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In addition, you can use a Make Dynamic Additive node, to negatively blend additive animation poses. With this node, you can subtract the additive pose from the base pose to create an output pose.
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In the Make Dynamic Additive node's details panel you can also enable the node to operate in the Mesh Space.
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The standard Blend node is a simple combination of the two input poses that scales the weight of which input is prioritized based on an alpha value from the Alpha input pin.
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You can connect animation poses to the A and B input pins, and control the degree of blending between the poses with the Alpha pin.
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With a Blend Bone by Channel blend node you can specify individual bones, in which to apply specific blending transforms.
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In the Blend Bone by Channel's Details panel you can add a Bone Definitions section with (+) Add. After creating a definition, you can define a source bone to pull transform data from, and a Target bone to apply the blend. You can also define what aspects of the transform you want to incorporate in the blend, such as Translation, Rotation and Scale by toggling the available properties. In addition you can define in what Transform Space the transform data is being calculated, such as World Space, Component Space, Parent Bone Space and Bone Space.
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The present alpha value will facilitate the weight of the blend.
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With a Blend Multi node, you can blend more than two blend poses, between a range of alpha values.
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In the Blend Multi's Details panel you can also toggle the node to behave as additive with the Additive Node property.
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Categorized with a green title color, function blend nodes perform more advanced calculation-based blends of animation poses based on node specific parameters. Here you can reference a list of the function based blend nodes that you can use in your project to blend animation poses in the AnimGraph.
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The Blend Poses by bool node performs a time-based blend between two poses using a Boolean value as the trigger. When the Boolean reads true, the pose connected to the True Pose input pin is used; when the Boolean is false, the False Pose is used. Each pose has a float value Blend Time that is used to control how long it will take to blend into the pose.
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In the Details panel, you can toggle the Blend Time pins to be visible in the AnimGraph as well as set the Transition Type.
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The Blend Poses by int node performs a time-based blend between any number of poses using an integer value as the key. For each input integer value, the pose associated with that value's input pin is used. For instance, when the integer is set to 0, the pose connected to Blend Pose 0 is used. Each pose has a float value Blend Time that is used to control how long it will take to blend into the pose.
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In the Details panel, you can toggle the Blend Time pins to be visible in the AnimGraph as well as set the Transition Type.
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The Blend Poses by Enum node performs a time-based blend between poses using an Enumeration (Enum) value as the key. A default pose can be used, and additional poses can be added for the values identified within the enum connected through the Active Enum Value pin. Additionally, each pose has a float value Blend Time that is used to control how long it will take to blend into the pose.
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In the Details panel, you can toggle the Blend Time pins to be visible in the AnimGraph as well as set the Transition Type.
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With the Layered blend per bone node you can blend between any number of dynamic blend poses based on a defined set of bones.
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In the Details panel of the Layered blend per bone node, you can define the blend mode as either a Branch Filter or a Blend Mask.
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You can enable the Mesh Space Rotation Blend and Mesh Space Scale Blend properties to control whether the Rotation and Scale blending occurs in the Mesh Space or Local Space.
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With the Curve Blend Options property you can set the curve blend behaviors from a set list to control how the animation layers blend together. Here you can reference a list of the available Curve Blend Options.
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You can also enable the Blend Root Motion Based on Root Bone property to incorporate the per-bond blend weight of the root bone when lending Root Motion.
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With the Branch Filter option, you can define an Index of bones the blend will affect.
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After adding an element to the Branch Filters property, you can input a bone as the Bone Name to use as a reference point to control localized animation blending. Using the Blend Depth property, you can control the wight the blend has on the children bones of the Bone Name.
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With the Blend Mask option, you can define the character's Blend Masks as reference points to control the blending between the Base Pose and the Blend Poses.
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Inertial blending is a high-performance alternative to traditional animation crossfading that produces natural transitions as a post-process. Once an inertial blend is activated, the source pose is no longer evaluated at all. By contrast, traditional blending evaluates both source and target poses for the duration of the transition to combine them into a blended pose.
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To use inertial blending, you can add an Inertialization or Dead Blending node to the AnimGraph after the source animation blend you want inertially blended. Each node approaches inertial blending using different methods.
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Both the Inertialization and Dead Blending node tracks the animation pose motion and changes within Animation Curves, so that the motion can continue moving toward the target animation when an inertial blend is activated. These nodes are activated by any inertial blend requests connected to its Source input pose pin. State Machine Transitions, Blend Nodes, Linked Anim Graphs and Linked Anim Layers, can all trigger inertial blends. The Inertialization or Dead Blending node must be connected after the source of the inertial blend request, but does not have to be immediately adjacent. Deferring an Inertialization or Dead Blending node closer to the Output Pose node can help reduce or eliminate standard blends from your graph and improve your animation system's performance. A single Inertialization or Dead Blending node can handle many inertial blend requests. When processing multiple inertial blend requests, the minimum requested blend duration will be used.
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If your AnimGraph contains a Inertialization request but is missing an Inertialization or Dead Blending node, a runtime error will be logged in the Message Log panel.
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When authoring animations and graphs with inertial blending in mind, it's best to begin transitions while the outgoing animation is still in motion. There is no need to return to a neutral pose, as inertial blending will handle smooth and natural easing to a rest position. Short blends work best since inertial blending is a post-process for easing motion toward a target animation. Inertial blends can be interrupted with other inertial blends, but try to avoid scenarios that could cause continuous interruptions because animation quality can degrade.
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You can place multiple Inertialization or Dead Blending nodes in your graph as needed, and each will handle inertial blend requests from their source pose. This means you can perform inertial blending in different spaces. For example, you may want to create separate Inertialization or Dead Blending nodes that operate on your character's upper and lower body separately, followed by a Layered Blend per bone node to blend them together into a final pose.
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You can also use inertial blending with additive poses by inserting an Inertialization or Dead Blending node before applying to the base pose. For final pose fixups, you will generally apply an inertial blend before any IK, which effectively does inertial blending in IK space.
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A Source pose stops being evaluated once inertial blending begins. As a result, Animation Notifies from the source animation Sequence will no longer trigger after inertial blending begins. You may need to refactor existing game logic and Anim Notifies to be compatible with Inertialization.
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There are two kinds of inertial blend nodes available in Unreal Engine; the Inertialization node and the Dead Blending node.
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This node is an experimental node, and therefore we do not recommend shipping projects that rely on its functionality.
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In general the Dead Blending node tends to perform better, in particular when transitioning between animations with large pose differences, but it can sometimes produce more stiff movements. It also takes into account transition blend curves, which are ignored by the Inertialization node.
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Here you can reference a list of the Inertializtion nodes properties and a description of their function.
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Here you can reference a list of the Dead Blend nodes properties and a description of their function.
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This node is an experimental node, and therefore we do not recommend shipping projects that rely on its functionality.
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In the Details panel of any inertialization compatible node, you can set the Transition Type property to Inertialization, to activate an inertial blend request. To use inertial blending, the Inertialization node must be placed in the animation graph anywhere after the blend node making the inertial blend request.
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A Inertial Blend request can be made by a State Machine's transition logic. In the Details panel of a Transition Rule, you can set the Blend Logic property to Inertialization, to activate an inertial blend request.
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Function Blend Nodes
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Inertialization
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Apply Additive
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Blend
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Blend Bone by Channel
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Blend Multi
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Blend Poses by bool
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Blend Poses by int
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Blend Poses by Enumeration (Enum)
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Layered blend per bone
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