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Forces calculation of motion vectors during import. Storing the motion vectors on disc, will increase the file size.. If your geometry cache does not contain changing topology (the number of vertices changes during the animation), use this option.
Merge Meshes
Enable to merge the individual meshes for compression purposes.
Bake Matrix Animation
Enable to bake Matrix-only animation as vertex animation.
Base Calculation Type
Determines how the final number of bases that are stored as morph targets are calculated. Percentage Based (default): Determines the number of bases to use with the given percentage. Fixed Number: Sets a fixed number of bases to import.
Percentage (Max Number) of Total Bases
Generates the given percentage or fixed number of bases as morph targets. This is one of the more important aspects for the level of compression. Entering a low amount of bases compresses the animation more, but fine animation detail may be lost. Conversely, entering a high number of bases results in less compression, but retains more animation detail.
Minimum Number Of Vertex Influence Percentage
Sets the minimum percentage of influenced vertices required for a morph target to be valid. This setting allows you to determine when a base or morph target is imported based on your defined percentage of influence. For example, if we have a model with 1000
Remarks
Animations containing significant vertex displacement from the origin may cause distortion to the Skeletal Mesh. You can mitigate this by choosing the No Compression option for Base Calculation Type and enable Merge Meshes.
Animating Characters and Objects
You can use Unreal Engine's suite of powerful animation tools and editors to create character and object runtime animation systems, rendered cinematic content, and author new animation content directly in the engine.
With the Skeletal Mesh Animation System, you can create robust animation systems for characters and objects within Unreal Engine. After importing a skinned mesh object as a Skeletal Mesh asset, you can manage its properties and build logic to run dynamic animation content using the Animation Blueprint visual scripting editor.
For more information about the using the Skeletal Animation System to animate characters and objects in unreal engine, see the following documentation:
Skeletal Mesh Animation System
Unreal Engine's system for animation and controlling characters.
You can use Sequencer to create and edit staged animation content for game cinematics or traditional animated filmmaking while taking advantage of Unreal Engine's animation and world rendering tools. When creating cinematic content using Sequencer, you can build custom character rigs, using Control Rig to animate characters directly in your scene while simultaneously animating other characters, objects, cameras, and effects.
For more information about using Sequencer to create cinematic animations in Unreal Engine, see the following documentation:
Cinematics and Sequencer
Sequencer is Unreal Engine's multi-track editor used for creating and previewing cinematic sequences in real time.
Using the Skeletal Mesh Animation System, imported characters can run animations that have been created in external DCC software. However, using Control Rig, you can build dynamic animation rigs for characters and objects, enabling you to edit existing animations or create new animations within Unreal Engine. Using the Control Rig blueprint graph you can create dynamic rigs that can apply bone transforms to mesh skeletons. These animations can then be played in Sequencer or even baked as standalone assets that can be used in a runtime animation system.
For more information about using Control Rig to animate characters in Unreal Engine, see the following documentation:
Control Rig
Rig and Animate characters in real-time using Control Rig.
Using Unreal Engine's 2D animation tool set, Paper 2D, you can create traditional 2D characters or levels that are able to leverage the full capabilities of Unreal Engine's world rendering to create dynamic high-fidelity 2D and 2D / 3D hybrid projects. Paper 2D contains a suite of tools and editors that you can use to edit 2D textures, within the framework of Unreal Engine's modern light, world, and physics simulation.
For more information about creating traditional 2D and modern hybrid style projects using Paper 2D in Unreal Engine, see the following documentation:
Paper 2D
Paper 2D is a sprite-based system for creating 2D and 2D/3D hybrid games in Unreal Engine.
Skeletal Mesh Animation
Sequencer
Control Rig
Paper 2D
Remarks
Actor Snapping
Snapping is a feature that allows you to easily position an Actor by aligning it with a grid or another object. When snapping is enabled, the Actor will jump to fixed positions when transformed.
Unreal Engine implements snapping in several different ways:
Surface snapping
Grid snapping
Vertex snapping
Surface snapping makes Actors align to the floor or another surface. Enable surface snapping from the Level Viewport toolbar: click the Surface Snapping button, then enable the Surface Snapping option.