Character
In this chapter we will cover character animation aspect.
Last updated
In this chapter we will cover character animation aspect.
Last updated
The FPS arms model used in the package is based on UE4 Skeleton:
This rig includes two important bones:
ik_hand_gun - contains the baked movement of the weapon.
ik_hand_gun_additive - used for procedural idle, walking, and sprinting animations.
camera_bone - contains camera keyframes.
Tip: the character rig type is Generic.
All animations also include keyframes for the lower body, meaning that clips can be used with full-body characters.
All character animations are defined in override controllers. The FPS Animation Pack uses a convenient naming convention:
OC_FP_WeaponName, OC stands for "Override Controller"
All character controllers have the same structure:
"A_FP"-type animations are not typically overridden, as these are general motions used for all guns. Fire, Idle, and Reload slots are overridden depending on the weapon type. Now it's time to cover the main AC_FPS_Character controller.
AC_FPS_Character consists of 7 layers:
This layer includes the base idle pose and firing state.
This layer only animates the ik_hand_gun_additive bone. It is used later to apply IK animation on top of the character base pose. This allows to re-use of one set of animations for all weapons.
This layer is used to play reloading animations. It also has a slot for Equip_Override - it is used exclusively for the Kolibri equip animation.
This layer only applies tactical sprinting animation.
This layer is used to play the grenade throw sequence:
First, the character unequips the current weapon, then throws the grenade and gets back to the idle state.
These layers are activated when a character is tactical sprinting.