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[TIP] Dynamic Idle Animation


In this quick tip I’ll show you how to make dynamic idle animation that feels more alive. I’ll be using Sword Animset Pro by Kubold for this tutorial but you can use any animation set (or your own) as long as you have Aim Offsets.

End result:

You can create an Aim Offset from Content Browser under Animation -> Aim Offset:

After that, open your AimOffset asset you just created and set the Axis Settings. In this example, I’ll call them HorizontalAngle and VerticalAngle and set their minimum/maximum values to -90 and 90 respectively. So if the value is -90 horizontal then player will be looking to the left or if its 90 then player will look to the right. The same goes for vertical also. If its 90 then player looks up and -90 means looking down.

NOTE: For the sake of this tutorial, we will use LookAround asset that is included in Sword Animset Pro.

Now that our Aim Offsets are done its time to modify the Animation Blueprint Graph for your character. I wont be covering how to create the animation graph and assign it to your character. If you are not familiar with it you can read more about AnimGraph here.

The basic idea for this system is to create random “look at” points around our character within our vision cone (that is 90 degrees up and right) and we will use those values to drive our LookAround aim offset. In you Animation Event graph you have to create a graph like below. The comments in the screenshot should explain what the system does :). (psst click image for high resolution)

Once that setup is finished you simply have to use those values in your Anim Graph.

That’s it! You have your own Dynamic Idle Animation. You can play with all those values in Event Graph and make it more alive 🙂

Unreal X-Graph (A program that never saw daylight)


Here are some screenshots of my program called Unreal X-Graph which was a graph editor for creating new classes for UnrealScript. While Beta testing UE4 i was inspired by the idea of Blueprints and thought about creating a graph editor for UnrealScript and contribute it to the community (like Unreal X-Editor) so hopefully that should attract more people to Unreal Technology. Unreal X-Graph works much like Blueprints. That means, you can create and connect nodes together and compiling will generate a *.uc file with the contents of the graph. I started development back on January 2014 but since UE4 was released on March i totally abandoned this project and have no intention of resurrecting this back.

When the program starts you will be prompted to define new name for your class.

When the program starts you will be prompted to define new name for your class.

By default all these nodes are created automatically when you start.

By default all these nodes are created automatically when you start.

And when you press compile, this is how the result looks like.​

And when you press compile, this is how the result looks like.​

Node selection and highlight.

Node selection and highlight.

Creating new function graph and previewing it.

Creating new function graph and previewing it.

Opening function graph and creating new variables.

Opening function graph and creating new variables.

Protect Node Feature. You can right click on any node (except Class and Default Properties) and toggle if it is protected or not. If it is protected then that node cannot be deleted.

Protect Node Feature. You can right click on any node (except Class and Default Properties) and toggle if it is protected or not. If it is protected then that node cannot be deleted.

Different connection renderings:

Bezier (Default)

Bezier (Default)

Line

Line

Curve

Curve

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