Animation Graph asset

This asset type represents an animation graph which you can modify by using Animation Graph Editor. It allows you to create complex animation logic by usign nodes.

../_images/animationgraph.png

Animation Graph Editor

It allows you to create variables of four types: Bool, Float, String, and Animation. All variables can be changed during runtime and accessed in C#. You can use this asset in Skeletal Mesh component. Note that each component has its own copy of the graph. So, changing variables in one component won’t affect others. To break a node link/connection, left-click it while holding Alt.

Select Pose by Bool

It selects a pose depending on the condition.

../_images/selectposebybool.png

Animation Clip

It retrieves an animation from an animation asset.

../_images/animationclip.png

State Machine

It allows you to define a transition logic for animations.

../_images/statemachine.png

By clicking on a state itself, you can define an animation that will be played when the state is active. You can also specify transition settings, such as: transition condition, transition time, smooth transition. If smooth transition is disabled, frozen transition will be used: clip A is frozen while clip B gradually takes over the movement. This kind of transitional blend works well when the two clips/poses are unrelated and smooth transition looks unnatural.

../_images/simple_statemachine.png

State Machine example

../_images/idle_state.png

Idle state

../_images/walk_state.png

Walk state

../_images/run_state.png

Run state

../_images/idle_to_walk.png

Idle to Walk transition

../_images/walk_to_idle.png

Walk to Idle transition

../_images/walk_to_run.png

Walk to Run transition

../_images/run_to_walk.png

Run to Walk transition

Blend Poses

Linearly blends poses based on the weight. Weight = 0 is Pose1, Weight = 1 is Pose2.

../_images/blendposes.png

Additive blending

Calculate Additive and Additive Blend. These two can be used to generate new animations based on others. For example, you have three animations: “Base Idle” pose, “Looking Around” pose, and “Running” pose. By using Calculate Additive node, you can extract data that’s unique to “Looking Around” pose. To do so, you need to set “Base Idle” animation as a “Reference” pose, and “Looking Around” as a “Source” Pose. Now you’ve successfully extracted the data required for the mesh to look around. Now, by using “Additive Blend” node, you can apply it to other animations. In this example, let’s apply it to “Running” animation. Now, you have a new animation that’s running and looking around at the same time. Blend Weight input of Additive Blend node controls how strongly “Additive” pose is applied to “Target” pose.

../_images/additive.png

Running & looking around.

Filter Bones

It allows you to filter out bones. For example, if you want to apply an animation to right hand only, you can do it by specifying its name here.

../_images/filterbones.png

Math nodes

../_images/math.png

Logical nodes

../_images/logical.png

Comment node

It allows you to group nodes and leave a comment.

../_images/comment.png