How To Animate in Unreal Engine 5 | Part 1

Round Table Animation
28 Jan 202435:18

Summary

TLDR本视频教程由Cliff主讲,他将分享如何在Unreal Engine中直接使用控制骨骼(Control Rig)来制作短动画或打斗场景。Cliff拥有7年在Unreal Engine中制作打斗动画的经验,他将逐步指导观众如何在游戏引擎内创建快速打斗场景。视频还介绍了如何利用Le Art Studio的资源和环境来搭建场景,并提供了独家折扣码,以便观众以优惠价格获取高质量的游戏就绪资产。

Takeaways

  • 🎥 介绍了如何使用Unreal Engine的Control Rig直接在游戏引擎中制作动画。
  • 🥋 通过教程,即使是初学者也能学会在Unreal Engine中制作简单的打斗场景。
  • 🌟 讲解者Cliff拥有7年在Unreal Engine中制作打斗动画的经验。
  • 📹 教程将涵盖Maya和Blender中的技巧,并将其应用于Unreal Engine。
  • 🏢 推荐使用Le Art Studio的高质量游戏就绪资产来构建环境。
  • 🎁 提供了Le Art Studio的独家折扣码,用于购买他们的资产包。
  • 🛠️ 展示了如何在Unreal Engine中设置环境和角色,以及如何开始动画制作。
  • 🎬 介绍了如何在Unreal Engine中使用Control Rig进行角色动画的基本步骤。
  • 🔧 讨论了如何调整角色姿势和动作,以及如何设置关键帧。
  • 📈 强调了在动画制作中,对角色动作的夸张和细节的重要性。
  • 🔄 说明了如何复制和调整关键姿势,以创建流畅的动画循环。

Q & A

  • 如何直接在游戏引擎中创建动画?

    -通过使用Unreal Engine的Control Rig功能,你可以直接在游戏引擎中为你的角色创建动画,包括打斗场景。

  • Cliff在Unreal Engine中有多少年的动画制作经验?

    -Cliff在Unreal Engine中制作自己的打斗动画已经有超过7年的经验。

  • Le Art Studio提供了哪些类型的游戏就绪资产?

    -Le Art Studio提供了包括环境、角色、道具、材质和3D模型在内的各种游戏就绪资产。

  • 如何获取Le Art Studio的折扣代码?

    -使用折扣代码'Round Table animation 30'可以在Le Art Studio的商店中获得30%的折扣。此外,还有限时的Mega折扣,使用代码'rtsa 70'可以获得70%的折扣。

  • 在Unreal Engine中设置环境的第一步是什么?

    -首先需要在Unreal Engine的项目文件夹中解压缩环境文件,然后双击场景文件并选择引擎版本来打开场景。

  • 如何在Unreal Engine中添加角色?

    -通过打开Epic Games的Tab,进入市场,搜索并选择Control Break样本包,然后添加到项目中来添加角色。

  • 在Unreal Engine中,如何调整动画的帧率?

    -可以通过更改时间线上的设置来调整动画的帧率,例如将其设置为每秒24帧。

  • 如何在Unreal Engine中设置角色的动画关键帧?

    -使用自动关键帧功能(Auto Key),在移动控制部件后,系统会自动放置关键帧。也可以通过选择主控件(Master Control)来为整个角色设置关键帧。

  • 在Unreal Engine中,如何创建更加夸张的打斗动画?

    -通过夸大角色的动作,比如增加旋转和弯曲的程度,以及调整角色的姿态来创建更加夸张的打斗动画。

  • 如何在Unreal Engine中调整角色的光照和阴影?

    -通过调整方向光(Directional Light)和天空光(Skylight)的设置,可以改变角色的光照和阴影效果。

  • 在Unreal Engine中,如何实现更加电影化的视角?

    -通过添加Cinematic相机并调整其位置和焦距,以及激活景深(Depth of Field)效果,可以使视角更加电影化。

Outlines

00:00

🎬 动画制作入门:Unreal Engine控制装备介绍

本段介绍了如何在Unreal Engine中使用控制装备来制作动画,特别是打斗场景。主讲人Cliff分享了他的经验,他使用Unreal Engine制作打斗动画已有7年时间。这个教程系列将帮助初学者了解如何在游戏引擎中直接制作快速打斗场景。Cliff还提到了他之前为Maya和Blender创建的打斗场景教程,并强调虽然本系列不是Unreal Engine的初级课程,但会详细解释每个步骤,以便观众能够跟上。此外,他还提到了Le Art Studio提供的高质量游戏就绪资产,以及如何使用折扣代码获取这些资源。

05:01

🛠️ 设置环境和角色:Unreal Engine的工作流程

这一部分详细介绍了如何在Unreal Engine中设置环境和角色,以便开始动画制作。首先,Cliff指导观众如何在引擎中打开和设置环境,包括如何使用不同的地图版本和处理环境中的各种资产。接着,他解释了如何导入控制装备,并在引擎中设置角色。他还提到了如何使用不同的视图和工具来优化工作流程,包括如何调整光照和深度场来改善场景的外观。

10:04

🎥 动画制作技巧:打斗姿势的创建

在这一段中,Cliff开始教授如何在Unreal Engine中创建打斗姿势。他首先展示了如何设置角色的基本打斗姿态,并逐步调整角色的腿部和手部动作来形成更加动态的姿势。他还讲解了如何使用自动关键帧功能来捕捉和设置关键动作,以及如何通过调整关键帧之间的时间间隔来控制动画的速度和流畅度。此外,Cliff还分享了一些关于如何使打斗动作看起来更加夸张和真实的技巧。

15:05

🥊 打斗动画的细化:关键帧和姿势调整

本段中,Cliff继续他的教程,专注于如何细化打斗动画中的关键帧和姿势。他讲解了如何通过调整关键帧来创建更加流畅和有力的打斗动作,包括如何设置角色的预期动作和实际打击动作。Cliff还展示了如何通过复制和调整关键帧来创建连贯的动画循环,以及如何通过微调姿势来增强动画的视觉效果。他强调了在动画制作中细节的重要性,以及如何通过细节来提高动画的质量和观众的沉浸感。

20:10

🎞️ 完成打斗动作:动画的最终调整

在这段视频中,Cliff完成了对打斗动作的最终调整。他展示了如何通过夸张和细化动作来增强打斗的真实感和视觉冲击力。Cliff还讲解了如何使用Unreal Engine中的深度场效果来增强背景的模糊效果,以及如何通过调整关键帧来控制动画的节奏和速度。最后,他提到了在下一视频中将继续添加更多动作,以构建完整的打斗组合。

Mindmap

Keywords

💡Unreal Engine

Unreal Engine是一款先进的游戏开发引擎,广泛应用于创建高质量的游戏和实时渲染项目。在视频中,Unreal Engine用于制作动画和战斗场景,展示了其强大的动画制作功能。

💡Control Rig

Control Rig是Unreal Engine中用于角色动画的一种控制系统,它允许动画师直接在引擎内操纵角色模型,实现复杂的动作和表情。

💡Animation

Animation指的是制作动画的过程,包括角色动作、场景变换等,是游戏和电影制作中不可或缺的一部分。

💡Fight Scene

Fight Scene指的是电影、电视剧或游戏中的打斗场景,通常包含精心设计的动作和战斗编排。

💡Blender

Blender是一个开源的3D创作套件,用于制作3D模型、动画、渲染以及创建游戏资产等。

💡Le Art Studio

Le Art Studio是一个提供游戏就绪资产的工作室,包括环境、角色、道具等,这些资产可以直接用于Unreal Engine项目中。

💡Dope Sheet

Dope Sheet是动画制作中的一个术语,用于记录和管理动画的关键帧和时间线,帮助动画师组织和调整动画。

💡Outliner

Outliner是Unreal Engine中的一个工具,用于显示和管理场景中的所有对象和组件,方便用户进行选择和操作。

💡Keyframe

Keyframe是动画中的关键帧,用于定义动画在特定时间点的位置、动作或表情。

💡Depth of Field

Depth of Field是一种视觉效果,用于模拟摄影中的景深,使远处的物体显得模糊,从而突出前景中的物体。

💡Cinematic Camera

Cinematic Camera是指用于创造电影感观的摄像机设置,它提供了更多的控制选项,如焦距、焦点等,以实现更专业的视觉效果。

Highlights

Unreal Engine now supports direct animation of characters with the Control Rig feature.

This tutorial series will guide you through animating a fight scene directly in the engine using Control Rig.

The presenter, Cliff, has 7 years of experience creating fight animations in Unreal Engine.

The tutorial will not cover basic Unreal Engine operations but will focus on animation principles applicable to any program.

Le Art Studio provides a wide range of game-ready assets, including environments, characters, and props.

A special discount code 'Round Table animation 30' is available for 30% off on Le Art Studio assets.

A limited-time Mega Discount offers 19 high-quality packs, including a tutorial on level creation, at a significant discount.

The Boxing Club environment from Le Art Studio is part of the pack used in the tutorial.

The Control Rig pack, a free sample pack from Epic Games, is introduced as a resource for character rigs.

The tutorial demonstrates how to set up a character for animation using the Control Rig in Unreal Engine.

The process of creating a fighting stance and punch animation is detailed, including key pose setup and timing adjustments.

Depth of field and camera focus settings are adjusted to enhance the cinematic quality of the animation.

The importance of removing unwanted snapping and clutter from the viewport is emphasized for a clearer animation workspace.

The tutorial showcases how to use the auto key feature for efficient key placement during animation.

The presenter demonstrates how to create anticipation and follow-through in a punch animation for a more dynamic effect.

The use of key poses and looping in animation is explained to achieve smooth and repetitive motion sequences.

The next video in the series will add more moves to create a full combo animation.

Transcripts

00:00

so you're seeing all these new cool

00:02

features from a real engine and want to

00:03

make your own short film animation or

00:05

fight scene but the problem is that you

00:08

animate in another program and sometimes

00:10

transferring over data from one program

00:11

to another can get pretty tricky well up

00:14

games has launched control rig and

00:16

ability to animate your characters

00:17

directly in the game engine now you can

00:20

make a character Punch Kick and fight

00:22

like those you see in your favorite show

00:24

or game but it's still a little scary

00:26

the first time you open up a real engine

00:28

this is going to be a step-by-step t

00:30

series on how to animate a quick fight

00:31

scene directly in engine with the

00:33

control rig my name is Cliff and I made

00:36

my own fight animations in un real

00:38

engine for over 7 years and this

00:39

tutorial series will help you get

00:41

started the plan is that at the end of

00:43

this series you will pick up the

00:45

knowledge and tools necessary to create

00:47

your own fight animation to start things

00:49

off I have created other fight scene

00:51

tutorials for Maya and blender and I'll

00:53

be breaking down those same tips here as

00:56

well in the blender series I created a

00:58

slightly more complicated short fight

01:00

scene than the one in Maya but for this

01:03

one we're going to go back to the symol

01:05

combo even though I will be breaking

01:07

down how to create an animation unreal

01:09

the principles here can be applied to

01:11

any program this is not a beginner

01:14

Unreal Engine course I will go slow and

01:17

explain everything that I'm doing but I

01:18

wouldn't consider this a how to an

01:21

onreal engine tutorial I'm also not

01:23

planning to go into any deep Advanced

01:25

features just yet like creating your own

01:27

control rig I really wanted to do

01:28

something simple that anyone can pick up

01:31

the environment I am using is the

01:33

stylized Boxing Club from leard Studio

01:35

one of the main reasons I transitioned

01:37

from rendering in my in blender in

01:40

strictly using Unreal is the environment

01:43

finding quality assets that fit together

01:45

creating in the environment and then

01:47

lighting that environment to make it

01:48

look professional and then is a huge

01:51

Time s no matter which animation program

01:53

you prefer not only do most if not all

01:57

Unreal Engine environments come with the

01:58

default stage that you can use to start

02:00

your environment it almost feels like

02:02

playing a video game when it comes to

02:03

building your own custom environment and

02:05

there's no best place to start than with

02:07

the series sponsor Le Art Studio they

02:09

offer a wide range of game ready assets

02:11

including environments characters props

02:14

materials and threein models so leard

02:16

has hooked us up with own discount code

02:18

Round Table animation 30 that you can

02:20

use at checkout from gumro for any of

02:22

the assets in the store for 30% off on

02:25

top of that they're running a limited

02:26

time Mega Discount of 19 high quality

02:29

packs that include the cyberpunk lab a

02:31

Roman Street environment and even a

02:32

tutorial on how to create levels each

02:35

one of these assets is probably going to

02:37

go for 50 to 60 to even $100 the entire

02:41

pack all included they practically give

02:44

away for $100 for the entire thing but

02:48

they reached out and really like what

02:49

we're doing over here with on real

02:51

engine and prepared us with our own

02:53

crazy discount code that doesn't take

02:55

only 30 but actually 70% off the entire

02:59

pack so you can get this entire thing

03:01

for just $30 make sure to use our

03:04

discount code rtsa 70 at checkout and

03:08

get some really high quality looking AAA

03:10

style environments not only do you guys

03:12

benefit but doing so supports the

03:14

channel the boxing club environment I am

03:16

using is a part of the pack but of

03:18

course you can use any environment for

03:19

the tutorial if you are Dow your

03:22

environment make sure to unpack it in

03:23

your un real projects folder double

03:25

click on the scene file select the

03:27

engine version and open up the scene

03:34

okay so once you have your environment

03:36

opened we need to go ahead and get some

03:38

rigs here so the next thing I'm going to

03:40

do is I'm going to open up my epic games

03:45

Tab and I'm just going to go

03:48

to the

03:56

marketplace and I'm going to look for

03:58

control break

04:05

now I have it already but what I want to

04:07

do is get this control rig pack which is

04:11

a sample pack which is free from epic

04:15

games I'm going to click on it and I'm

04:17

going to add to project right so when I

04:21

click add to project I'm going to pick

04:24

the project that I want to bring it

04:28

to

04:36

and

04:41

add all right and once everything is set

04:43

up our rigs or at least our basic rigs

04:46

is automatically going to be added into

04:49

the into the file so you can see now I

04:52

have my environment and my control rig

04:54

right in my file so from here as great

04:59

as this

05:00

sample look of our assets is we probably

05:04

want to make it look more like a scene

05:07

so in most files or most environments

05:10

that come within real engine they come

05:11

with like a sample version of how that

05:14

environment would look with all the

05:16

assets put together um so from here I'm

05:20

going to go into the boxing club folder

05:23

go into maps and then pick which one you

05:26

want so the overviews I believe was what

05:28

we have open here anyway right you can

05:30

see overview editor which is what this

05:33

is so you have a level day and level

05:35

night now you can pick either or I'm

05:37

sure the exactly the same besides the

05:39

fact that one's probably a lit different

05:41

but I'm going to pick level

05:47

day so from here you'll see that our

05:50

environment opens up and looks a lot

05:52

better than the overview look of what I

05:54

had before now you'll see all these

05:57

little um I guess buttons or different

06:01

icons and these are just the icons for

06:05

whatever is attached to the the asset to

06:07

the field so this means that it's

06:09

attached to the floor this one is the

06:12

lighting um well the the reflection

06:15

capture this one is another reflection

06:17

capture so every single one has a little

06:20

icon attached to it um I believe this

06:23

one that's probably the the ring

06:27

so so for here in order to not

06:31

necessarily see them right away I'm

06:33

going to click on um this hamburger icon

06:38

go down to the game menu and just kind

06:40

of click that so now that we have our

06:44

environment set up it's time to go ahead

06:46

and bring in our characters so from here

06:49

I'm going to go to boxing I'm going to

06:51

go back out and I'm going to just search

06:53

actually come back out to content now I

06:56

can go in here and look into my

06:58

characters now we have a couple of

07:00

characters right like you saw that

07:02

sample pack that has the mesh um so you

07:05

can go into your Rigs and look for the

07:07

control rig so this is one I'm going to

07:09

pick right so I believe there's a couple

07:11

of them but I believe this one has more

07:13

detail than the other this is more of a

07:15

basic version of it and this one has a

07:17

lot more details which is the one that

07:19

we're going to need for our fight scene

07:21

so I'm going to click hold and

07:23

drag and bring it out to

07:27

ourc right so now when I have placed a

07:31

character to the scene now that you see

07:33

him here uh a few menus popped up right

07:36

we have our secr menu which is going to

07:38

be um our way of kind of is

07:43

our is our dope sheet if you're from

07:46

blender um in a way to go ahead and see

07:50

all of the keys that we have so all of

07:52

our controls are down here and we'll be

07:54

able to go ahead and kind of see exactly

07:57

where the keys are on the tit line so

07:59

that's what the sequence and menu is

08:00

here this is our outliner just in case

08:04

if we wanted to go ahead and mess with

08:05

mess with controls or anything like that

08:07

this is usually at least from what I've

08:10

used so far um used in the rigging

08:13

process I'm sure it has some use with

08:15

the animation I just haven't got a

08:17

chance to see that yet everything I've

08:19

seen is just using the dope sheet um and

08:23

believe our outliner just showcased that

08:26

this is now onto the into the into the

08:31

scene so from here I'm G to do a few

08:34

things in order to go ahead and start

08:36

the animation process um the first thing

08:39

I'm going to do is we have at least in

08:43

this environment outline situation here

08:46

cuz look the 2D effect I'm going to

08:48

remove that uh it's a post process I'm

08:51

going look post and there there it go so

08:54

it's going to have an outline uh this

08:57

takes care of some effects but this is

08:59

the one I wanted to remove um that's the

09:02

first

09:03

thing then I'm going to change this to

09:06

24 frames per

09:09

second right and then we're going to set

09:12

our character up for

09:28

animation

09:32

so in order to set the character up for

09:35

animation um what that also entails is

09:39

when I removed the icons for game view

09:41

that remove the controls as well so once

09:43

I bring it back you'll see that all the

09:45

controls are are back but it's still

09:49

kind of messy R is still a little messy

09:52

and I want to clean it up just a bit I

09:54

haven't seen a way to go ahead and just

09:57

remove the other icons and leave the

10:00

controls as a way to go ahead and remove

10:03

um the control rate controls and leave

10:05

everything else out but not necessarily

10:08

reverse but I found a little workaround

10:10

for myself that works for

10:12

me what we're going to do is we're going

10:16

to just kind of put this away a bit just

10:21

bring this down bring this out it kind

10:25

of gives a little bit of a better view

10:27

uh we're going to animate right here in

10:29

this area and I'm going to take this

10:32

viewport is very similar to how I would

10:34

do it in blender or bio and I'm going to

10:36

combine the vi the viewport the same way

10:40

I would if I was animated to be side by

10:44

side right so from here now I have two

10:48

views two camera

10:50

views to see the

10:54

character I'm going to bring this one up

10:57

a little bit closer to our character

11:00

this is going to be my working file I'm

11:03

be going in and out with this file and

11:05

this is going to be exactly what I see

11:07

after the fact so I'm going

11:10

to add in a

11:17

camera so go up here cinematic and we're

11:21

going to add us a camera

11:25

right so once we add in a camera that

11:28

gives us another view of of actually

11:30

changing up what we see through that

11:33

camera and much more customizable than

11:35

the perspective view cu the perspective

11:37

view is going to give you just a plain

11:39

view of everything whereas the camera

11:41

view can actually give you a little bit

11:43

more a lot more actually control than

11:45

what you can nor

11:47

see so from here I'm going to switch

11:49

from camera from this perspective view

11:52

instead of the other views down to my

11:54

camera

11:55

view which going to show the some of the

11:58

other cameras that came in with the

11:59

scene but I just want to use our camera

12:01

view and moving that over to the side

12:05

here to look for my

12:15

character there we

12:18

go so now you can automatically feel

12:21

that it feels a lot

12:23

more cinematic right it's given like a

12:26

little bit more of a uh we're actually

12:28

looking through a camera lens because of

12:30

the um because of the uh the camera

12:33

setup so from here I'm going to now

12:36

remove

12:39

everything and I'm still that crazy

12:42

about um the lighting so let's see if we

12:45

can even increase the light a little

12:57

bit that's go to our directional light

13:01

to our details let's see have bring up

13:04

to

13:05

eight

13:11

nothing so directional light doesn't

13:14

change

13:17

anything all right so our Skylight has a

13:20

little bit more

13:22

control all right there we go that's

13:24

what I was looking for so sets of four

13:26

at first so let's change to

13:30

six 10 that's a little better that's

13:33

enough to give us a little better view

13:36

all right so another trick that is going

13:40

to be good at least for

13:42

me another trick that's going to be good

13:44

to be able to kind of view everything is

13:47

I'm going to activate the depth of field

13:52

to kind of just uh blur out this

13:55

background I'm going to go back and I'm

13:58

going to find my camera if there's a lot

14:00

of assets here and you're looking for

14:03

your camera I would just type it in

14:05

instead of looking for it let's look for

14:07

our camera The Cinematic camera that we

14:10

entered we're going to switch back to

14:14

our Focus settings and we're going to

14:16

change this Focus setting to about

14:20

55 now it looks like we just zoomed in

14:23

but what we did is kind of give the

14:24

option to go and separate the background

14:28

from the for ground this right now is

14:30

set to the standard of I believe a

14:33

million cm of f Focus I'm want to bring

14:36

that all the way down all the way down

14:40

there we go so a good way to also see

14:43

exactly how to separate the forward from

14:45

the back especially on real engine is to

14:48

kind of draw this debug thing um this

14:51

debug frame and what that does it

14:52

actually gives you a um like a

14:56

little plane that kind of of crashes and

14:59

let you know exactly where the camera is

15:02

registering um this Focus or not so if

15:04

we do ref from right behind the

15:06

character and then you you know change

15:09

it it kind of gives you just a better

15:11

view it may not be too too diff

15:13

different if you can want to see it

15:15

stable it's a little bit clear manual

15:18

may not necessarily see too much of a

15:20

difference um if you want to CH more of

15:22

a difference you can try

15:27

to

15:33

come in a little bit

15:37

closer right and then bring it more as

15:40

you can see a little bit Focus but

15:42

that's not going to be our working

15:43

animation view but for me it gives a

15:45

little bit um a little bit more

15:51

of a clear look of what we're going

15:55

through so now from here before we start

16:02

actually

16:15

animating and now that I have my

16:16

character here let's go ahead and start

16:18

animating

16:22

so I'm going to start with my fighting

16:25

stance but rotated and this is also so

16:29

you can see how it's snapping here we

16:31

want to remove that by just un

16:34

unchecking here so that no it no longer

16:36

snaps so you're going to have a nice

16:38

clear look and you can see it

16:40

automatically um updates on both sides

16:44

so we can see exactly what's going on so

16:46

I'm going to start my fighting sance I'm

16:48

going to start with my legs

16:56

here oh same thing here that's let's go

16:58

ahead and remove

17:16

this now open this up

17:27

send and we're going to start our

17:29

fighting

17:30

stance just bring the character to bend

17:33

a little

17:57

bit

18:02

and that's it's not so bad at starting

18:06

to POS that in Onre engine I think it's

18:08

it's a pretty intuitive system for the

18:10

control rig you can definitely get the

18:13

same type of feel as you would if you

18:15

were animating Anaya or

18:24

blender let see let's get this down

18:41

got angle to where our point would

18:44

be bring our shoulders

18:57

up

19:12

ah hello sing in

19:27

here

19:32

okay so now we should have a little bit

19:36

of a good

19:38

look before we go attack those fingers

19:42

of our pose of our first

19:47

pose but I'm going to get a little bit

19:49

of a stronger

19:57

stance

20:10

it's a little bit of a stronger stance

20:12

here to go to that fighting

20:15

po now from here we're going to go ahead

20:17

into the fingers get a little bit closer

20:21

there and these green controls control

20:25

the whole finger curve so it's going to

20:29

rotate

20:32

in or we can combine the

20:38

rest this gets a little bit of a wonky

20:54

rotation that should be

20:57

good

21:12

oh man so first one is done and I think

21:15

it looks pretty good if you look at over

21:17

here looks pretty pretty good here and

21:20

then we're going to do the same onto the

21:22

other

21:27

side

21:43

and we'll go ahead and curve this in I

21:46

actually don't like do it all curves

21:49

like that I might just I may just do it

21:57

individually

22:24

man not sure why on this one it's

22:26

curving at a different

22:29

angle there but once we kind of get it

22:31

adjusted it should be

22:50

fine that one I

22:56

wanted

23:01

C up this

23:26

thing

23:34

just make sure it looks pretty could

23:36

before moving

23:43

forward

23:56

good

24:01

okay perfect and that's our first pose

24:05

in un real engine than standard fighting

24:08

pose you know you can go ahead and tweak

24:10

it up a bit more you know it can bring

24:12

this um bring this up closer to his um

24:18

to his face if you

24:21

want but right now it's

24:26

pretty

24:28

it's pretty good like

24:34

this switches back to 24 good as s i

24:38

that before

24:40

but all right so now we have that we

24:44

going ahead and set our keys so I had

24:47

auto key I didn't have auto key on um

24:51

this is our auto key button so once you

24:54

click this at least now going forward it

24:56

will be able to go ahead and kind of

24:58

automatically place our keys once we

25:00

move a control so the first thing I'm

25:02

going to do is going to click on this um

25:05

going forward that way we can have our

25:07

keys automatically placed but you'll see

25:10

here that not all the keys are placed

25:12

all the ones that we moved already um

25:15

any the the finger ones but some of the

25:17

ones don't have keys and we want to have

25:19

keys on everything at least on a

25:20

starting frame because if we didn't move

25:24

the character any sort of way going

25:26

forward we don't have an established

25:28

starting point so then move to the top

25:32

and then you're going to see this master

25:34

control here um that on top of all the

25:36

controls and once you click that um it

25:39

sets a key for the entire character all

25:42

the way down so you don't have to worry

25:43

about that for now so now what I'm going

25:46

to do is go at least go by five

25:49

frames all frame five take it here I

25:53

believe can make this a lot small we

25:55

don't need all of these uh all these

25:57

these frames here let's go down to

26:02

here

26:09

50

26:17

so so now we're going to go into our

26:19

next post here will be our anticipation

26:24

post I start with the feet

26:29

kind of go forward towards a little bit

26:32

rotating

26:36

it

26:38

CH so rotating feet just a

26:41

bit and now that

26:48

I have turned auto key on you'll see

26:51

that it'll automatically start placing

26:53

some keys there

26:56

too

27:12

Y no sit home

27:26

fire

27:29

so we have a little bit of a drag

27:50

there just do it to a bit more and then

27:54

that way we kind of can really space out

27:58

out to get this punch pose and let's

28:03

bring up the arm a bit rotate it bring

28:07

it

28:14

back just another that character kind of

28:19

has a little bit

28:22

to

28:24

convey uh what he's about to do

28:31

it's so arm there I think look pretty

28:34

good if you look at it from one side to

28:36

the other we start from our first

28:39

framing going to here you see that we

28:41

have a little bit of our poses here

28:44

jumping from

28:47

one to the other

28:54

right

28:56

okay

28:58

so then from here we're going to go I

29:02

personally will just lock in all those

29:04

poses and do another um set there and

29:08

then go to frame 10 to do the last P

29:13

which is the actual punch

29:16

pose so we're going to have a

29:19

full rotation

29:26

hit

29:39

and we're going to do everything to

29:41

really kind of get that job right

29:56

across

29:59

back a bit keeping his head

30:26

forward

30:34

all right now here we now while we do

30:36

have a standard looking punch we're

30:39

going to go ahead and just give it a bit

30:43

more exaggeration onto the

30:50

poles really get

30:52

this Bend in here and rotation

30:59

sl's hitting more of the

31:25

center kind of get this out the

31:27

way and then now we have a much more of

31:30

a solid punch posst

31:36

here all right and look at that

31:39

anticipation punch and then comes back

31:43

see it it's very smooth like now I now I

31:47

know you can see some particles there if

31:49

if runers um and that's

31:53

just my graphics card and i' be able to

31:56

keep up but if you even have it on unlit

31:58

has a much more of a clear way of

32:01

showing the pulse and even you can use

32:02

this as a working model but for me the

32:05

depth of field kind of brings it out a

32:06

bit or it's kind of cool to see exactly

32:08

what it looks like at the same

32:11

time

32:13

but right there you

32:16

go now so what we're going to do to

32:18

finish this pose is just to kind of copy

32:21

the keys that we have here and just kind

32:23

of bring it back so even though right

32:24

now I'm kind of just dragging it back

32:26

but what we get do is have the same idea

32:29

for those poses um to do it on its

32:34

own so from here we're going to collapse

32:38

all of this to bring it up to these just

32:41

three key posers right one two 3 right

32:45

so if I wanted to do extra keys in the

32:47

middle there I can but we're going to

32:49

keep these key poses we're going to take

32:52

this middle

32:54

one and duplicate it

33:00

and just drag this

33:02

out so now if you look he brings it back

33:06

a bit right um we'll do 15 for now but I

33:09

feel that it's going to be a very

33:10

uniform

33:12

look or it could be pretty Snappy

33:15

actually depending on the look of it

33:18

actually it's a pretty Snappy

33:21

punch and for the final

33:25

po

33:29

duplicate click

33:33

drag made to frame

33:40

20 so that's a very and if we bre it all

33:44

the

33:45

way to the top I would say that is a

33:50

very uniform looking pose and to Loop we

33:55

click here to loop our

33:59

Playbook so even if I at least gave it a

34:02

little

34:05

bit so from here if you're familiar with

34:08

any other animation programs you will

34:10

know that you can be able to adjust the

34:12

speed and timing depending

34:15

on the keys here so if I want a quicker

34:19

punch right I'll move this up

34:22

one I'll bring this up one probably keep

34:27

this here and then bringing it low so

34:29

that way at least the launch is

34:32

quicker and then it comes back and this

34:34

is kind of more of how to do in fighting

34:35

games right you kind of want to give the

34:38

opponent the least amount of time to be

34:40

able to recover so you kind of have

34:42

those poses come pretty

34:44

quick and that's how I love how look I

34:47

already love how smooth it kind of looks

34:49

right you kind of bring it back so even

34:52

if I want to bring this up one he kind

34:55

of can as well

34:57

and that probably looks the best right

34:59

boom comes back pretty quick back to the

35:02

star and

35:03

post all right and that's our first

35:08

pose all right and that's our first

35:09

combo in Unreal Engine in the next video

35:12

we're going to add in more moves and to

35:15

make this a full combo I'll see you guys

35:17

there