Additive Animations | Adv. Anim Application [UE4]

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Welcome to my new series, Advanced Animation Application [for UE4]. This fine evening we're exploring the use of Additive Animations - whether it is for purely aesthetic reasons or even for gameplay. The 3 examples I cover today are acceleration leaning, landing compression and breathing animations. Additive animations can be used for absolutely anything you can imagine and are quite easy to implement. They can be used in the form of a singular animation, or a blendspace too.

If you come up with any ingenious ways to use Additive animations, please leave a comment below!

Here are the animations that I used in this video:
(Some of these are from the free ALS session on the marketplace)

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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's

Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)

Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key

My lovely cats names are Boycat, Girlcat and Ladycat :)
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Insane that I hadn't known about additive animation until today. Thank you so much for making this video, I've achieved far better results than through other methods I'd built in ignorance of additives.

Maladrum
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Wow! Never thought there was this much to animations and those animations really are super smooth and brushed. Thank you for this insightful tutorial!

srijandhungana
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Man, your killing it...this kind of content is in such short supply.

unrealdevop
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Hey, another beautiful and perfect video, I really like this series because animations are my weakest point but it's much easier for me to understand and to use them after your tutorials.
Thanks again :)

MarageDev
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Never heard of additive animation before this thumbnail, but it seems way easier than procedural animation. Can probably use both together for some beautiful results.

Reminds me a bit of procedural music, where different parts of the track changed based on different zones and microzones, and what's happening. Could probably connect the two for an immersive experience, or it might just get annoying, idk.

rmt
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Dude, you're awesome, I almost went crazy because of these additive animations. THANK YOU SO MUCH !

bywatt
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Thanks man, I've never seen anyone do an additive animation tutorial before.

ashanarchy
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This is really a very good tutorial, but only until you start trying to repeat it in your project.

thUnknown
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Anim BP -> Get owner pawn -> get character movement -> acceleration.

Vitya-vkke
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Yeah 7 hours late, because the bell did nothing, and I found this miraculously, but amazing video, I did something similar for a leaning, but calculating direction and I use that on the BS, it work with rootmotion but then it didn't without it also it didn't trigger very smoothly, I'm goin to rewatch this a few times, thank you so much, maybe combo attacks next times 😁

rodroeq
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Excellent channel
love how you go more in depth but everything is organized and not spaghetti
taking a week to go through your vids

christuusgnosis
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You sir are a gentleman and a scholar.

CosmicComputer
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Looking forward to seeing what those "Dragon Solvers" are about 👀👀👀

KillerBearsaw
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well thanks for this video i think ama go watch the whole series now this is very useful tbh thanks man i appreciate it so much

arrowsdev
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Still super useful nowadays, thanks a lot!

Franrissonge
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Thanks. I was looking into additive animations and I got your tutorial explaining in a very good way thanks again

vivegamespk
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As far as I understand, the additives also rotate the legs up, down, left, and right. Like at 5:08, the character looks like it is running on a sloped hill. To prevent that, should we use foot IK? Or maybe play the additives only to the upper body with a layered blend node? Thanks for the great video.

mmertduman
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Really good and nice examples! But I don't really understand the difference between additive and blend per bone. They both blend animations together, so when should I use what? For example you have a run Animation and a Rifle aim Animation, the most projects would blend the aim Animation with the run Animation to the uppper body, which looks very stiff sometimes. Would it be better to use additive in this case? Would this even work? Because the legs are not moving on the aim Animation?

Rick_Jagger
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Would you be covering start and stop movement states using say curves or root motion. Preferably using curves since I think most people wouldn’t have root motion animations and also I feel that root motion is a fixed track if you follow me. Where as in place with curves could be more controllable as a player. Feel more reactive

MaximilianMitchell
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Thank you for this! Weighty Animations here we go!

lorryburger