Anim Mod Tool 1.3 (NEW FEATURES) Tutorial

Anim Mod Tool UPDATE 1.3
New Additions:
"Use static frame" in Blend ( let's you pick any frame from target animation and blend it to the source)
Time Manipulation (let's you speed up or slow down certain parts of your animation)
Hand Poses blend (let's you quickly blend hand poses to your animation. 60 male & female hand pose library included)
Anim Mod Tool is a Fast and easy approach to Reverse your animation, Mirror animation, Blend animation, Loop animation, manipulate time, pick hand poses, adjust and mix your animation assets directly in Unreal Engine 5. Great solution to create new assets, or change your existing mocap and hand crafted animations in UE5.
Features:
Reverse Animation ( + offset root to world 0 )
Mirror Animation
Loop Animation (update 1.1)
Blend With Other (added static pose blend in Update 1.3)
Time Manipulation (added in Update1.3)
Hand Poses blend (added 60 hand poses in Update 1.3)
Repeat frames (update 1.1)
Remove frames (update 1.1)
Live updating viewport (update 1.2)
tutorial on how to blend top animation inside ue5.
#blendanimation #ue5 #timemanipulation #handposes

Пікірлер: 6

  • @Sky-hl8iw
    @Sky-hl8iw18 күн бұрын

    weehooo what a cool pro features! keep it goin good fellas

  • @DevNohara
    @DevNohara18 күн бұрын

    Nice!! Loving what you're doing here with this tool. Any plans on the bones that are being blended can be categorized by color? Even if not, still an amazing tool.

  • @Sky-hl8iw
    @Sky-hl8iw4 күн бұрын

    i have a suggestion, how bout making a bone picker like in d iclone8 instead of bone list

  • @AttakuStudio

    @AttakuStudio

    4 күн бұрын

    I'll look into it, thanks ✊

  • @user-ev4ud5xs2j
    @user-ev4ud5xs2j8 күн бұрын

    Boss. This plug-in tool. Is it suitable for use on UE5 Digital Man?

  • @AttakuStudio

    @AttakuStudio

    7 күн бұрын

    Hi, YES. it works with any skeleton except "Hand Poses" option (this option requires you to have the same bone names as the UE mannequin skeleton) but you can achieve the same results using "blend with other" with "static" blend option if you are using a custom skeleton.