Making the Most of Animation Blueprints
summary
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.
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chapters (14)
- 0:00Intro
- 1:44What is a Character?
- 3:17Character Flow
- 4:09The Glue
- 5:45The Work
- 7:04The LOD 1 Solution
- 8:39Pickaxes
- 11:22Danglies
- 15:13Backblings
- 17:07Capes
- 18:45Backbling Wings
- 19:45Hair
- 21:11Cloth
- 29:25Correctives • Pose Driver
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