创建一个动态灵活的动画系统,可以适应任何风格的角色运动,在本课程中,您将学习如何为角色创建完全程序化的行走/奔跑动画系统,完全在UE5.1+中。该系统将允许您控制角色行走和奔跑风格的各个方面,手动控制每个骨骼,使用Control Rig中的自定义逻辑和变量(这允许非常好的性能,允许它一次用于许多角色)。有了一个完全程序化的动画系统,你的角色将适应他们的环境,并根据周围的环境调整他们的动作。无论角色是在走、跑还是在两者之间,一只脚站在窗台上,走过踏脚石,在转圈时向后跑上斜坡,或者你的角色可能会发现自己处于的任何其他情况。Procedural Animation For Humans In Unreal Engine 5

要创建这种级别的与传统静态动画的交互,您需要创建数百个(如果不是数千个的话)行走周期变化和一个复杂的系统,以便在适当的时间混合不同的动画。然后,如果你想做一个调整,比如改变角色的行走方式或速度,你将不得不从头开始。相反,通过一个程序系统,我们找出了决定人类实际如何行走的逻辑:他们将脚放在哪里,他们的速度如何影响他们的步幅时间,他们如何摆动臀部和脊柱以适应他们的腿部运动;创造一个模仿人类(或任何角色)行走的智能系统。在你创建了这个系统(包含在下载中以供使用或参考)之后,你可以让它适应你将来想要的任何角色。

例如,您可以为您的游戏创建一个更重更强的角色,也许是一个机器人/机甲/怪物,而不是花费几个小时来创建行走循环以计算他应该如何移动,您只需调整程序系统中的几个数字,以查看角色在行走时跺脚、大步行走或像疯子一样挥动手臂时的样子。我们不依赖于引擎中任何主要的内置功能,因此相同的概念和技术可以应用于任何形式的程序动画。

例如,完成本课程后,您可能希望利用您所学的关于创建程序性人类动画的知识,并使用相同的概念为鲨鱼制作程序性游泳动画。或由枪的力量控制的程序性武器后坐力。或者跑酷攀爬系统。理论上,任何可以动画化的东西都可以程序化地动画化。总是有益的吗?不。但是对于任何需要适应和根据环境、用户输入或游戏事件改变的动画来说,程序动画是最好的解决方案。最棒的是,我们在本课程中创建的所有东西都作为动画蓝图中的单个节点运行,允许您将其与常规动画或角色的任何输入姿势混合。这门课不是让我简单地告诉你按什么按钮。每一步都有解释,并讨论了决定下一步做什么的思考过程,所以你总是知道我们为什么要做每一步。我们定期查看我们迄今为止已经创建的内容,并对其进行分析,以便进一步改进。

这个课程里的信息和思想是其他地方没有的,相信我;我已经看过了,因为所有的解决方案都是7年程序动画实验的结果。这种动画方法还没有被任何游戏开发者做到这种程度,只有基本的混合IK系统,我坚信它将是未来几年角色动画的主要形式。我建立了一个Discord服务器,在那里你可以直接问我任何问题,或者查看该课程其他学生的结果。如果有什么地方你不明白或者需要进一步解释,我很乐意帮忙,期待看到你的成果!

MP4 |视频:h264,1280×720 |语言:英语+中英文字幕(云桥网络机译)|大小:7.82 GB 含课程文件 |时长:8小时46分钟

你会学到什么
程序动画的基础
如何创建完全程序化的行走和跑步循环
如何分析和逐步改进你的动画
如何在control rig中创建自定义功能
如何通过逻辑和变量控制你的动画的每一个元素
如何使用IK进行逼真的脚部放置
如何根据环境预测玩家脚步
如何在不同的运动角度之间无缝融合
如何创建适应不同速度的动态周期时间
如何创建一个自然流畅的人体动画系统
如何创建一个可以针对不同类型的角色移动进行修改的系统

要求
没有动画或控制绑定的经验是必要的。基本熟悉虚幻引擎会有所帮助,但所有步骤都演示和解释。


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

Requirements
No experience with animations or control rig necessary. Basic familiarity with Unreal Engine would help but all steps are demonstrated and explained.

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!

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