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Loading Animations

 

The default animations that come with the Z-Mech get the job done, but sometimes you'll want to use other character animations. Fortunately, you can use any animations on the Z-Mech that are compatible with the default Third Person template character! Unreal has a simple tool that converts animations from one skeletal mesh to another using the humanoid rig.

 

NOTE: This process is no longer supported.

THE PROCESS:

(Click on any of the pictures to view them expanded)

1. To begin, you'll need to have an animation that works on the default Third Person template skeleton or on any skeleton that has been associated with the humanoid rig.

(This process works with Animation Blueprints too!)

2. By default, the animations usually aren't associated with the humanoid rig. Open the skeleton (the one that works with the animation you want to use), and open the Retarget Manager.

3. Change the Select Rig option to "Humanoid."

The Bone (Skeleton) section should automatically fill in with information according to the Node (Rig) counterparts.

 

Click "Save Pose" to apply the changes.

4. Now find an animation or an animation blueprint you want to use. Right-click it and select Retarget Anim Assets > Duplicate Anim Assets and Retarget.

5. Select the Mech_RiggedMesh_Skeleton from the list, and the Z-Mech model will show up in the [Target] area.

 

Click the "Select" button to create the new animation.

6. NOTE: The new Mech animation will be created in the MechAssets/Character folder. Drag it into the Animations folder and select "Move here."

7. Now open the animation and it should be playing on the mech model, but in most cases the model will be floating off the ground.

 

Sometimes if you're lucky you can just drag the ROOT bone down to the ground and it will work. Unfortunately, in my tests I usually had to add a key to the pelvis bone.

(next step)

 

 

8. This can be a bit tricky, and I'm not sure if this is the best process, but select the ZMechPelvis bone from the Skeleton Tree and add a Key.

 

This will create a track, and if you find the key for the Z Position (it took me a bit of trial and error to find it), you can move it down on the track graph and you'll notice the model moving down as well.

 

Once you get it positioned, you'll want to test it on an actual mesh placed in the level editor, because the position might still need a little adjustment.

 

But once you have it, your animation is ready to go!

 

That's all it takes to convert a humanoid character animation into one the Z-Mech can use. With the mech playable in your game and some new animations ready to bring it to life, the rest is up to you!

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