correctly.

  6. In the Skeleton Tree, click the Show Advanced Options button.

  7. Right-click on the b_MF_Root bone and select Recursively Set Translation Retargeting Skeleton.

    5_TranslationRetargetingA.png

  8. Under Translation Retargeting, set b_MF_Root to Animation and b_MF_Pelvis to Animation Scaled.

    5_TranslationRetargetingB.png

    Our Skeleton is set up and we can now retarget the AnimBluperint and Aniamtions from the template character.

  9. Navigate to the ThirdPersonAnimBP and Right-click on it and select Duplicate Anim Blueprints and Retarget.

    6_RetargetAnimBP.png

  10. In the Select Skeleton window, select the SK_Master_Grunt_Skeleton asset then choose Retarget.

    7_SetTarget.png

    You can click the Change... button to assign where the retargeted assets are copied to if you like.

  11. Navigate to the duplicated assets and rename the new AnimBlueprint to GruntAnimBP.

    8_RenameAnimBP.png

  12. Navigate to and open the ThirdPersonCharacter Blueprint.

    9_OpenThirdBP.png

  13. Click the Mesh in the Components window, then assign the SK_Master_Grunt and GruntAnimBP_C in the Details panel.

    10_AssignNewCharacter.png

  14. Compile and Save, then close the Blueprint.

End Result

At this point if you play in the Editor, you should be controlling the Grunt Character who can run and jump with WASD and Spacebar.

Notice the limited movement of the harness and furnace around the characters neck. It appears relatively static and our character would look more natural if these objects moved along with the character's movement.

In the next step we will use the AnimDynamics node to animate the harness and furnace so it reacts to character movement.