~/talk

Making the Most of Animation Blueprints

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
slides:none on file

Fortnite’s animation pipeline uses Copy Pose from Mesh to drive attachments onto one base Skeleton and layers simulation with Rigid Bodies, AnimDynamics and constraints; cape cloth uses a standardized simulation mesh so any cape imports in minutes; mobile replaces heavy sim with Trail Controller and Spring Controller; practical rules include explicit gravity correction, simulation space choices (component/root/spine bone), mass scaling by powers of two (1,2,4,8,16) and cross-constraints every 2–3 bodies, plus pose blending driven by Get Delta Transform from Ref Pose for corrective transforms.

AI-written summary · about

  1. 0:00Intro
  2. 1:44What is a Character?
  3. 3:17Character Flow
  4. 4:09The Glue
  5. 5:45The Work
  6. 7:04The LOD 1 Solution
  7. 8:39Pickaxes
  8. 11:22Danglies
  9. 15:13Backblings
  10. 17:07Capes
  11. 18:45Backbling Wings
  12. 19:45Hair
  13. 21:11Cloth
  14. 29:25Correctives • Pose Driver
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