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Your created and stored curves can be viewed and managed from the Anim Curves panel. To view this panel, navigate to the main editor menu and enable Window > Anim Curves. The Anim Curve panel can only be viewed from the Skeleton Editor, Animation Sequence Editor, or Animation Blueprints Editor. |
Several settings and features can be adjusted on your curve entries within the Anim Curve panel. |
The name of the curve. You can rename curves by right-clicking one in the Anim Curve panel and selecting Rename Curve. |
Enabling this causes the Weight value to change automatically according to its keyframed values if the curve is being animated in this sequence. If disabled, it ignores its animated values. Disabling this can be useful for testing how the curve value affects the character without keyframing it. |
You can filter the list of curves in the Anim Curves panel to display only the actively-used curves, or only certain types of curves. |
Selecting a curve reveals the following properties in the Details panel. |
Once you have created and animated your curve, there are a variety of ways you can use it to affect your character. |
You can use Animation Curves to automatically affect Scalar Material Parameters. This requires you to do the following: |
Match the curve name to the name of the Material Parameter in the Material. |
Enable the Material curve type in the Anim Curves panel. |
Once this is done, the curve value starts to affect the Material Parameter. |
Material Animation Curves affect all Materials (and their parameters) assigned to a Skeletal Mesh. Therefore, you may need to adjust your content appropriately if you want your anim curve to only affect a parameter from a single Material. This can happen if your Skeletal Mesh has multiple assigned Materials deriving from a single parent, which will cause parameter names to share between all assigned Materials. |
Similarly to Materials, you can use Animation Curves to automatically affect Morph Targets on your Skeletal Mesh. This requires you to do the following: |
Match the curve name to the name of the Morph Target found in the Morph Target Previewer |
Enable the Morph Target curve type in the Anim Curves panel. |
Once this is done, the curve value starts to affect the Morph Target. |
You can use Animation Curves to affect arbitrary values in Animation Blueprints. In most cases, you can use them to affect the alpha values of certain Anim Graph nodes, such as IK, in order to change IK states during animation playback. |
The following curve-related functions are available in both the Animation Blueprint Anim Graph, and Event Graph: |
Metadata Curves are Animation Curves that output a static curve value of 1.0 when added to an Animation Sequence. They can work conversely with normal Animation Curves, which by default (with no keyframes) output a static curve value of 0.0. If no curve is added to a sequence, the anim curve value also falls back to a value of 0.0. |
This behavior can be useful in larger projects that contain many Animation Sequences. In these projects, many of those animations may require constant 1.0 curve values throughout them. Therefore, you can use Metadata Curves to expedite this process, rather than manually adding normal curves and keyframing them to 1.0. In other words, large projects that are using anim curves can structure their usage in Animation Sequences in the following way: |
To create a Metadata Curve, click the Curves track dropdown menu and select Add Curve… > Create Curve. You can either select a currently-existing curve, or click Create New to create a new curve. |
Alternatively, a currently-existing anim curve can be converted to a Metadata Curve by clicking the Curve drop down menu on a curve track and selecting Convert To Metadata. |
Creating Animation Curves |
Creating Curve Animation |
Anim Curves Panel |
Using Animation Curves |
Metadata Curves |
Importing Animation Curves |
Curve Management |
Curve Filtering |
Curve Details |
Materials |
Morph Targets |
Animation Blueprints |
Curve Name |
The name of the curve. You can rename curves by right-clicking one in the Anim Curve panel and selecting Rename Curve. |
Type |
Enables this curve to either be used for Morph Targets or Materials. |
Weight |
The current value of the curve. |
Auto |
Enabling this causes the Weight value to change automatically according to its keyframed values if the curve is being animated in this sequence. If disabled, it ignores its animated values. Disabling this can be useful for testing how the curve value affects the character without keyframing it. |
Bones |
The number of bones connected to this curve. |
Curve Name |
The name of the curve. |
Connected Bones |
An array of bones that you can connect to this curve. This is useful if you want certain curves to be active depending on if a bone is being used or not. Bones can be active or inactive depending on if different skeletons are merged, or bones are being reduced for different LODs. |
Max LOD |
The maximum LOD to use before this curve no longer evaluates. For example, setting this value to 1 will cause this curve to evaluate for LODs 0 and 1, but not for 2 and beyond. |
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