Description
This course is all about learning the basics of Procedural Animation in Unreal Engine 5. This course talks about different ways to make procedural walk and run cycles in animation. It starts by explaining how to keep legs on loop and later talks about the ways to calculate ball rotation point. It is designed for both beginners and experts in animation and describes the procedure for adapting movement based on the surroundings. This course aims to teach creating custom functionality within control rigs and describes ways to blend between the different movements.
Topics Covered:
- Introduction To Procedural Animation: Get started and create your first procedural animation and see how characters rotate around a point function.
- Foot Rotation: Understand all concepts related to foot rotation, such as foot bones, foot platform traces and foot around the ball.
- Velocity And Cycles: Learn how to calculate world velocity and learn the conversion to rig space velocity.
- Pelvis Motion: Setup for the pelvis motion and learn a few related concepts such as pelvis sine cycle and pelvis bob based on speed.
- Velocity Smoothing: Understand what velocity smoothing is and know about its important function, vector lerp.
- Arm Motion: Get started with the arm motion setup and learn about concepts like arm swing, swing angle and arm IK.
- And Many More Topics..
Who Will Benefit?
- Game Developers: All those who want to learn procedural animation in Unreal Engine and have practical skills related to its concepts.
- Students In Animation: All students who want to learn about keyframe animation and understand what procedural motion is.
- Users Of Unreal Engine: Users who want to have knowledge of integration of procedural animation in their projects of Unreal Engine.
Why Choose This Course?
As you choose this course, you will practically learn how to blend animation between different movements and come across the basics of procedural animation. This course benefits you by teaching you multiple ways to control every element of animation and predict beforehand the player’s movements in the environment. You will also learn how to create a particular system which can be modified for different character movements. By the end of this course, you will have hands-on experience in creating fully procedural walk and run cycles.