Victoria 8 expressions (eCTRL) exported from daz3d as animation, one expression per frame. Imported in Unreal Engine 4, played at 10% speed. All animated with bones, no morph targets. Continue reading “Face animation with bones (Daz3D to UE4)”
Victoria 8 from Daz3D went to the beach in Unreal Engine 4. Video plus few pics.
Our goal is to swap animation between left and right sides of the body. For example there is a walk forward start animation that begins by lifting the left foot, and we want the exact opposite: character walks forward but starts by lifting the right foot. In my case it’s for UE4 character with root motion, but I suppose it can be applied to another cases too. Continue reading “Mirror animation in Human IK with root motion”
Steering wheel copy rotation of the front wheel. Driver hands attached to sockets on the wheel.
Arms are moved using two bones IK, like described in previous post.
As a side note, UE4 example car used in this video has rather correct size, maybe just a little too narrow. But the seats are way too high. I had driver’s head all the way outside. Added bones for the seat and moved it like 20cm lower or so.
Problem: I need to attach the hand of the driver to the steering wheel. Two bone IK node is perfect for that, but my driver has 4 bones in her arms:
Solution: Use virtual bones. Continue reading “How to use 2 Bone IK in Unreal if you have 4 bones?”
Dialogue actors can walk, run and play all sort of fullbody anim montages. Also, you can spawn additional actors at the beginning of the dialogue, like Bot2 here.