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    Procedural Animation For Humans In Unreal Engine 5

    Posted By: ELK1nG
    Procedural Animation For Humans In Unreal Engine 5

    Procedural Animation For Humans In Unreal Engine 5
    Published 4/2023
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 7.91 GB | Duration: 8h 46m

    Create a dynamic and flexible animation system which can be adapted to any style of character movement

    What you'll learn

    The fundamentals of procedural animation

    How to create a fully procedural walk and run cycle

    How to analyse and incrementally improve your animations

    How to create custom functionality within control rig

    How to control every element of your animation through logic and variables

    How to use IK for realistic foot placement

    How to predict player footsteps based on the environment

    How to seamlessly blend between different angles of movement

    How to create a dynamic cycle-time that adapts to different speeds

    How to create a natural and smooth human animation system

    How to create a system which can be modified for various styles of character movement

    Requirements

    No experience with animations or control rig necessary. Basic familiarity with Unreal Engine would help but all steps are demonstrated and explained.

    Description

    In this course you will learn how to create a fully procedural walk/run animation system for characters, entirely within Unreal Engine 5.1+ This system will allow you to control every aspect of the characters walk and run style, with manual control over every bone, using custom logic and variables inside Control Rig (which allows for very good performance, allowing it to be used on many characters at once).With a fully procedural animation system, your characters will fit within their environment and adapt their movement based on the surroundings. Whether the character is walking, running or anywhere in between, standing with one foot on a ledge, walking across stepping stones, running up a ramp backwards whilst spinning in circles, or any other situation your character may find themselves in.To create this level of interaction with traditional static animations, you would need to create hundreds if not thousands of walk cycle variations and a complex system to blend between different animations at the appropriate times. Then if you'd like to make a tweak, such as to change the character's walk style or speed, you would have to start all over again.Instead, with a procedural system, we figure out the logic that dictates how a human actually walks: where they place their feet, how their speed influences their stride time, how they swing their hips and spine to accommodate for their leg movements; to create an intelligent system that mimics how a human (or any character) would walk.After you've created the system (which is included as a download for use or reference), you can adapt it to any character you may want in the future. For example, you may create a heavier & stronger character for your game, perhaps a robot / mech / monster, and instead of spending hours creating walk cycles to figure out how he should move, you simply tweak a few numbers in the procedural system to see how the character looks when he stamps his feet whilst walking, or takes longer strides, or swings his arms like a madman.We don't rely on any major inbuilt functions within the engine, and so the same concepts and techniques can apply to any form of procedural animation. For example, after completing the course, you may want to take what you've learnt about creating procedural human animations and use the same concepts to make a procedural swimming animation for a shark. Or procedural weapon recoil controlled by the strength of the gun. Or a parkour climbing system. In theory, anything that can be animated can be animated procedurally. Is it always beneficial? No. But procedural animation is the best solution for any animations which need to be adaptive and change based on the environment, user input, or gameplay events. The best part is, everything we create in this course runs as a single node in the animation blueprint, allowing you to blend it with regular animations, or any input pose for the character.This is not a course where I simply tell you what buttons to press. Every single step is explained, and the thought process behind decisions about what to do next is discussed, so you will always have an idea of why we're doing each step. We routinely take a look at what we have created so far to analyse it for further improvements. The information and ideas in this course are not available anywhere else, trust me; I have looked, as all of the solutions are a result of 7 years of experimentation with procedural animation. This method of animation isn't being done to this degree by any game developers yet, only basic hybrid IK systems, and I strongly believe it will be the primary form of character animation in the next few years.I have set up a Discord server where you can directly ask me any questions, or see the results of other students of the course. If there are any areas that you don't understand or need further explanations, I'll be happy to help, and look forward to seeing your results!

    Overview

    Section 1: Initial setup

    Lecture 1 Getting started

    Lecture 2 Creating your first 'procedural animation'

    Lecture 3 Basic leg IK

    Lecture 4 Put the feet into an array

    Lecture 5 IK both legs in a loop

    Lecture 6 Prevent multiple copies of each foot being added to the array

    Lecture 7 Optional: Sphere trace example

    Lecture 8 Collapse to functions

    Lecture 9 Rotate around point function

    Section 2: Foot rotation

    Lecture 10 Creating a SetFootTransforms function

    Lecture 11 Foot platform traces

    Lecture 12 Foot platform rotation offset

    Lecture 13 Calculate foot platform forward offset

    Lecture 14 Rotate foot bone around foot platform

    Lecture 15 Calculate ball rotation point offset

    Lecture 16 Calculate tip rotation point offset

    Lecture 17 Calculate heel rotation point offset

    Lecture 18 Rotate foot around ball

    Lecture 19 Heel point fix

    Lecture 20 Unrotate ball/tip

    Lecture 21 Rotate around tip of the toes

    Lecture 22 Rotate around heel

    Section 3: Velocity, cycles, and leg movement

    Lecture 23 Create a calculate velocity function

    Lecture 24 Calculate world velocity

    Lecture 25 Convert to rig space velocity

    Lecture 26 Locked feet locations array

    Lecture 27 Calculate world delta movement

    Lecture 28 Create calculate foot targets function

    Lecture 29 Basic time cycle

    Lecture 30 Foot locked bool array

    Lecture 31 Calculate foot targets lerp (linear interpolation)

    Lecture 32 Lock the feet

    Lecture 33 Shift the locked feet based on the world's movement

    Lecture 34 Unlock the locked feet

    Lecture 35 Predict foot landing spot (basic)

    Lecture 36 Stride length

    Lecture 37 Set the feet cycles to be out of sync

    Lecture 38 Floating foot fix and stride length improvements

    Lecture 39 Predict character movement for foot traces

    Lecture 40 Basic foot spline

    Lecture 41 Dynamic cycle time

    Lecture 42 Swing time as a percentage

    Lecture 43 Foot landing spot prediction improvement

    Lecture 44 Minimum stride time

    Lecture 45 Velocity based spline diagram

    Lecture 46 Advanced foot spline

    Lecture 47 Minimum cycle time and Z lift tweaks

    Lecture 48 Swing time tweaks

    Lecture 49 Clamping the IK distance to prevent 'popping'

    Section 4: Pelvis and spine control

    Lecture 50 Pelvis motion initial setup

    Lecture 51 Pelvis sin cycle

    Lecture 52 Pelvis up/down offset

    Lecture 53 Pelvis bob based on speed

    Lecture 54 Pelvis left/right swing

    Lecture 55 Shoulder swing compensation

    Lecture 56 Neck rotation

    Lecture 57 Save foot platform outputs for later

    Lecture 58 Pelvis offset diagram

    Lecture 59 Calculate target pelvis rotation

    Lecture 60 Save and visualize movement angle offset

    Lecture 61 Offset the landing spot foot angle

    Lecture 62 Rotate IK pole vector

    Lecture 63 Rotate pelvis to match foot rotation average

    Lecture 64 Head rotation fix

    Lecture 65 Foot separation

    Section 5: Smoothing and rotation limits

    Lecture 66 Reduce rotation offset

    Lecture 67 Snapping issues

    Lecture 68 Creating vector lerp (linear interpolate) function

    Lecture 69 Velocity smoothing

    Lecture 70 Movement angle offset smoothing

    Lecture 71 Sideways movement foot rotations

    Lecture 72 Locked foot rotation limits

    Lecture 73 Relax midair foot

    Lecture 74 Leg intersection problem

    Lecture 75 Basic foot avoidance

    Lecture 76 Dynamic stride length

    Section 6: Arm motion

    Lecture 77 Arm motion setup

    Lecture 78 Arm IK

    Lecture 79 Arm swing

    Lecture 80 Arm swing sync

    Lecture 81 Arm swing based on speed

    Lecture 82 Swing angle offset

    Lecture 83 Reduce arm swing running backwards

    Lecture 84 Arm swing sync improvements

    Lecture 85 Shoulder bobbing

    Section 7: Tweaks, fixes and improvements

    Lecture 86 Foot twist fix

    Lecture 87 Leaning

    Lecture 88 Arm lift tweaks

    Lecture 89 Pelvis tilt

    Lecture 90 Pelvis tilt overcompensation

    Lecture 91 IK clamp fix

    Lecture 92 Feet lagging improvements

    Lecture 93 Extra smoothed velocity

    Lecture 94 Dynamic rotation factor

    Lecture 95 Knee alignment with velocity

    Lecture 96 Foot angle for slanted surfaces

    Lecture 97 Smooth pelvis offset based on a floor trace

    Lecture 98 Using a better pose

    Lecture 99 Identifying issues exposed by the new pose

    Lecture 100 Use the accurate leg pole vectors

    Lecture 101 Use the accurate arm pole vectors

    Lecture 102 Smoothing the predicted landing spot

    Lecture 103 Smoother interpolation

    Lecture 104 Improved smoothing and replacing all blendspeeds

    Lecture 105 Sideways movement arm raise

    Lecture 106 Foot angle offset tweaks

    Lecture 107 Side movement pelvis tweaks

    Section 8: Improved foot traces and foot avoidance

    Lecture 108 No floor, no problem

    Lecture 109 Lower foot trace for pelvis offset

    Lecture 110 Aim math result constraint

    Lecture 111 Check multiple landing spots

    Lecture 112 Front of foot traces

    Lecture 113 Find the flattest landing spot

    Lecture 114 Prefer higher spots

    Lecture 115 Prefer lower offsets

    Lecture 116 Use the ideal landing spot

    Lecture 117 Prefer valid hits

    Lecture 118 More weight to the default landing spot

    Lecture 119 Setting up a basic walk course

    Lecture 120 Angle switch timing limitation

    Lecture 121 Foot avoidance function setup

    Lecture 122 Foot avoidance swings

    Lecture 123 Foot avoidance based on the other foot

    Section 9: Congratulations!

    Lecture 124 Next steps..

    Game developers wanting to create a robust system to save 100s of hours hand-animating walk cycles,Animators who want to prototype and visualise different animation styles rapidly,Unreal Engine developers who want their characters to interact with the environment