Features:
- This pack contains animations for using various types of farm or mining equipment, as well as the equipment itself.
- A demo map with a farming character that is set up to perform digging or farming or cutting animations with simple commands, including a prepared animation blueprint and various set up montages to allow for you to quickly understand how the animations can go together or be set up and used. And as quickly as possible brought into your own projects.
- A series of texture variations for visual options on the tools, to let them appear as an older or newer design, with some further customization parameters inbuilt into the included materials.
Scaled to Epic skeleton: Yes
Animated: Yes
Meshes: 20 static meshes (8 complete tool meshes, 12 tool part meshes), 1 skeletal mesh (mannequin modified with extra tool bones).
Texture Resolutions: 1K*4K through 4K*4K.
Number of Animations: 45+ main animations, plus 22 animations that can be used with an alternative idle pose if you want, these are mostly just transition animations, but going to/from a different idle pose with a more upright posture than the leaning over legs spread third person idle one the others transition to/from).
Animation types (Root Motion/In-place): 1 Root motion, all others in place.
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows
Documentation: https://docs.google.com/document/d/1qJ3vqYSzhbhAMoFfBa-L45FlydUxheX7Jl91YamgWtw/edit?usp=sharing
Important/Additional Notes: There is an extra bone on the character used for holding the tool, do to this you may need to add that bone into other character meshes to get full use of all of these animations on your own characters.
特征:
- 此包包含使用各种类型的农场或采矿设备以及设备本身的动画。
- 一个带有农业角色的演示地图,该角色可以通过简单的命令执行挖掘或农业或切割动画,包括一个准备好的动画蓝图和各种设置的蒙太奇,让您快速了解动画如何一起进行或设置和使用。 并尽快带入您自己的项目。
- 一系列用于工具上视觉选项的纹理变化,让它们显示为较旧或较新的设计,并在包含的材质中内置一些进一步的自定义参数。
缩放到史诗骨架:是的
动画:是的
网格:20个静态网格(8个完整的工具网格,12个工具部件网格),1个骨架网格(用额外的工具骨骼修改的人体模型)。
纹理分辨率:1k*4k到4k*4k。
动画数量:45+主动画,加上22个动画,如果你愿意,这些动画大多只是过渡动画,但是从一个不同的空闲姿势到/从一个更直立的姿势比倾斜的腿(第三人空闲一个其他人过渡到/从)。
动画类型(根运动/就地):1根运动,所有其他到位。
支持的开发平台:Windows
支持的目标构建平台:Windows
文件:https://docs.google.com/document/d/1qJ3vqYSzhbhAMoFfBa-L45FlydUxheX7Jl91YamgWtw/edit?usp=sharing
重要/附加说明:角色上有一个额外的骨骼用于保持工具,为此您可能需要将该骨骼添加到其他角色网格中,以便在您自己的角色上充分利用所有这些动画。
Set Master Pose Workaround Tutorial
Adding Bones In Blender Tutorial
This pack contains an assortment of animations for holding and using a variety of mining and farming tools. There are four groups of animations, the first being for hoes and rakes, the second for a shovel, the third for a pickaxe or backhoe, and the fourth the axe. This means that all 3 hoe meshes, and the rake mesh, are made to use the same animations. And the pickaxe and backhoe also use the same animations for the most part.
These consist of idle animations.
Transition animations to move into action ready pose.
Action animations for digging or raking or such.
And then relax animations for returning to the idle position when done.
This doesn’t cover all of the animations, but is the general structure most of them fall under.
There are also eight tools included in this pack, a triangle hoe, a square hoe, a hoola hoe, a rake, a shovel, a pickaxe, a backhoe, and an axe. There are 3 different texture sets for each of them, plus on extra for the axe , and the materials are set up to support some basic customization and options so you may be able to tweak them a bit further to match your needs.
NOTE: In order to fully use the animations, you will likely want to modify your meshes to have the Tool_R_Hand and Tool_R_Hand_Effect bones in them. Since if a bone was not included in a meshes skinning when imported, it will just ignore that bone even if it is present on the skeleton it’s using in engine.
As a workaround, you can just hide the provided mannequin and use it as a reference pose to avoid modifying your own meshes externally, but this is a bit messy so I’d just modify the bones externally if you can in most cases. Details are in the documentation.
For a simple reference, there is a mannequin included in the projects main meshes folder that you can export into your 3D software, and use as a reference for the position of the bones while in the default T pose used by the mannequin. All you need to do is add these bones to the skin modifier of your mesh, even if not weighted to any vertices it should still show up in unreal and allow it to make use of the tool bones animations. These are used since when swinging a pickaxe, or certain other types of movement, the tool is not rigidly held fixed in the hand, but may slide forward, backward, or be spun around for better handling/angling. While not required for all of the animations, it is used to an extent in most.
Also keep in mind these are rather precise animations, so your character must have similar proportions to the base UE4 Male Mannequin or the hands may start to drift from the desired locations on your own characters, or force them to be contorted a bit to fit properly.
For UE5 Mannequins, while it is possible to retarget animations, you’ll need to add the Hand_R_Tool bone onto the UE5 skeleton, and add it to the retargeting rig so it gets copied over as well with the rest of the animation. If you don’t feel comfortable using the Animation retargeting rig, it’s best to assume this wont be usable for UE5 mannequin skeleton characters.
Also note that UE5 mannequins are, inherently having slightly different proportions so the results are generally not quite as good looking as with the UE4 mannequin. Also be warned there is currently a bug in UE 5/5.1 that can cause crashes when you try to import a character mesh that has a new one, such as trying to add the Tool_R_Hand bone onto your manny or quinns skeleton. So it’s best to test this step before buying this pack if that’s your plan to confirm your build of unreal engine will allow you to (this is an Unreal Engine bug, not something I can fix or help with myself sadly).
(tutorial on this in Q and A section at end of documentation to help people in step by step process)
Details can be found in the documentation.
这个包包含了各种各样的动画持有和使用各种采矿和农具。 有四组动画,第一组是锄头和耙子,第二组是铲子,第三组是镐或反铲,第四组是斧头。 这意味着所有3个锄头网格和耙子网格都使用相同的动画。 镐和反铲也在大多数情况下使用相同的动画。
这些由空闲动画组成。
过渡动画移动到动作准备姿势.
挖掘或耙等动作动画。
然后放松动画,以便在完成后返回到空闲位置.
这并不包括所有的动画,但是一般的结构,其中大部分属于。
这个包里还有八个工具,一把三角锄,一把方锄,一把胡利拉锄,一把耙子,一把铲子,一把镐,一把反铲子和一把斧子。 每个纹理都有3个不同的纹理集,加上额外的斧头,材料被设置为支持一些基本的定制和选项,所以你可以进一步调整它们以满足你的需要。
注意:为了充分使用动画,您可能需要修改网格体以在其中包含Tool_R_Hand和Tool_R_Hand_Effect骨骼。 因为如果导入时网格蒙皮中没有包含骨骼,那么即使骨骼存在于它在引擎中使用的骨架上,它也会忽略该骨骼。
作为一种解决方法,您可以隐藏提供的人体模型并将其用作参考姿势,以避免在外部修改自己的网格体,但这有点混乱,所以如果您可以在大多数情况下 详细信息在文档中。
作为一个简单的参考,项目主网格文件夹中包含一个人体模型,您可以将其导出到3D软件中,并在人体模型使用的默认T姿势中用作骨骼位置的参考。 您需要做的就是将这些骨骼添加到网格体的皮肤修改器中,即使没有加权到任何顶点,它仍然应该显示在虚幻中,并允许它使用工具骨骼动画。 这些是因为当摆动镐或某些其他类型的运动时,工具不是刚性地固定在手中,而是可以向前,向后滑动或旋转以获得更好的处理/钓鱼。 虽然不是所有动画都需要,但它在大多数情况下都被使用。
另外请记住,这些动画是相当精确的,因此您的角色必须具有与基础UE4男性人体模型相似的比例,否则手可能会开始从您自己的角色所需的位置漂移,
对于UE5人体模型,虽然可以重定位动画,但您需要将Hand_R_Tool骨骼添加到UE5骨架上,并将其添加到重定位钻机,以便将其与其余动画一起复制。 如果您对使用动画重定位钻机感到不舒服,最好假设这对UE5人体模型骨架角色不可用。
另请注意,UE5人体模型本身具有略有不同的比例,因此结果通常不如UE4人体模型那么好看。 另请注意,当前UE5/5.1中存在一个错误,当您尝试导入具有新角色网格时,可能会导致崩溃,例如尝试将Tool_R_Hand骨骼添加到manny或quinns骨架上。 所以最好在购买这个包之前测试这个步骤,如果这是你的计划,以确认你的虚幻引擎的构建将允许你(这是一个虚幻引擎的错误,不是我可以修复或帮助自己可悲)。
(q中的教程和文档末尾的一节,以帮助人们一步一步地进行)
详情可参阅 文件.
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