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Procedural animation for humans in Unreal Engine 5

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Lincoln Margison

8:47:09

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  • 1 - Getting started.mp4
    03:53
  • 1 - ProceduralAnimCourse.zip
  • 2 - Creating your first procedural animation.mp4
    07:47
  • 3 - Basic leg IK.mp4
    05:21
  • 4 - Put the feet into an array.mp4
    04:10
  • 5 - IK both legs in a loop.mp4
    06:53
  • 6 - Prevent multiple copies of each foot being added to the array.mp4
    01:22
  • 7 - Optional Sphere trace example.mp4
    05:10
  • 8 - Collapse to functions.mp4
    03:16
  • 9 - Rotate around point function.mp4
    05:39
  • 10 - Creating a SetFootTransforms function.mp4
    04:52
  • 11 - Foot platform traces.mp4
    03:28
  • 12 - Foot platform rotation offset.mp4
    01:43
  • 13 - Calculate foot platform forward offset.mp4
    03:39
  • 14 - Rotate foot bone around foot platform.mp4
    02:32
  • 15 - Calculate ball rotation point offset.mp4
    07:17
  • 16 - Calculate tip rotation point offset.mp4
    07:18
  • 17 - Calculate heel rotation point offset.mp4
    04:00
  • 18 - Rotate foot around ball.mp4
    05:50
  • 19 - Heel point fix.mp4
    03:03
  • 20 - Unrotate balltip.mp4
    02:59
  • 21 - Rotate around tip of the toes.mp4
    02:51
  • 22 - Rotate around heel.mp4
    04:25
  • 23 - Create a calculate velocity function.mp4
    02:26
  • 24 - Calculate world velocity.mp4
    05:10
  • 25 - Convert to rig space velocity.mp4
    03:08
  • 26 - Locked feet locations array.mp4
    01:50
  • 27 - Calculate world delta movement.mp4
    01:46
  • 28 - Create calculate foot targets function.mp4
    01:57
  • 29 - Basic time cycle.mp4
    03:08
  • 30 - Foot locked bool array.mp4
    03:03
  • 31 - Calculate foot targets lerp linear interpolation.mp4
    03:50
  • 32 - Lock the feet.mp4
    02:15
  • 33 - Shift the locked feet based on the worlds movement.mp4
    04:03
  • 34 - Unlock the locked feet.mp4
    02:48
  • 35 - Predict foot landing spot basic.mp4
    05:14
  • 36 - Stride length.mp4
    02:45
  • 37 - Set the feet cycles to be out of sync.mp4
    05:04
  • 38 - Floating foot fix and stride length improvements.mp4
    03:02
  • 39 - Predict character movement for foot traces.mp4
    03:42
  • 40 - Basic foot spline.mp4
    05:54
  • 41 - Dynamic cycle time.mp4
    07:09
  • 42 - Swing time as a percentage.mp4
    04:34
  • 43 - Foot landing spot prediction improvement.mp4
    03:02
  • 44 - Minimum stride time.mp4
    02:50
  • 45 - Velocity based spline diagram.mp4
    05:10
  • 46 - Advanced foot spline.mp4
    08:24
  • 47 - Minimum cycle time and Z lift tweaks.mp4
    03:54
  • 48 - Swing time tweaks.mp4
    01:10
  • 49 - Clamping the IK distance to prevent popping.mp4
    06:10
  • 50 - Pelvis motion initial setup.mp4
    05:07
  • 51 - Pelvis sin cycle.mp4
    02:13
  • 52 - Pelvis updown offset.mp4
    03:47
  • 53 - Pelvis bob based on speed.mp4
    02:15
  • 54 - Pelvis leftright swing.mp4
    08:43
  • 55 - Shoulder swing compensation.mp4
    08:09
  • 56 - Neck rotation.mp4
    02:37
  • 57 - Save foot platform outputs for later.mp4
    03:57
  • 58 - Pelvis offset diagram.mp4
    06:19
  • 59 - Calculate target pelvis rotation.mp4
    05:22
  • 60 - Save and visualize movement angle offset.mp4
    03:35
  • 61 - Offset the landing spot foot angle.mp4
    01:31
  • 62 - Rotate IK pole vector.mp4
    03:01
  • 63 - Rotate pelvis to match foot rotation average.mp4
    04:40
  • 64 - Head rotation fix.mp4
    02:03
  • 65 - Foot separation.mp4
    03:45
  • 66 - Reduce rotation offset.mp4
    00:59
  • 67 - Snapping issues.mp4
    02:17
  • 68 - Creating vector lerp linear interpolate function.mp4
    03:42
  • 69 - Velocity smoothing.mp4
    06:21
  • 70 - Movement angle offset smoothing.mp4
    03:51
  • 71 - Sideways movement foot rotations.mp4
    02:25
  • 72 - Locked foot rotation limits.mp4
    06:06
  • 73 - Relax midair foot.mp4
    08:41
  • 74 - Leg intersection problem.mp4
    01:31
  • 75 - Basic foot avoidance.mp4
    05:08
  • 76 - Dynamic stride length.mp4
    04:17
  • 77 - Arm motion setup.mp4
    06:20
  • 78 - Arm IK.mp4
    04:24
  • 79 - Arm swing.mp4
    03:30
  • 80 - Arm swing sync.mp4
    02:28
  • 81 - Arm swing based on speed.mp4
    06:01
  • 82 - Swing angle offset.mp4
    05:56
  • 83 - Reduce arm swing running backwards.mp4
    01:48
  • 84 - Arm swing sync improvements.mp4
    00:59
  • 85 - Shoulder bobbing.mp4
    04:25
  • 86 - Foot twist fix.mp4
    04:04
  • 87 - Leaning.mp4
    07:56
  • 88 - Arm lift tweaks.mp4
    02:27
  • 89 - Pelvis tilt.mp4
    06:21
  • 90 - Pelvis tilt overcompensation.mp4
    01:44
  • 91 - IK clamp fix.mp4
    01:23
  • 92 - Feet lagging improvements.mp4
    07:07
  • 93 - Extra smoothed velocity.mp4
    04:16
  • 94 - Dynamic rotation factor.mp4
    08:57
  • 95 - Knee alignment with velocity.mp4
    02:32
  • 96 - Foot angle for slanted surfaces.mp4
    04:36
  • 97 - Smooth pelvis offset based on a floor trace.mp4
    08:12
  • 98 - Using a better pose.mp4
    02:15
  • 99 - Identifying issues exposed by the new pose.mp4
    02:04
  • 100 - Use the accurate leg pole vectors.mp4
    08:34
  • 101 - Use the accurate arm pole vectors.mp4
    03:00
  • 102 - Smoothing the predicted landing spot.mp4
    03:30
  • 103 - Smoother interpolation.mp4
    01:26
  • 104 - Improved smoothing and replacing all blendspeeds.mp4
    07:11
  • 105 - Sideways movement arm raise.mp4
    05:39
  • 106 - Foot angle offset tweaks.mp4
    02:36
  • 107 - Side movement pelvis tweaks.mp4
    02:08
  • 108 - No floor no problem.mp4
    04:47
  • 109 - Lower foot trace for pelvis offset.mp4
    03:28
  • 110 - Aim math result constraint.mp4
    02:32
  • 111 - Check multiple landing spots.mp4
    12:16
  • 112 - Front of foot traces.mp4
    02:15
  • 113 - Find the flattest landing spot.mp4
    04:44
  • 114 - Prefer higher spots.mp4
    02:28
  • 115 - Prefer lower offsets.mp4
    03:07
  • 116 - Use the ideal landing spot.mp4
    04:52
  • 117 - Prefer valid hits.mp4
    01:28
  • 118 - More weight to the default landing spot.mp4
    05:29
  • 119 - Setting up a basic walk course.mp4
    02:54
  • 120 - Angle switch timing limitation.mp4
    03:33
  • 121 - Foot avoidance function setup.mp4
    04:46
  • 122 - Foot avoidance swings.mp4
    02:51
  • 123 - Foot avoidance based on the other foot.mp4
    08:40
  • 124 - Next steps.mp4
    09:52
  • Description


    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

    Who is this for?


  • 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
  • What You Need to Know?


  • No experience with animations or control rig necessary. Familiarity with Unreal Engine will help but all steps are demonstrated and explained.
  • An understanding of vectors/rotations would help follow the core concepts that are demonstrated
  • This is an advanced topic and may be difficult to follow if you are not familiar with Blueprints
  • More details


    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!

    Who this course is for:

    • 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

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    Lincoln Margison
    Lincoln Margison
    Instructor's Courses
    I am a game developer with 15 years of experience, with expert level experience in Unreal Engine. I have worked with various game developers and companies, and now run a game development company which I co-founded. I specialize in lookdev and gameplay prototyping, with a focus on technical animation and procedural animation systems.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 124
    • duration 8:47:09
    • English subtitles has
    • Release Date 2023/10/02

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