Coding for Character Animation
- Owen McNally
- Apr 21, 2022
- 1 min read
Updated: Jun 23, 2022
Learning how to code animations into unreal has actually been a really interesting process and has also helped me really appreciate how much time and effort goes into animation in games.
The general process for this was bringing all the animations into blender and then creating an animation blueprint, this is the code that tells unreal when certain animations should play. As of right now i've been able to set up an Idle animation when nothing is happening, an animation blendspace which blends the walking and running animations and plays them depending on the characters speed and i've also set up jumping. the way jumping works is it simply checks 'If JUMP is TRUE' with jump being a function I set up and then plays the start jump animation, a falling animation for when the player is still in mid air but the start animation has ended and then a jump end animation for when the player returns to the ground.
As I had no prior knowledge of this topic before taking the animation work, a lot of time this sprint was spent researching how all of this was done. After the amount of research done the general process was fairly straight forward with the most amount of time during this section being spent on the actual Animation blueprint, making sure the logic of when animations would play actually worked. I didn’t have too many issues during this process apart from a few small mistakes which were on me.
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