Push comes to shovel

Push comes
to shovel

Push comes
to shovel

Push comes
to shovel

Fk/Ik Switch in Unreal Engine 5

Fk/Ik Switch in Unreal Engine 5

Complex Animation Blueprint

Complex Animation Blueprint

Dynamic animations

Dynamic animations

Master Animation Blueprint

Master Animation Blueprint

Stance System for NPC's

Stance System for NPC's

Idle/Emote Animation per Instance

Idle/Emote Animation per Instance

The snake stands up with an Ik effector from the root bone in the head to the joint 3, leaving the rest of the body unaffected by the root movements

Fk/Ik Switch in
Unreal Engine 5

Fk/Ik Switch in
Unreal Engine 5

Fk/Ik Switch in
Unreal Engine 5

The switch control is keyable inside the sequencer

The bones follow controllers depending on the Boolean condition and hide the other controllers

The FK Setup is made by setting each bone transform with every controller of the same name


If the bone doesn't exist, the controller gets ignored

Complex Animation BP

Complex Animation
BP

Complex
Animation BP

Complex Animation BP

The main character has different states like piling and carrying dirt

For general props and some characters with legs, I made a Control rig that adjusts to any simple rig



The size of the controlers can be changed anytime in the secuencer

The general setup uses layer blends per bone to play montages and play the carrying dirt pose

The main state is used for general movements and a ledge grab state

In the piling state manages the animations that change depending on how long the player is piling

Dynamic animations

Dynamic
animations

Dynamic animations

The piling animation gives the player feedback for which pile of dirt is going to spawn, by kicking the shovel down

Depending on how long the player presses the pile input, the "TakeOutShovel" animation lasts longer

In the Player_BP, the elapsed seconds from the input set an "anim Time Piling" variable. This variable sets the "piling out blend time" in the Player_ABP


This variable sets the blend time of the blend poses by bool, which defines how long does the transition takes to the other pose

In the Player_BP, the elapsed seconds from the input set an "anim Time Piling" variable. This variable sets the "piling out blend time" in the Player_ABP


This variable sets the blend time of the blend poses by bool, which defines how long does the transition takes to the other pose

The Snake has a sliding mode, where the mouse inputs makes it turn and look up or down

Master Animation
Blueprint

Master Animation
Blueprint

Master
Animation
Blueprint

All the Interacive NPC's have the same skeleton and behaviour, so it was possible to create a single Animation Blueprint for all of them


Each character has:

  • Idle animation

  • Reaction when the player interacts with them (Emote)

  • Emotion that gets layered on top of the Idle animation (Stance)

All the Interacive NPC's have the same skeleton and behaviour, so it was possible to create a single Animation Blueprint for all of them


Each character has:

  • Idle animation

  • Reaction when the player interacts with them (Emote)

  • Emotion that gets layered on top of the Idle animation (Stance)

They also look at the player and move the eyelids depending on the emotion

Stance System
for NPC's

Stance System
for NPC's

Stance System
for NPC's

The emotion change the stance based on the Enum value of emotion, which is set while talking to them

The stances are pose assets added on top of the idle animation with a layered blend per bone

This is how it looks inside the states, the pose driver acts above the Spine_01 bone

Idle/Emote Animation
per Instance

Idle/Emote Animation
per Instance

Idle/Emote Animation
per Instance

In the details panel of each NPC, you can choose which idle animation they will play when

the game starts

You can also choose which emote it's going to play when you interact with them

When interacting with them, an event in the ABP will fire a montage with the selected animation

per instance

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