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UE4 aiming offset
2022-07-24 06:12:00 【It's really all right, duck】
What is aiming offset
Aiming offset is a resource , It stores a series of mixable poses , To help the character aim at the weapon . In the animation process , The result of aiming offset and other actions ( Like running , walk , Jump, etc ) Mix it up , Make the character look smooth in all directions .
The key concept behind the aiming offset is , They are designed to be extra blended with existing animation . therefore , For example , If you use aim offset to aim a character at a weapon , You will want to make sure that other movements on the character do not interfere with that additional movement . let me put it another way , Your run 、 Stand 、 Jumping and other operations should have relatively rigid arms , In this way, they can perform additional control through aiming offset .
Because the aim of aiming offset is to add a series of postures to help aim , So let's now discuss the types of poses we usually need to create . The actual number of postures required depends largely on the actions the character needs to do .
How to make aiming offset
The aim offset is created in Content browser (Content Browser) Done in , Just like creating any other resource . Sure Right click , And select... From the context menu Animation (Animation)> Aim Offset (Aim Offset). be aware , You can also choose Aim Offset 1D(Aim Offset 1D). They are the same as the aiming offset , But only input from one variable is supported to control mixing , The standard aiming offset supports two .
But it is invalid for you to drag a single frame pose into it , because aimoffset What is needed is a additive animation,additive animation And ordinary animation What's the difference ?additive animation You need to select a reference frame ( Reference animation ), The current pose will calculate a difference according to the reference animation , Same bones ( Displacement , The rotation is the same ) It will be reduced to 0, Only play different things . Usually aimoffset It's a single frame pose , So you can add a single frame reference pose . To sum up, the target animation of a single frame needs a basic animation sequence to provide animation transition data .
Problems encountered in making aiming offset
The common problem is to drag the pose to the one you create aimoffset It's invalid , So we need to set this pose to additive animation. There is an additional setting on the left asset details of the pose you need to set , Additional setting selection mesh space, Below base pose type choice animation frame( Animation frames ), Then add a pose .
Do not choose local space( Local space ), Because aiming offset only accepts animation with additional aiming type mesh volume space .
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