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The Unreal Animation system features:

  • Skeletal animation system supporting up to 4 bone influences per vertex and very complex skeletons.
  • Full mesh and bone LOD support.
  • AnimSet Viewer tool for browsing and organizing animations and meshes:
    • Ability to add game-specific notifications at specific points in the animation.
    • Tool for graphically placing ‘Sockets’ on bones to be used for attaching objects to the skeleton in the game, complete with preview.
    • Ability to preview ‘overlay’ meshes based on the same skeleton (e.g. armor).
  • Animation is driven by an “AnimTree” - a tree of animation nodes including:
    • Blend controllers, performing an n-way blend between nested animation objects.
    • Data-driven controllers, encapsulating motion capture or hand animation data.
    • Physics controllers, tying into the rigid body dynamics engine for ragdoll player and NPC animation and physical response to impulses.
    • Procedural skeletal controllers, for game features such as having an NPC's head and eyes track a player walking through the level.
    • Inverse Kinematics solver for calculating limb pose based on a goal location (e.g. for foot placement).
  • AnimTree Editor allows programmers or animators to create complex blends and controller setups and preview them in realtime in the editor.
  • New node and controller types can be easily added for game specific control.
  • Export tools for 3D Studio Max, Maya and XSI for bringing weighted meshes, skeletons, and animation sequences into the engine.