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所在平台: Udemy |
课程主页: https://www.udemy.com/course/procedural-animation/
课程评论:没有评论
**Coursera课程内容总结:Unreal Engine 5 中的程序化人物动画** 本课程专注于教授如何在Unreal Engine 5.1+中创建一个完全程序化的行走/跑步动画系统。该系统允许用户通过Control Rig中的自定义逻辑和变量,手动控制角色的每一个骨骼,从而实现对角色行走和跑步风格的全面掌控,并具有极佳的性能,可同时应用于多个角色。 **核心亮点:** * **环境适应性:** 程序化系统使角色动作能够根据环境进行调整,例如在台阶边缘站立、在踏脚石上行走、倒着跑上坡并旋转身体等。 * **效率与灵活性:** 与传统依赖大量预制动画和复杂混合系统的方法相比,程序化动画省去了数千种动画变体的制作,并允许用户通过调整少量参数来轻松改变角色的移动风格或速度,无需重新开始。 * **模仿真实动作:** 课程旨在揭示人类行走背后的逻辑,包括步点 placement、速度对步态时间的影响、以及臀部和脊柱的配合动作,从而创建一个智能模仿人类(或任何角色)行走方式的系统。 * **广泛的应用性:** 课程提供的系统可轻松适配到任何角色,例如通过调整参数即可实现重型角色、机器人、机甲或怪物的特色步态。此外,学员学到的程序化动画概念可以推广到其他动画类型,如鲨鱼的程序化游泳动画、武器后坐力控制、或跑酷攀爬系统等。 * **实时性能:** 整个程序化系统仅作为一个节点集成到动画蓝图中,可以与常规动画或任何输入姿势进行无缝混合。 * **深入讲解与实验:** 课程强调“为什么”,而非仅仅“如何做”,详细解释每一步的决策过程,并对现有成果进行分析改进。内容源自讲师七年程序化动画实验经验,提供了市面上独一无二的高级解决方案。 * **未来趋势:** 讲师认为,程序化动画将成为未来游戏角色动画的主流形式,目前游戏开发者仅在基础混合IK系统上运用。 * **社群支持:** 提供Discord服务器,方便学员提问、交流和分享学习成果。 **总而言之,本课程提供了一种 revolucionario 的方法来创建高度灵活、适应性强且性能优越的角色动画,为游戏开发人员在角色表现力方面开辟了新的可能。**
In this course you will learn how to create a fully procedural walk/run animation system for characters, entirely within Unreal Engine 5.1+ This system will allow you to control every aspect of the characters walk and run style, with manual control over every bone, using custom logic and variables inside Control Rig (which allows for very good performance, allowing it to be used on many characters at once).With a fully procedural animation system, your characters will fit within their environment and adapt their movement based on the surroundings. Whether the character is walking, running or anywhere in between, standing with one foot on a ledge, walking across stepping stones, running up a ramp backwards whilst spinning in circles, or any other situation your character may find themselves in.To create this level of interaction with traditional static animations, you would need to create hundreds if not thousands of walk cycle variations and a complex system to blend between different animations at the appropriate times. Then if you'd like to make a tweak, such as to change the character's walk style or speed, you would have to start all over again.Instead, with a procedural system, we figure out the logic that dictates how a human actually walks: where they place their feet, how their speed influences their stride time, how they swing their hips and spine to accommodate for their leg movements; to create an intelligent system that mimics how a human (or any character) would walk.After you've created the system (which is included as a download for use or reference), you can adapt it to any character you may want in the future. For example, you may create a heavier & stronger character for your game, perhaps a robot / mech / monster, and instead of spending hours creating walk cycles to figure out how he should move, you simply tweak a few numbers in the procedural system to see how the character looks when he stamps his feet whilst walking, or takes longer strides, or swings his arms like a madman.We don't rely on any major inbuilt functions within the engine, and so the same concepts and techniques can apply to any form of procedural animation. For example, after completing the course, you may want to take what you've learnt about creating procedural human animations and use the same concepts to make a procedural swimming animation for a shark. Or procedural weapon recoil controlled by the strength of the gun. Or a parkour climbing system. In theory, anything that can be animated can be animated procedurally. Is it always beneficial? No. But procedural animation is the best solution for any animations which need to be adaptive and change based on the environment, user input, or gameplay events. The best part is, everything we create in this course runs as a single node in the animation blueprint, allowing you to blend it with regular animations, or any input pose for the character.This is not a course where I simply tell you what buttons to press. Every single step is explained, and the thought process behind decisions about what to do next is discussed, so you will always have an idea of why we're doing each step. We routinely take a look at what we have created so far to analyse it for further improvements. The information and ideas in this course are not available anywhere else, trust me; I have looked, as all of the solutions are a result of 7 years of experimentation with procedural animation. This method of animation isn't being done to this degree by any game developers yet, only basic hybrid IK systems, and I strongly believe it will be the primary form of character animation in the next few years.I have set up a Discord server where you can directly ask me any questions, or see the results of other students of the course. If there are any areas that you don't understand or need further explanations, I'll be happy to help, and look forward to seeing your results!