Create First Person Animations in Unreal Engine 5! (TUTORIAL)
Summary
TLDRDieses Videotutorial zeigt, wie man mithilfe des Control Rig-Tools in Unreal Engine 5 erste-Personen-Animationen erstellt. Es konzentriert sich auf die Erstellung von Animationen für First-Person-Shooter oder Survival-Spiele. Der Uploader erklärt, wie man eine neue Projektmappe erstellt, ein Control Rig hinzufügt und mit dem Sequencer animiert. Er demonstriert, wie man eine Kamera an den Kopf des Charakters bindet, um die Perspektive zu prüfen, und wie man FK- in IK-Steuerelemente umschaltet, um die Bewegung der Arme zu erleichtern. Anschließend wird gezeigt, wie man eine einfache Idle-Animation kreiert und exportiert, um sie später in Animationsblends und Blueprints zu verwenden.
Takeaways
- 🎮 Das Video zeigt, wie man in Unreal Engine 5 mit einem Control Rig Erstpersonen-Animationen erstellt.
- 🛠️ Control Rig ist ein leistungsfähiges Werkzeug zum Erstellen von Animationen für Charaktere.
- 🎨 Der Fokus liegt auf der Erstellung von Erstpersonen-Animationen für Genres wie Shooter oder Survival-Spiele.
- 📂 Eine leere Projektmappe wird erstellt, wobei das 'Dritte Person'-Spiel ausgewählt wird, da es bereits Control Rig-Steuerelemente enthält.
- 🕺 Die Control Rig-Mannequin-Body-Animation wird in die Ebene gezogen, um eine neue Sequenz mit einer Zeitleiste zu erstellen.
- 👀 Eine Kamera wird dem Charakterkopf hinzugefügt, um die Erstpersonensicht zu simulieren und die Animationen zu überprüfen.
- 🔄 Der Wechsel von FK (Fixed Key) zu IK (Inverse Kinematics) erleichtert die Animation der Charakterarme für die Erstpersonensicht.
- 🗓️ Keyframes werden in der Sequenzer-Zeitleiste gesetzt, um Bewegungen und Animationen zu erstellen.
- 🔄 Automatisches Erstellen von Keyframes ermöglicht eine effizientere Animation, indem Veränderungen sofort erfasst werden.
- 📹 Die Animation wird als Sequenz 'gebacken' und exportiert, um sie später in Animations-Blueprints und Blend Spaces zu verwenden.
- 🔄 Der Prozess beinhaltet auch Tipps zur Verbesserung der Animation, wie z.B. das Deaktivieren von Rastersnapping für eine glattere Bewegung.
- 📚 DerUploader plant ein weiteres Tutorial für fortgeschrittene Techniken, einschließlich der Animation von Waffen und Aktionen wie das Laden einer Patrone.
Q & A
Wie kann man in Unreal Engine 5 mit einem Control Rig erste Person Animationen erstellen?
-Man kann in Unreal Engine 5 erste Person Animationen mit einem Control Rig erstellen, indem man ein leeres Projekt erstellt, ein Control Rig Mannequin Body in den Level zieht und es in eine neue Sequenz einfügt. Dort kann man dann die Bewegungen des Charakters animieren und keyframen.
Welche Art von Projekt sollte man erstellen, um mit dem Control Rig zu beginnen?
-Man sollte ein 'Games' Projekt erstellen und dabei die Option 'Third Person Character' wählen, da diese bereits mit den Control Rig Controls für das Mannequin Character eingerichtet ist.
Was ist der Unterschied zwischen FK und IK im Kontext des Control Rigs?
-FK (Forward Kinematics) bedeutet, dass man nur die Knochen einzeln rotieren kann, während IK (Inverse Kinematics) es ermöglicht, die Hand zu bewegen und den Arm automatisch mit der Hand zu animieren, was beim Erstellen von Animationen für erste Person Perspektiven hilfreich ist.
Wie kann man eine Kamera an den Kopf des Charakters anhängen?
-Man sucht im 'All Classes' Fenster nach 'Camera Actor', zieht es in die Szene und hängt es an den Kopf des Mannequins an, indem man es auf das gewünschte Socket oder Bone zieht.
Was ist der Zweck des Sequencer und wie wird er verwendet?
-Der Sequencer wird verwendet, um Szenen, wie z.B. Animationen oder Filmsequenzen, zu erstellen. Man verwendet die Timeline des Sequencers, um bestimmte Ereignisse oder Bewegungen zu keyframen.
Wie kann man den Grid- und Rotationssnapping deaktivieren?
-Man deaktiviert Grid- und Rotationssnapping, um eine glattere Bewegung und Rotation bei der Animation zu erzielen. Dies kann im Bereich der Animationseinstellungen gemacht werden.
Was ist eine einfache Methode, um einen Keyframe hinzuzufügen?
-Eine einfache Methode ist das Aktivieren des 'Auto Key' Modus im Sequencer, sodass automatisch Keyframes erstellt werden, wenn man die Kontrolle bewegt oder verändert.
Wie kann man einen einfachen Idle-Animation erstellen?
-Man kann einen einfachen Idle-Animation erstellen, indem man eine Grundpose keyframet, die Hände bewegt und dann diese Bewegung an einen späteren Zeitpunkt kopiert und eingepastet.
Was bedeutet das 'Bake Animation Sequence' Feature und wie wird es verwendet?
-Das 'Bake Animation Sequence' Feature ermöglicht es, die erstellte Animation in eine Datei zu exportieren, die dann in Animationsblends oder Animationsblueprints verwendet werden kann. Man wählt das Feature aus und gibt einen Speicherort für die Animation an.
Was passiert, wenn man die Kontrolle über die Animation verlieren möchte?
-Man kann die Kontrolle über die Animation verlieren, indem man die Kontrollformen ausblendet, was im Animationsreiter unter den Animationseinstellungen möglich ist.
Welche zusätzlichen Schritte sind nötig, um die erstellte Animation für andere Charaktermodelle zu verwenden?
-Man muss die erstellte Animation retargeten, um sie für verschiedene Charaktermodelle zu verwenden. Dies kann in der Regel durch Anpassen der Animation an die neuen Modelle in einem 3D-Software wie Blender geschehen.
Outlines
🎮 Erste Schritte in der Animation mit Unreal Engine 5
Dieses Videotutorial führt durch die Erstellung von First-Person-Animationen mithilfe des Control Rig-Tools in Unreal Engine 5. Es wird gezeigt, wie man ein neues Projekt erstellt und ein Control Rig für eine Mannequin-Figur nutzt, um Animationen zu erstellen. Der Fokus liegt auf der Erstellung von First-Person-Animationen für Spiele wie First-Person-Shooter oder Survival-Spiele. Der Uploader dankt seinen Patreon-Sponsorern für ihre Unterstützung und erklärt die Grundlagen des Control Rigs und des Sequencers, um die Animation zu beginnen.
📸 Einrichten der Kamera und Ansicht im ersten Person
In diesem Abschnitt wird erklärt, wie man eine Kamera an den Kopf des Charakters bindet, um die First-Person-Perspektive zu testen und zu visualisieren. Es wird gezeigt, wie die Kamera im Sequencer erscheint und wie man sie anpasst, um die Ansicht zu verbessern. Auch wird die Verwendung von Layouts und die Anpassung der Kameraeinstellungen, wie die Rotation und die Geschwindigkeit, behandelt.
🤖 Animieren der Charakterarme mit FK und IK
Der Abschnitt erläutert den Wechsel von FK (Forward Kinematics) zu IK (Inverse Kinematics) für die Arme des Charakters, um die Animation des First-Person-Charakters zu erleichtern. Es werden die Schritte zum Aktivieren des IK-Controls und zum Animieren der Arme gezeigt, einschließlich der Deaktivierung von Rastersnapping und Rotationssnapping für eine flüssigere Bewegung. Zudem wird die Verwendung des Sequencers zur Erstellung von Keyframes und zur Automatisierung des Keyframe-Erstellens durch die Modifikation der Kontrollelemente erläutert.
🔄 Erstellen und Exportieren der Idle-Animation
In diesem Teil des Skripts wird gezeigt, wie man eine einfache Idle-Animation erstellt, indem man Keyframes für die Hände des Charakters setzt und diese dann im Sequencer animiert. Es wird auch gezeigt, wie man die Animation verlangsamen kann, indem man die Position der Keyframes im Zeitstrahl anpasst. Anschließend wird erklärt, wie man die Animation 'baken' kann, um sie im Animationsblueprint und im Animationsblendspace zu verwenden, und wie man sie exportiert, um sie für den Charakter im Spiel zu verwenden.
Mindmap
Keywords
💡Control Rig
💡Unreal Engine 5
💡First-Person Animation
💡Sequencer
💡Keyframe
💡FK (Forward Kinematics)
💡IK (Inverse Kinematics)
💡Bake Animation
💡Animation Blueprint
💡Blend Space
Highlights
Erstellung von First-Person-Animationen mit Control Rig in Unreal Engine 5.
Control Rig als leistungsstarkes Tool zur Erstellung von Charakteranimationen.
Fokus auf die Erstellung von First-Person-Animationen für Shooter- oder Survival-Spiele.
Einfache Animation und Exportierung von Animationen für den Gebrauch in Spielen.
Erstellen eines leeren Projekts mit dem 'Games'-Tab und Auswahl des 'Third Person Character'.
Import von Control Rig Mannequin Body in die Ebene zur Erstellung einer neuen Sequenz.
Erklärung des Sequencers und der Timeline für die Erstellung von Animationen.
Verwendung verschiedener Methoden zum Hinzufügen des Control Rigs zu einer Sequenz.
Hinzufügen einer Kamera zur Charakterkopf-Position für die Vorschau in der First-Person-Perspektive.
Anpassung der Kameraansicht und -bewegung für eine bessere Vorschau der Animation.
Wechsel von FK (Finger-Kontrolle) zu IK (Inverse Kinematics) für einfachere Armanimation.
Deaktivierung von Rastersnapping und Rotationssnapping für flüssigere Bewegungen.
Einfache Handlungen zur Positionierung der Charakterarme für eine First-Person-Animation.
Verwendung von Keyframes im Sequencer zur Erstellung einer Grundanimation.
Kopieren und Einfügen von Keyframes für die Erstellung eines einfachen Idle-Animations.
Anpassung der Animationsgeschwindigkeit durch Verschieben von Keyframes.
Export der erstellten Animation für die Verwendung in Animationsblueprints und Blend Spaces.
Bereitstellung von Informationen für die Erstellung eigener First-Person-Animationen in Spielen.
Geplante Folge-Tutorials für erweiterte Animationstechniken, wie das Animieren eines Waffenhaltens.
Transcripts
hello guys welcome back to another video
in this video i want to show you how you
can create first person animations using
control rig right inside unreal engine
5. control rig is a very powerful tool
that will allow you to create any
animation that you'd like for your
characters and we will focus on creating
first person animations whether that be
for a first person shooter survival game
you will learn how easy it is to to
animate and export your animations so
that they can be game already
so without further ado let's go ahead
and jump right into the video
now before we start off the video i just
want to give a quick shout out to my
patreon sponsors patreon is a great way
to support all the free content that i
produce here on the channel and you can
also get some of the completed projects
as a download up on my patreon and again
thank you to my patreon supporters for
making this video possible
so the very first thing that you want to
do is
create a blank project
you want to create a games under the
games tab we're going to select the
third person character
because the third person character comes
with a character that has all of the
control rig controls already set up
so we're just going to leave the
settings as this and then i'll just name
this to first person shooter
and
animations
and create the project
all right once we're in here
we can go ahead and go into our content
drawer here i'm just gonna dock this in
layout
but if you head over to the characters
under the content folder
you'll have this mannequins folder
and inside of there we have this folder
for rigs
so this has all the control rigs already
set up for the mannequin character
so i want to give it a second here to
load
and once that's done loading
i'm going to take this control rig
mannequin underscore body
and just drag and drop it into our level
and what that actually did is
it created a brand new sequence
with our control rig right here
and it added this timeline that we can
actually start animating
so if you don't know anything about
control rig and animations
you don't really have to worry i'll
explain this to the best of my ability
all right and i'll take a second here to
explain everything
so down here is your sequencer
so if you don't know what a sequence is
it's basically what you'd use to
create either cinematics
animations any sort of movement inside
of your
level
project you're going to use this
timeline the sequencer timeline
to keyframe
certain events or certain movements
in our case we want to keyframe when we
move
part of the character's arms and part of
the controls we want to keyframe it here
on this timeline
now there's two different ways that you
can create the sequence
as you saw we can just drag and drop
this control rig mannequin body and it
will automatically create that
another way is you can click this little
sequence icon at the top
and just click add a level sequence
once you have done that
for example
if i were to delete this mannequin body
all you'd have to do is once you've
created your sequence
you would just have to drag in your
control rig here
and it will add
to that sequence
another way you can do that is if you go
to your outliner you can select your
control rig and drag it onto your
sequence
so there's a couple different ways that
you can get your character here onto the
sequence
anyways now that we've talked about that
let's actually talk about how to set up
this character to start animating and
creating a first person animation so the
very first thing that we want to do is
we want to add a camera to our
character's head here
that way we can see what it's like
in the first person
and we can preview the animation so i'm
going to go to the cube plus icon and
create a all classes and over here
just search for a camera
i'm going to take this camera actor drag
and drop it in the scene
then all we have to do is take this
camera actor
and drag and drop this onto our
cr underscore mannequin
now it's going to pop down here to ask
us to choose a socket or bone
and we want to attach the camera to the
head so let's click the head
and now
the camera is attached to the head
so we want to go in the details panel
here
and if i expand this
we want to reset the location
and all we have to do is click e and
rotate this 90 degrees
okay
so we now have the camera attached to
the head
and what we want to do next is we want
to actually preview what this camera is
seeing
so one way i'm going to do that is if
you head over to
this
three lines button here at the top of
your viewport
we can go down to layouts here and we're
going to change this to from from the
one pane to the two pane okay
so now we can zoom in over here
and on this other pane we're going to
change this
from the top view
all the way down to this place camera
camera actor
okay so right now what we're seeing is
what this camera is seeing right here
okay
you can switch between your main view
and your first person camera by just
clicking this
button here at the top right
right now that should be good for now
one thing to note is that if you scroll
in this viewport it will move the camera
so i'm not sure if there's a
way to lock this specific viewport
um if there is a way comment down below
but just note if you're scrolling in
here
just make sure that you reset your view
back to normal okay
all right so now we should be able to
start animating or creating a first
person animation so if we take
part of the hand here
take some of these controls
you'll notice we can move it up and down
we can start to
rotate the arm around
okay
now what i actually want to do is i want
to switch the current controls
from
what it currently has right now it is
set to fk
so fk basically
means that we can only rotate we can
only rotate each bones okay which you
know you might want to use for certain
certain things
but in my case i want to switch this to
ik
so i want to switch it to the ik control
that way it will be a lot easier to
actually animate our characters first
person arms so to switch from fk to ik
you want to go over to your sequence
and expand here the control ring
mannequin body
under the global control here if you
expand that
we have some check boxes down here
so these check boxes allow us to switch
from fk
to ik in the arms so we'll go ahead and
click both of these check boxes right
here
and you'll see here in the viewport we
now have these boxes
on the characters hands that we can
select
and now if we move the arm around
or if we move the hand around you can
see that the arm
moves
with the hands motions okay
so this is what's called ik
and this will help us a lot when
animating because then we don't have to
rotate each part of the arm to animate
it now a couple more settings before we
go ahead and create an animation
first thing that you can do is you can
disable grid snapping so you get a more
smoother movement
when animating you can also disable
rotation snapping so when you rotate get
more smoother rotation
if you click this
arrow icon here
i'm going to change the camera speed
down to one so that will make our lives
a lot easier when
navigating in this viewport
rather than
having to deal with fast camera speed
so now if we take
part of our character's arms here and
rotate it around
we can start to animate
our character's hands
now one thing i forgot to do is we want
to actually change this from real time
off to real time on okay
that way we can actually see what we're
doing
so we can take our character's hand
right here
we can also take the elbow here and move
it up
and we can sort of position our
character's hand
like so
i'm just moving both of the characters
arms by selecting the controls
and moving them around rotating them
and what i'm basically trying to
accomplish here is just to get our
characters hands in front of the screen
that way we can
start work start working on a first
person animation
okay so you can take the elbow controls
here and move them out
and we can take these hand controls
and rotate them
and position them like so
now if at any point you want to hide the
controls
if you head over to this animation tab
and under the animation settings we can
see we have some check boxes here
so if we want to hide the controls
all we have to do is click this hide
control shapes
and then we can see what our first
person view would look like without any
of the controls
another
neat button inside of here
is to only select control rate controls
so this setting right here
will make sure that we don't select
anything else in the world
that way we only select
the control rig controls
so that way we don't select a cube or
something other than our characters
control rig
so that will make animating a lot easier
so now that we've have
sort of like this bass pose
let's actually start
working on creating maybe sort of an
idle animation
okay
so down here
in our sequencer
you can scroll up and down here
and we're gonna start adding key frames
to
create a very basic animation
so with our current control selected
our hand control here
if we
if we scroll down we're going to see the
current control that we have selected
in this case our hand
left ik control
and there are two different ways you can
add a keyframe you can click this
little circle icon right here
that will add a keyframe
you can also
click this keyframe icon right here
and what this will do is it will
automatically create a keyframe
whenever you make any sort of movement
or changes
so for example
i'm going to keyframe
this hand arm
okay and our hand
left hand control so both of these
controls are currently keyframed
i'm going to move this timeline over to
maybe
about 20 seconds
and then if you
take the control and move it around
you can see that it automatically
creates a keyframe
so whenever you modify
or move around a control
if you have this key icon selected
it will automatically add a keyframe for
whenever you move a control around
so this is really handy
that way if you forget to
click this little circle icon whenever
you modify the control it'll
automatically keyframe it for you so we
currently just added a little bit of an
animation there you can see we moved
we keyframed the initial pose
of our hands right here
and then about 20 seconds in all i did
was move the hands down
took these controls moved them down
and then had made sure that i marked
those keyframes
one for the right hand and
one for the left hand
okay
so what we have here is
basically
really simple
[Music]
hands are moving down
now what i'm going to do is you can
actually select keyframes and copy them
so i'm going to left click and drag
and select both
the left hand and the right hand
keyframe
at frame 0
control c
then if we move this over to say about
40 seconds
control v
you can paste that frame
so right now we have a very simple
idle animation so you can see we go from
our initial pose
hands move down
and move back up
now this is probably a bit too fast
so what we can do is we can
select these keys
and you can click on them and move them
like so
okay so i'm going to move
these center keys to the middle
i'm going to move these to
about the end like so
now if we hit spacebar play
see that our character has this very
simple idle animation and maybe i want
to
space this out a little bit more
move that to about the center
and then we're going to take
these frames and move it to the very end
like so
so if we hit play
we have this very basic
idle animation
and of course if you want to
hide the controls you can click the high
control shapes
you can see what it looks like
here in the first person
now you might notice that the arms
kind of look weird
from the third person
and it's really up to you how you
animate or position the arms
it really it depends on your game
whether or not you're actually going to
have like a third person in your game or
if it's just for first person if it is
just first person you really only have
to animate the arms
in fact what you could do is you could
just delete the rest of the mesh other
than just the arms
but like i said it's up to how you want
your game designed if it's multiplayer
and whatnot so right now i think this is
a pretty good animation pretty good idle
animation
what we're going to do now is we're
going to go ahead and export this
animation so that we can use it
in our animation blueprint
as well as our animation blend space
so let's go ahead and if you scroll to
the very top here
if you select your control rig mannequin
and body
we can right click
and we have
this menu that pops up
what we want to do is you want to bake
animation sequence okay
so click bake animation sequence
and now it's going to ask for a location
to bake that animation to
and i'm just going to select my content
folder
and we can just rename this to idle
animation
click ok
and then
if you expand this export you have some
settings here
i'm going to leave all the settings as a
default
and just click export to animation
now you can see it was completed
so we go in our content drawer
we have here this idle animation
and it will pop open the window
of our idle animation
okay
so if we were to go into first person
here
you can see the hands here animating
and of course this isn't the greatest
example because
our characters heads in the way
so what you'd want to do is
you want to go ahead and
take the mesh that you're using into
blender and just delete everything other
than the arms
but as you can see
if you were to go into first person here
we have just a very basic very basic
idle animation that you can use you can
re-target for your different character
models and you can use to set up a first
person character
so i hope this is a decent amount of
information to get you started on
creating your own first person
animations for your games
i will likely make a follow-up tutorial
detailing how to do more advanced things
such as animates say your character
holding a rifle as well as setting up
the rifle so that you can actually
animate things like reloading the clip
anyways if you guys enjoyed the video
make sure you leave a like and subscribe
also check out my patreon link in the
description below
and as always i'll see you guys in the
next one
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