Unreal Animation Programmer https://xitter.cf/t.co/m1CIPcZoa4 https://xitter.cf/t.co/7zWxOy3jVF https://xitter.cf/t.co/LihSStv7wG

Joined August 2023
This is an early draft of an ND BlendSpace I'm working on . Only 3D can be visualized, so that's all I show here. The axes are Direction, Gait, and Stance. There is still work to be done, but I'm enjoying the current result.
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I'm working on an Operation within my Anim Tools plugin that can extract key poses from an animation. (This is using my yet-to-be-released Anim Tools, which has been rebuilt from the ground up.)
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I've been messing around with the idea of procedurally redirecting character attacks/strikes — which I'm calling Strike Warping. YELLOW: authored animation's strike-frame pose. GREEN: procedurally adjusted pose. RED: target. Notifies mark the strike frames in the animation.
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In the rot of the Ormora… our first look at the man inside. The walls are breathing.. and they are hungry. #trailertuesday #horror #horrorgames #gamedev #indiegames #thirdpersonhorror #blacktides #survivalhorror #teaser
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I made a video explaining the high-level overview of my animation system "framework." I created a similar post a short while ago, but I added a bit more detail to my video this time. If you have ideas for a better structure, please let me know. 🔊 Volume up! 🔊
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In Unreal's Chooser, a struct can be output — separate from the Chooser's return value — that can contain useful info for anim playback. (See the SM + MM GASP example.) Is there any way to output a struct/property with anims returned from a Pose Search Database?
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I made a video for work that briefly explains the high-level overview of my animation system "framework." I figured I'd post it here. If you have ideas for a better structure (not using UAF), please let me know.
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Ran into some limitations today: Linked Anim Graphs seem to produce strange artifacts when used within Blend Stack subgraphs, and Linked Anim Layers immediately crash the editor when connected there. I'm hoping UAF allows for more flexible animation implementation workflows.
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CHOOSER CRASH Has anyone else experienced the Unreal Engine crash shown in the attached video? Whenever I attempt to add an enum getter function to the Chooser, the engine crashes. However, if I select the property directly (not a getter function), there is no crash. Why...?
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All my products are on sale on Fab through January 20. Get 'em while you can! - Anim Tools: 30% off - UUS Animation Set: 50% off 50% off * UUS Animation Set: 50% off fab.com/sellers/MuuKnighted%…
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Here is an example of applying my Anim Tools plugin to retime pivot animations so they blend within a Blendspace (and w/out sync markers). Anim Tools: fab.com/listings/7608fd4d-4c…
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Can someone explain why, in GASP, removing the Component To Local and Local To Component nodes, which seem redundant, from within the Blend Stack Input graph breaks the warping? @clongmire42, do you happen to know the reason? This is in the context of the Mover SM version.
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I often wonder how root motion like this doesn't break something in GASP. What kind of pivot is this supposed to be? 😅 #UnrealEngine #GASP #MotionMatching
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Quantum Stage let me take a look at their mocap animations. If you're tired of using GASP animations for your locomotion system, I recommend checking out the set. I briefly show how my Anim Tools plugin can be used to easily add root motion to the animations.
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I think I found a bug in UE 5.7. Curve names change to an all-lowercase version when adding a new curve. Strange.
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BULK Anim Stitch My post yesterday did not emphasize that Anim Tools allows BULK modifications. So, for example, the below Stitch Animations Operation is now shown to be acting on seven animations at once (using the preview mode), prepending and appending selected animations.
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Baked ANIM STITCHING in Unreal! I'm testing a new animation-stitching Operation for my Anim Tools plugin. It provides controls for selecting the prepend and append animation keys and configuring the transition behavior, including blend type and blend duration.
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I've returned to looking at the Copy Motion node. The below video shows a slightly edited version of Epic's node. After working so long on my Anim Tools plugin, I'm enjoying getting back into runtime stuff.
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No Epic MegaGrant? No problem. 😎 The Anim Tools (AT) plugin is complete! Non-destructively bulk-modify animations within Unreal using Operations written in either Blueprint or C++. Volume up! 🔊
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