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13_ UE4 advanced_ Montage animation realizes attack while walking
2022-07-29 03:03:00 【Ruthless reading machine】

Green is ordinary animation , Purple is montage animation . But the content of animation is the same , So why do we use montage ?
Montage animation can easily interact with animation blueprints , Make his animation produce a relatively smooth transition .
General animation vs Montage animation
1. The play of animation : The goals are different

2. Control of parameters during animation
General animation : Parameters cannot be changed during the process .
Montage : You can change the parameters in the player character .
--------------------------------------------------------------------------------------------------------------------
Find common attacks in the heroine's own animation

Copy this animation to In the folder we created ourselves .

Rename this animation
Create animated montages

We write an event in the blueprint , We press q, Heroine attacks ( Play this animation )
test : Press q, The little white man finished attacking , The action cannot be recovered .
For comparison , We changed it to press t Play montage's attack animation
test : Press t, No response
What's wrong with this ?
We double-click to enter this montage animation .

This indicates which slot the animation belongs to ( It has something to do with ): Used to distinguish different animations , So as to make different feedback .

Now? , Let's take the running animation of little white people as an example , Take a look at how the slot came from .

There is only one default slot available
Open the slot manager


Add a slot , The name is fullbody

Select our new slot
------------------------------------------------------------------------------------
The example is over , Now back to the heroine's attack montage animation .
Choose this fullbody slot ( This is not what we created )

Then we found the animation stopped .
Enter the animation blueprint , add to slot node


Set to default fullbody

Compile testing : Press t There's a reaction , But at the same time, press w and t, The heroine hacked and moved forward , But there is no step .
We want him to be able to run and play , So we need to distinguish between bones to do different animations .
First , We have to make the lower body of the attack run and jump , We only use the upper body , So we need to set the slot of the montage animation of the attack to upperbody.

So we're going to add layered blend per bond node

Save the posture output by the default state machine

Rename it to man
Use cached poses
Create a new slot , The type is upper body

attachment

Configure to spine_02 Demarcation , Mix

Test success .
Please be reminded not to be confused by the name of the slot : Don't cry upperbody, It's called aa,bb,cc Fine
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