Physical Animation: The Ultimate Starter Guide [UE4/UE5]
TLDRThis tutorial dives deep into setting up physical animation in Unreal Engine, a technique that blends ragdoll physics with keyframed animation for more realistic character movements. It covers creating a blueprint for physical animation, adjusting physics assets and constraints, and using profiles to control simulation strength. The video provides practical examples, such as hit reactions and character states like tiredness, demonstrating how to apply these animations dynamically. Viewers also get a chance to learn about Skillshare, a platform for enhancing video production skills, which is offered as a free month to the first 1000 subscribers through a link in the description.
Takeaways
- ๐ฎ Physical animation in Unreal Engine is a blend between ragdoll physics and keyframed animation, used for more realistic character reactions in games.
- ๐ฝ๏ธ Examples of games utilizing physical animation include Grand Theft Auto 4 and 5, Red Dead Redemption 2, and simulation games like Totally Accurate Battle Simulator.
- ๐ค Physical animation can simulate character states such as being tired, injured, or behaving like a zombie, by adjusting muscle strength and animation properties.
- ๐ ๏ธ Setting up physical animation involves creating a blueprint class for an actor component, which can be attached to characters as needed.
- ๐ง The physical animation component is used at runtime to add functionality and to set a skeletal mesh for the component to use.
- ๐ญ Physical animation profiles can be customized for different character states, such as hit reactions or ragdoll effects, by adjusting strength multipliers and blend weights.
- ๐ A 'toggle physical animation' event can be used to switch between physical animation states, blending between animations and physics simulations.
- ๐จ Custom events and functions can be created to handle specific character reactions, like 'hit reaction', which applies physical animation profiles and impulses based on hit results.
- ๐ Blending weight is crucial for smoothly transitioning in and out of physical animation states, preventing snapping or jarring movements.
- ๐ทโโ๏ธ Creating a physics asset involves adjusting collider shapes and sizes to match character bones for accurate physical simulations.
- ๐ซ It's important to carefully set up constraints and collisions within the physics asset to avoid unnatural movements or penetration issues.
Q & A
What is physical animation in Unreal Engine?
-Physical animation in Unreal Engine is a midpoint between complete ragdoll physics and keyframed animation. It is used to create more realistic character movements and reactions in video games.
Which games are mentioned as examples of using physical animation?
-Games such as Grand Theft Auto 4 and 5, Red Dead Redemption 2, Totally Accurate Battle Simulator, Xenoma, and VR experiences like Blade and Sorcery are mentioned as examples of games that use physical animation.
How can physical animation be used for hit reactions in a game?
-Physical animation can simulate the body of a character when they get hit, eliminating the need to keyframe hit reactions for every animation and pose. It automatically handles the character's physical response to being hit from different directions.
What is a use case for physical animation when a character is injured?
-If a character's arm is injured, physical animation properties can be set to simulate the injury, resulting in movements that look weak and floppy, as if the character can't hold up the weight of their own arm.
How is physical animation set up in Unreal Engine?
-Physical animation is set up by creating a new blueprint class that is an actor component, which is then attached to a character. The physical animation component is added at runtime, and its reference is stored as a variable.
Why is it important to set up a physics asset for a character?
-A physics asset is important because it defines the collision bodies for a character's skeleton mesh. It helps in achieving accurate physical simulations and responses, which is crucial for realistic character movements and interactions.
What is the purpose of setting up constraints for physics bodies?
-Constraints for physics bodies are set up to limit the movement of each body to realistic ranges, preventing unnatural poses and ensuring that the character's movements are believable.
How can physical animation be used to create a hit reaction?
-A hit reaction can be created by applying a physical animation profile and adding an impulse to the character upon impact. This causes the character to react physically to the hit, making the response more realistic.
What is the purpose of setting the 'strength multiplier' in physical animation?
-The 'strength multiplier' is used to control the intensity of the physical animation. It can be used to make the character's movements more or less intense, depending on the situation, such as simulating a tired state or an injury.
How can physical animation be used to create a ragdoll effect?
-The ragdoll effect can be achieved by setting all bodies below a certain bone to simulate physics, including the pelvis, and setting the physics blend weight to one for full physical simulation. This allows the character to react physically to forces, like falling or being hit.
What is the significance of the 'Physics Blend Weight' in physical animation?
-The 'Physics Blend Weight' determines the extent to which physics simulation is blended with keyframed animation. A value of zero means no physics is blended, while a value of one means the character is fully physically simulated.
Outlines
๐บ Introduction to Physical Animation in Unreal Engine
The video begins with an introduction to physical animation, a technique that sits between ragdoll physics and keyframed animation, used in games like Grand Theft Auto and Red Dead Redemption. It's employed for effects such as hit reactions and simulating states like tiredness or injury. The tutorial aims to show how to implement this in Unreal Engine, starting with setting up a blueprint class for physical animation on characters.
๐ Setting Up Physical Animation in Unreal Engine
The tutorial continues with a step-by-step guide on setting up physical animation. It involves creating a new blueprint class, adding a physical animation component at runtime, and assigning a skeletal mesh to be used by the component. A custom event called 'toggle physical animation' is created to simulate physics on specific body parts, excluding the pelvis to prevent the character from falling apart. The video also includes a sponsorship mention for Skillshare, promoting a course on communication skills.
๐ค Applying Physical Animation Profiles and Testing
This section covers how to apply physical animation profiles to characters and test the setup. The profile named 'hit reaction profile' is applied to simulate the character's reaction to being hit. The video demonstrates the character's animation transitioning into a ragdoll state when the 'R' key is pressed. The importance of not simulating the pelvis for stability is reiterated, and the character's physical state is adjusted for testing purposes.
๐ง Adjusting Physical Animation Settings and Strength Multipliers
The video delves into the physical animation component's settings, such as 'set strength multiplier' for controlling the intensity of physical simulation. It's used to exit physical animation smoothly by increasing the multiplier to 10. The 'set all bodies below physics blend weight' function is introduced, which blends between keyframed animation and full simulation. The tutorial warns about the computational expense of using physical animation on multiple characters simultaneously.
๐ญ Creating a Physics Asset and Adjusting Bone Colliders
The process of creating and adjusting a physics asset for a character is explained. This involves editing the collision capsules assigned to each bone to ensure they are appropriately sized and positioned. The video demonstrates how to use the physics asset to create more accurate bone collision detection in games. It also covers how to mirror adjustments made on one side of the body to the other for efficiency.
๐ Mirroring Physics Bodies and Setting Up Constraints
The tutorial shows how to mirror physics bodies to avoid redundant work and ensure symmetry in the character's physical behavior. It then focuses on setting up constraints for the physics bodies to limit their movement and rotation, preventing unrealistic flailing. The importance of accurate constraints for natural movement is highlighted, with a focus on areas like the shoulders and clavicles.
๐ Correcting Mirrored Bodies and Testing in Zero Gravity
The video addresses a common issue with mirrored bodies not aligning correctly and provides a solution involving rotating the bodies in world space. It then suggests testing the ragdoll physics in zero gravity to identify unnatural poses and make necessary adjustments. The process includes setting up constraints for a more realistic physical simulation.
๐ซ Preventing Unnatural Collisions and Setting Up Self-Collisions
This section discusses the importance of preventing overlapping bodies from colliding with each other to avoid unnatural movements. It demonstrates how to enable and disable collisions between different body parts effectively. The tutorial also explains how to set up self-collisions to prevent body parts from penetrating each other during simulation.
๐๏ธโโ๏ธ Configuring Physical Animation Profiles and Testing
The tutorial moves on to configuring physical animation profiles, which dictate how bones simulate in response to physics. It shows how to assign a 'strong' profile to various body parts for hit reactions and how to adjust strength values for different effects. The video emphasizes testing the simulation with animations to ensure they hold poses well under physical influence.
๐ค Implementing Hit Reactions and Blending Physics with Animation
The video provides a detailed guide on creating hit reactions using the physical animation component. It explains how to start ticking the component, apply a physical animation profile, and add impulse to the character upon being hit. The tutorial also covers blending the physics simulation with the original animation to ensure a seamless transition back to the normal pose.
๐งโโ๏ธ Creating a Self-Preservation Ragdoll State and Tired State
The final part of the tutorial covers creating a ragdoll state with self-preservation, where the character instinctively protects themselves when falling. It also demonstrates how to implement a 'tired state' that affects all animations, making the character appear fatigued. The video wraps up with a summary of the three use cases explored and a reminder of the Skillshare offer for viewers.
Mindmap
Keywords
๐กPhysical Animation
๐กRagdoll Physics
๐กKeyframed Animation
๐กUnreal Engine
๐กBlueprint Class
๐กComponent
๐กPelvis
๐กSimulate Physics
๐กSkeletal Mesh
๐กHit Reactions
Highlights
Introduction to physical animation in Unreal Engine as a midpoint between ragdoll physics and keyframed animation.
Physical animation's application in games like Grand Theft Auto, Red Dead Redemption, and simulation games for realistic character reactions.
Utilizing physical animation for hit reactions to avoid keyframing each reaction for different weapon poses.
Simulating character states like tiredness or injury using physical animation to create more realistic movements.
Setting up a physical animation component by creating a blueprint class for an actor component.
Adding a physical animation component at runtime and storing its reference for further use.
Explanation of using a skeletal mesh for the physical animation component and the importance of the pelvis bone.
Creating a custom event to toggle physical animation and its implementation on a character.
Demonstration of toggling physical animation and its immediate effects on character movement.
Adjusting physical animation settings like strength multiplier for different character states.
Using set all bodies below physics blend weight to control the blend between animation and simulation.
Importance of turning off physical animation when not in use for performance optimization.
Setting up a physics asset for a character, including adjusting collider sizes and positions for accuracy.
Creating a physical animation profile and assigning it to different body parts for various simulation effects.
Configuring constraints for physics bodies to achieve natural movement and prevent unrealistic poses.
Testing the ragdoll simulation in zero gravity to identify unnatural poses and make necessary adjustments.
Setting up collisions within the physics asset to prevent interpenetrating bodies and maintain realism.
Combining physical animation with keyframed animation to create a seamless blend between the two.
Creating a hit reaction event that responds to damage, incorporating physical animation for a realistic response.
Adjusting the blend weight dynamically during a hit reaction to ensure a smooth transition between states.
Using physical animation to create a self-preservation effect when a character is falling, adding realism to ragdoll states.
Implementing a tired state effect that dynamically adjusts based on stamina or health, affecting all animations.
Transcripts
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