Skeletons & Skeletal Meshes | UE5 Animation Fundamentals
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Today, we're exploring the core differences between Skeletons and Skeletal Meshes, how they provide the supporting framework for animation technology in unreal engine, and how we can take advantage of that framework to share animation assets between different characters that share the same skeletal hierarchy.
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Relevant Documentation:
docs.unrealengine.com/5.3/en-...
docs.unrealengine.com/5.3/en-...
docs.unrealengine.com/5.3/en-...
docs.unrealengine.com/5.3/en-...
Chapters:
00:00 - Intro
00:18 - Skeleton Asset Overview
00:56 - Skeletal Mesh Overview
01:38 - Importing Characters
02:05 - Animation Asset Editor Windows
03:01 - The Skeleton Editor
05:33 - The Skeletal Mesh Editor
06:03 - Sharing Skeletons Between Skeletal Meshes
07:35 - Sharing Animations Between Skeletons Non-Destructively
08:12 - Outro
Пікірлер: 6
I'm 1:24 in, first time seeing a video from you, already subscribed and hit the bell. The very direct and distinct explanation of this is what I really needed. I feel like it's not as easy to find as one would think. TY
Thank you so much
Cool vid
Hi! Thank you for the great tutorials! What do you mean by Default Transform Data? If - bind/ref pose, than Skeleton asset actually has this data. It is similar to the bind/ref pose of the SK from which Skeleton was created during import. There is even a new option was recently added during SK import - Update Skeleton Reference Pose.
Is it possible to easily retarget different skeletons? or should they be be similar for the most part? I cant find anybody showing how to actually retarget 2 completely different skeletons.
@xaby996
2 ай бұрын
Ik rig them both with retargeting groups