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Coordinate |
Takes in base UV texture coordinates which the expression can then modify. |
Time |
Takes in a value used to determine the current panning position. This is usually a Time expression to provide a constant panning effect, but you can use a Constant or Scalar Parameter as well to set a specific offset or to control the panning through Blueprints. |
Speed X |
Speed to move the texture coordinates in the horizontal or X direction. |
Speed Y |
Speed to move the texture coordinates in the vertical or Y direction. |
Const Coordinate |
Only used if Coordinate is not hooked up. |
Fractional Part |
Output only the fractional part of the pan calculation for greater precision. Output is greater than or equal to 0 and less than 1. |
Remarks |
Animating UV coordinates is a great way to introduce motion into your Materials. It is also extremely useful for visual effects that require complex motion like smoke or fire. However keep in mind that animating UV coordinates works best on objects that have contiguous UV setups. Any gaps or seams in a mesh's UV coordinates will show up when the UV coordinates are animated. |
Observe Bone |
With the Observe Bone Animation Blueprint node, you can watch a selected bone's translation rotation and scale motion for debug purposes. |
Here a character's upperarm_l is being observed during an animation. |
The node will display debug data in the AnimGraph with the coordinates of the Bone to Observe's motion. Each line of the debug data displays an element of motion data on each axis. |
For example: |
Here you can reference the Observe Bone properties accessible in the node's Details panel. |
Property Reference |
Bone to Observe |
Here you can define a bone from the character's skeleton to track position and motion data. |
Display Space |
World Space: observes the absolute position of the Bone to Observe* in world space. Component Space: observes the position of the Bone to Observe within the Skeletal Mesh's reference frame. Parent Bone Space: observes the position of the Bone to Observe relative to the parent bone. Bone Space: observes the position of the Bone to Observe within its own reference frame. |
Relative to Ref Pose |
When enabled this property will track the position and motion data of the Bone to Observe relevant to the Skeletal Mesh's reference pose, based on the space defined in the Display Space property. |
Remarks |
Here you can select what space theBone to Observemotion is calculated. |
Animation Curves |
As you play Animation Sequences on your Skeletal Mesh, you may find it necessary to animate additional properties and values synchronized to that animation. You can accomplish this using Animation Curves (also called anim curves, or curves), which are float-type values you can add and keyframe within an Animation Sequence. Curves can be useful for augmenting your animations with additional animatable properties, such as animating Material Parameters, Morph Targets, and other attributes. |
This document provides an overview of Animation Curves, and the various ways you can use them. |
Animation Curves can be created in the following ways: |
When viewing an Animation Sequence in the Animation Sequence Editor, click the Curves track dropdown menu and select Add Curve… > Create Curve. Type in the name of the new curve and press Enter to create it. |
In the Anim Curves panel, right-click in the curve list area and select Add Curve. Type in the name of the new curve and press Enter to create it. |
If your skeleton already has curves, you can select them from the Curves > Add Curve… dropdown menu. |
Animation Curves are stored on the Skeleton Asset. Therefore, when you are creating curves, you are also editing the Skeleton, which will require you to save it. |
Custom attributes can also be created externally in animation software like Autodesk Maya, and then imported as curves along with your Animation Sequence. |
To do this, first create a custom attribute on any bone in your skeleton and keyframe it. You must ensure that it is a float-type attribute, as that is the only compatible data type with curves. Once finished, export your animation. |
Your custom attribute must be keyframed in order for curve data to correctly import. |
Next, import your Animation Sequence containing the custom attributes. When importing the FBX, ensure that Import Custom Attribute is enabled. |
Once imported, your curves should appear in your Animation Sequence. In this example, two attributes were created on different bones and then imported. |
Once you have created an Animation Curve and added it to your Animation Sequence, you can animate its value. Select the Curve dropdown menu on the Animation Curve track and click Edit Curve. This will open the Curve Editor. |
You can also open the Curve Editor by double-clicking the timeline region for the specific curve track. |
Once the Curve Editor is open, you can create keyframes by pressing Enter. This creates a keyframe at the Playhead location, which can be moved by dragging it to set keyframes at different times along the sequence. You can click and drag keyframes to change their time and value. |
Refer to the Curve Editor page for more information on navigation, keyframes, and tangent editing using the Curve Editor. |
Curve Editor |
Tweak your keyframes and curves by using the Curve Editor and tools within it. |
Subsets and Splits
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