Scott O'Neil-Forum 6: Mixamo Animation
Mixamo Animations
I chose to use a soldier like character from Mixamo to animate in UE4.
My Project
This is an image of the soldier I used in my project. He has all of the character functions working and playable in the level. although the jump timing is off.
12 Principals
Two of the principals from the 12 principals that are present in this are anticipation and Squash/Stretch. Anticipation is seen in the "energy transfer of an action" (Cooper, pg. 30). aka the spring up that he does for his jump animation after bending his knees. Squash/Stretch can be seen in "exaggerate movement " (Cooper, pg. 28) aka when my character is mid-jump his torso is stretched.
Wolf
This is a picture of the Wolf project where the Wolf is in its idle animation. The most interesting window was the Blend Space.
Differences
Both 3D and 2D are different in the way that 3D had a lot more steps to take to implement the animations and how they needed to be made for the character to work in the level, but it felt easier to do than 2D. In 2D you have to create sprite sheets, you do not in 3D which I found to be a nice thing, at least not for these assignments.
Similarities
The similarity between 2D and 3D is that you have to attach the blueprints/sprite sheets to the character in the viewport. Another similarity is that they both need the event graph to be programmed in order to work in the level.
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