Facial Animation & More In Unreal Engine 4 - 3D Character Animation (Part 2) | Michael Ricks | Skillshare

Facial Animation & More In Unreal Engine 4 - 3D Character Animation (Part 2)

Michael Ricks, Animator, VFX Artist

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6 Lessons (1h 12m)
    • 1. 07 Clean Up & Prep the Character in Unreal Engine 4

    • 2. 08 Eye Blinks

    • 3. 09 Eyes Side to Side & Up and Down

    • 4. 10 Open Mouth Animation

    • 5. 11 Expression Animation

    • 6. 12 Head Turn Animation


About This Class



                                               (THIS IS PART 2 OF THE COURSE)


Both of these outstanding animation programs are FREE and will allow you to create stunning and highly professional character animations. In this course we will go over the simple techniques that unlock the little known animation powers inside of Unreal Engine 4.  By using the high quality DAZ3D characters, you will learn how to export any morph targets you'd like from DAZ Studio and then utilize them inside of Unreal Engine 4.  


By far one of the most powerful features of Unreal Engine 4 is the ability to see your animations playing in real time as you work.  No more slow, sluggish systems that cramp your style and hinder your animation creativity.  Unreal Engine is a breeze to use, and best of all ...it's FUN! When your ready to export your animation to an image sequence for later compositing or to a video file, you will be able to render your animation out in near real time!  


  • How to prepare your DAZ3D character for export to UE4 with all the morph targets and expressions you wish
  • How to use the PUPPETEER tool in DAZ as a way to export morphs and animations
  • How to properly import your DAZ3D character with it's skeleton, rigging, morph targets, materials and textures
  • Learn where the morph sliders are in Unreal Engine 4 and how to use them
  • Create a realistic blink animation for your character
  • Create side to side and up & down eye movements for your character
  • Animate mouth movements for speech as well as expressions
  • Animate your characters head movements
  • Create and animate believable expressions
  • Learn about amazing new tools that work in conjunction with UE4 such as Allrightrig & Akeytsu
  • Plus much, much more!



1. 07 Clean Up & Prep the Character in Unreal Engine 4: next we need to do some clean up. So let's go to our tab here. G to f morphs. And so we have the more targets over here. We have our materials over here, and we're gonna have to fix a couple of things here. We need to fix the characters eyes, and we need to fix the hair. So remember when we originally created this scene? Um, the start, the scene. We included the starter content here, and we're going to need the glass material that's in here. So the way we're going to do that, the easiest way is to go over here in the materials material section. And everywhere we see the white playing white Ah, globe or sphere needs to be replaced with glass material. So what we do is we just come over here. Let's see where says I reflection here, click on the down arrow key and then right underneath the brows. Start typing glass G l A s s. And then what will show up is m underscore glass. That's the material. We want to go ahead and select that, and it's going to start. You can see down here is compiling the glass shade er's. It's pretty complex materials, so it's going to take a minute to do that. But while it's doing that, we can go down here to the next white ah sphere and do the same thing. Just typing here, glass in select m underscore glass. And then let's scroll down here and we need to go to where? Says cornea glass. That should be the the last one. And down here, we're waiting for it to compile the shader so we can see the effect of it. Okay, Shader Czar completed. And as you can see, we have some nice eyes in there. Now the pupils are showing up the ah, whites of the eyes, the textures, Aaron there correctly. So now she looks pretty good. Now the next thing the hair is looking a little too transparent and we need to change a setting in the hair. So we need to go back over to our our main window. And here, let's clean this up here and let's go to our materials folder and we can see that there's Ah, there's several different. Um, it was actually looks like quite a few here that we need to change. So what we need to do is go to each one, like bangs, the base of the hair, the top, the skullcap and so on were just gonna take each of these and and, uh, adjust them toe where they're gonna look the way they should. So double click. Okay? And this is going to open up the material editor, right? Click right. Mouse click to move around and, um, zoom wheel to move in and out. Okay, so let's just grab this with the left mouse button. Let's just move these over here. And the thing we want to change is we want to select on bangs, so this is highlighted over here, and we want to make it two sided. And then the shading model go down here to hair, and this is just going to take a moment to update, and then we want to click save, and it just takes a moment to go through and save the material. Okay, so the bangs air done. Go ahead and click out of this one. Go back over to this window, and next we have to do the base right mouse button to move. Just drag these over just so there. You don't have to, but it just, you know, looks more organized for the next time you open it up, Um, member to click over here to this this one here two sided and in the shading model, select hair and then click save, then click out of it back to our window. Here. I'm going to speed this up is we go along here just to just so It's not so boring and it's not in real time. Okay, remember to click save after you do this. Otherwise the changes won't be captain. You'll lose the changes, and it's just double check that we have everything. Yes, everything looks good. Okay, now we're back into the scene and you'll notice that her hair looks darker and it's more. It's fuller, and we'll see once we get her in a scene properly lit and look much better. Okay, now, the next thing we need to do is we need to, um, clean up the morphs because when we came out of Dad's, remember how we exporting? We just said to bake and export everything. Well, that's what it did. And so we've got some duplication and overlap. So click on the animation tab up here and we can see that we're in the animation window now and click. If you click on play, you'll see that there's some, ah, really freaky stuff happening here. Eyeballs were coming out of her face or her mouth. I mean, everything is just happening way too extreme. And the reason is is because we have duplication morphs and it's playing. You know, it's overlapping the morphs one on top of one another. So it's giving too much of, ah, in effect. So we have to get rid of some of these. So just go ahead and pause on that. Move this to the end. That's a nice That's a nice one right there, okay, and what we want to do. Let's just take a look at this. This layout first over here in this window, our animation curves. This is the Asset browser, and the only thing showing in her right now is the animation that we brought in from Daz called G two f Underscore morphs underscore animation and him. And then here's our curves right here. Over here. This is where all of our our curve grafts are Yeah, this window is adjustable so that you can move it up or down. You can actually undock it by left clicking here and pulling it away. You can tear it off. And if you have multiple monitors, you can move that over and, you know, make it a full screen to make it easier to edit your key frames. So this adjust up and down and the same here. We've got some nice flexibility over here is our skeleton tree where all of our moans are We'll use this when we get into moving the actual like when we start turning the head and we start moving the shoulders and you know things like that. But in this course, we're gonna be focusing mostly just on how to get some facial animation controls set up Andi, how to get those going. And then how to x save those animations had to bring him into a sequencer and how to animate it into ah ah video file. So down here, if you'll notice these are everything is down in here quite a bit, which we're not gonna need these expand if you'll notice this little square here If you click on that it will expand the window so you can take a look at the key frames in more detail on check it and and it collapses back down. Now, the first thing that we want to do is we want to create a new animation out of this, um, so that we keep our original one intact so we can go back to it if we if we need to. So to do that, we want to go up to file save as, and we want to select our animation window. Double click on that and let's just call this one and m underscore 01 So this will be our first test animation and click safe. So now this is basically giving us a whole new one. See it? This tab here and him underscore ho one. And unfortunately it throws the scene, throws the character way back in the background again, and it doesn't maintain our ah lighting that we had before. So you need to cause the animation. Change the speed of the camera if you want, so it's easier to move. Move around Middle mouse button. Remember to go up and down middle mouse button and move your mouse right mouse button to rotate up and down the wheel to zoom in and out. And then as you get closer, left mouse button and move your mouse forward or backwards. Okay, So select a bone like a head bone, press the f key, the all key to rotate around and then just push in. What we want to do is we want we want to get this face really, really close to weaken. You can see what we're doing. Look out here. The lit. I'm going to take it off, auto, and I'm gonna put this song zero on minus point four. So it's not quite so bright and blown out. Okay, so we still have that funky animation where everything's going wrong here. So we don't want to do is just go here to this arrow and I want to remove all tracks. Okay, so we're just gonna get rid of everything. So now we just have nothing in there. See? As we move the slider, let's move back to the zero frame, and as we look in here, let's go look in the animation curved section right here. We can move this to just this. So weaken working here. Here's the eyes closed clicking here that will take it back. Clicking here zero takes it back to zero. So the Genesis two female underscore Control eyes closed. Okay, this is this one works, as does this one should work also. So what's happening is we brought in both. For some reason, there's there's two controls inside of Dad's studio and it's bringing the Genesis two female and then the head controls as well. There is a way, you know, to export just thes you have to name it properly and it gets really confusing. I've just found I just bring him all over and I start to leading them. Now let's save our scene, go up here to file and save all because sometimes I found when you're when you start deleting these controls, it can crash the program. So you want to make sure that your hard work that you've got done here is is saved and you don't lose everything we can see right off that the bikini bottom eyelid stop. See these or not needed. Okay? And they don't they don't even work. So what we want to do is we want to. This is select this and select a bikini bottom group. Right? Click and delete curve. This is going to give us this. Ah, error or this warning. Removing curves will necessitate loading and modifying animations and, you know, blah, blah, blah continue. Yeah, And it gives us another warning here and just go ahead and do that. So go back to the top and go down here to the bikini top all the way down. Do the same thing, right? Click to the curve. Yes. Yes. Okay, Now it's doing the same thing with hair. So we want to select all of that and delete those curves as well. And then, for some reason, I don't know if this is a bug or what, but you have to do it a couple times. Delete Now we don't need all of these. I usually stick with the head ones. It sits up to you whichever ones you want to delete in which everyone's you want to keep. Let's go over here and file save all just so we keep all of that in in case of a crash. So I'm gonna delete and then see what it did it gave me all these other ones that I deleted to. For some reason, it just just doesn't like this. So we got to select them all again and delete him. And now finally, we have a nice clean layout here of the more sliders that we want to use. It's how we adjust it right here. Now we need to go over and we can do the same thing. If you notice, we will over here and it's got the same thing going on. But since we're not gonna be using this window, we're gonna be in our animation window. We don't worry too much about that. We've cleaned this up, and this is this is what we want to use. So let's test these out. Let's just make sure they're all working, starting with the top one. Here I lids up, eyes closed back to zero. So tests out all your controls. Is we all along eyes up and down. Nice, highlighted movement, Afraid, expression. And also you'll notice here, this this takes it all the way up to one. But if you want, you could even go beyond that. Seok put a to in there and then it really goes more extreme. You just got to be careful. You don't want to break the face or the master anything. So one, or maybe like a 1.2 can give it a little bit more. But you have the ability to do that angry. There's are angry expression. All these have come across beautifully from Dad's studio and wait to see what we could do. These with the animation curves in Unreal Engine because it's really, really slick discussed. Okay, that looks good. Excitement lips pucker wide brown, and here's our mouth open wide so we can go is here's our digital puppet again and in our mouths Smile. Okay, so now everything is set up facially everything we brought over from Daz. Keep in mind again. You can bring over any of the expressions, and as any of the morph targets from Daz will come straight over just in the process that we've done it. So you have, ah, wide, wide range of emotions that you could bring over four year for your characters. In the next video, we're going to set up Ah, some simple animations, starting with the blink animation and then moving the eyes and so forth, and we'll get into how we actually used the animation curves, so that's it for this video. 2. 08 Eye Blinks: Okay, Now that we have everything set up, we have our morph targets all cleaned up. Over here, we have our new animation that we've created here Ah, blank animation where nothing is going on. So now we're going to get to to do, ah, some fun things and actually get in here and start animating. The first thing we're gonna do is a blink animation, And as we go along, we're gonna add more like I move men's mouth movements, expressions and all that. And we're going to do it as layered animation. He's just gonna have it's it's own separate curve or animation curve. So I'm going to go really slow because there's some powerful, powerful tools inside here in the animation editor. And a lot of people don't know about thes, and they're they're not really hidden, but they're not. Not easy to find. So the first thing that we want to do in this area we have a blank area is we want to add a curve. So over here, where it says, add underneath curves, select this, go down to add variable curve, and we'll see that we have all these to select, from which are basically are more sliders. So let's go up here to the head. Underscore control, eyes closed. Highlight that and left click on that. So what the program is done is it's created for us a blank animation curve so that we can create the eyes closing. Go over here to this box and check that and we want to expand that. So it's bigger now. I've already done this, but I want to show you I like to work with Ah, long, um, curve box. So since we don't really need a whole lot of room over here, just grab the side of the window here and move it over. So you have a nice big window to look at as you're animating. Plus, it gives us a nice, long animation curve box here. Now, this can also be Tauron off like this, and you can resize it if you If you prefer to work this way, you can resize the box where the window, you can move it over to another screen, and I sometimes do that, and then you can expand it, you know, all the way to fill the screen. Or you could just bring it in here like we're doing here and move this over to the side cause we're not going to need the bones of the skeletons with what we're doing for a while , we're gonna be just focusing on the facial animation. Go ahead and do that that over a little bit. Let's take a moment to get it set up to where you like it. Zoom in really close on the character's face. Okay, so now we're set up to do some animation. Um, this default animation that it created because of what we brought in it has. But soon this out here about 100 30 some frames Let's make this a little longer just so we can see how to add frames in in the animation. What you do is you go down here into the timeline, right click, and then where it says upend at the end. Just click on that and it's gonna pop up a little window for us. And let's just add 100 ah, 100 more frames and then click return. So now its added all of this extra time here for us gives us a little bit more time. We can do this at any time is we're working on our animation. Just add frames or I'll show you how to remove them later to from the beginning, um, or the end. And now let's go to our zero point here now to move around in the animation curve itself. Right now, it's got the line down at the bottom of zero position. And here's the one position here in the two position up here. If you right click with your mouse, you can move it up and down. If you want to just move it around, you know, have a better view of it. And next thing we're gonna do is we're gonna start creating key frame so we can create some really cool, realistic eye blinks. So the way we do that is, you press the shift key on your keyboard and then your left mouse button and you click, and that creates your key frame right there. So what we want to do for a blink is we want to make three key frames when they're when they're one there. It doesn't really matter right now how they're spaced out because I'm gonna show you how easy it is and powerful to grab these key frames and move them around. So this right here is gonna represent a blink, and then we go ahead and select the middle one here. This is the one we want to close and just click and drag it up to the number one position. And you can see the value window over here, right over here. It's telling us where we're at and to be super accurate. I usually go into the value window and I type in one point ho to get it all the way to the top. And this is our first key frame. So if we go over here, we can see that she's now blinking her eyes. Now, one thing I want to show you. Let's come over here to where the morphs are. Over to the right. See where this is checked here. I'm gonna uncheck this. And now, as I scroll, see, the blink isn't happening. This was really frustrating to me. In the beginning. I was like, What's going on? I'll come my, How come she's not blinking? Why isn't my morph working? And that's because you have to go over here to the controller. The eyes closed here and just check on that. Each one is we go to use thes We have to check the box here, so check the box. And now all of a sudden, she's blinking again. A nice blink. Okay, so going to space thes out. So just do this along with me. Press the shift key, and we're gonna place three more key frames one to three, and then go forward in your timeline. One to three. Let's say we want a double blink right around here. We wanted to blink twice, so we go on to three. 12 three go forward a little bit more. I'm still holding down my shift key. 123 and then one. You can also click up here if you want. Either way, you can click, and it'll just follow your clicks here. But then you get this situation where it's not back down to where it needs to be. So then you have to go over to the value and press zero. Okay, so now we've got the basics here and now the middle key frames in each of these groupings, we want to bring them upto ones or rather than individually doing them. Shift. Click. Then I'm not shift. Click control. Click. Hold the control key down on your keyboard and left mouse button in the middle of each one and this one, we already kind of moved and then see from there you can move all of them once, but I usually go over here to the value. It'll say multiple values. Just click in there with your left mouse button to highlight it. Type in one point ho hit return and it's moved all of our key frames up to the top. Click anywhere in the gray area to de select your key frames. And now let's move our cursor all the way to the beginning. Come over here to our controller in the time line and then press play. Check that out. This is so cool. I mean this. We've got some realistic blinking going on. See the double blink in there. Okay, great. Now what we want to do is we want toe, Find out how we can change these. These are just linear interpolation right now, which is straight up and down. If we want thes blinks to be a little smoother and you know, not so abrupt. What we can do is weaken left mouse button drag. Select Sio Did that just drag? Select all of the key frames and you can do this in one of two ways. The hot key for this is the number one key on your keyboard, numeric key one. Or you can select one of these key frames and right click on it and go up here to auto. And what that's done is it's changed it into nice, smooth animation curves. So now let's go ahead and play that and see if you can see a difference how her eyes kind of as they open. They don't just open and stay there. They're kind of moving more in the in the top position. This is fully fully edit herbal by you, however you want, you know, just go by how how you like it. If you want to go down here in the bottom, position and control select. Oops, these key frames and change them back to a linear. Maybe you don't like the way it looks. So just control selectees key frames, right click and go to linear and boom. Looks like I missed this one here. There we go. So now these air linear at the bottom. This is just, you know, your preference. However, it looks good to you, but you've got full control over the curves here. Now, let's say that this is really cool. I mean, the power in these animation curves is just unbelievable. You remember over and as we couldn't even begin to do anything like this because he didn't have access to the animation curves. Well, here we do. So let's say that right here we want this blink to be really slow. So what I'm gonna do is I'm gonna control I mean, to select this first key frame at the bottom, and I'm gonna hold down the shift key and left Mouse Select, and this allows me to move it over, and it keeps it right on the line. So it's not gonna go up or down and mess up my position. So let's do that. Grab the next one and move this one way over. Then grab the middle one left mouse button. See, Aiken is very easy to adjust. This just moving the mouse around. But I want to keep this at one and Now what we've done here. Watch this. Now she's got a really slow blink. Let's look at that again. Boom. If you wanted to add another key frame to shift, hold the shift key. You got it a key frame here and now you could, you know, change this toe where it's gonna be. Unless I had another one here just for kicks. Change the speed within the blink itself. Let's say I don't like that. Right. Well, I didn't do what I want. So how do I delete a key frame? Well, I've got this key frame selected right here. So on my keyboard, I just hit the delete key. Boom. Gone. This one here. Gone. I say I didn't like that at all. Hit the delete key and it's gone. Decide. I want to put these back in there. Hold down the shift key. 123 Move This one up. Hoops went a little too high. Type in one hit. The one key on whips like that hit the one key on the keyboard. And now I've got my nice, smooth one here. Okay, so let's run through that. Got a slow blink in there. I just say, Um, I decide what? I don't really like that blink there. I want her to blink a little bit later on. How do I do that? How do we move these key frames? Well left mouse button, Click Select. Hold down your shift key on the keyboard and move. Let's go. Move all of them right here. Closer to the double blank. Do another one. Let's move this one over. Hold down the shift key it all the way over here. So very, very user friendly. Let's play this. And there we go. So that's how easy it is to create key frames inside the animation curve to manipulate them and to move them around, delete them. Ah, do whatever you'd like. Now if you want it, for example, you didn't want her to blink all the way on one of them. Let's say that Ah, here, Let's move this one back here. I was slowed down. It's move this way out, and we want her toe not blink all the way. But we just want her eyes to go kind of halfway just kind of squints a little bit right. That's how you do that. You just move your key frame down. So I'm sure you're starting to see the tremendous control and power you have in the end. Real engine animation curves. It's really cool. When I first found this, I was so excited. I was like, Wow, and I'm sure you're You're seeing the potential in this as well. Although this is a simple animation, you know, Mostar and again, Like I said before, what we're going to do is start to layer, Um, an animation on top of the animation curves on top of each other, and it won't be happening in this curve. Each one of the motions will have its own animation curve independently, so it doesn't get all confusing where they're all over laid, you know, in the same graph. Okay, so what we figured out in this video is we learned how to create an animation curve. We learned how to expand the window, just the windows the way we need to do it. We learned how to add key frames, which is by ship holding down the shift key and the left mouse button and then just clicking inside of the graph. We learned how to move key frames around by just grabbing it with the left mouse button, holding down the shift key. If we wanted to just move it, for example, this one here and keep it where it's at so it doesn't go up or down. We also learned how to turn these key frames into by hitting the one key two smoothies curves out so that they're all individually adjustable with the curve handles lips. We learned how to select and delete key frames. We learned how to select them and then in the value window to choose the one or a zero or whatever you want. And then we learned how to select holding the shift key and move our key frames very easily and quickly to where we wanted him so we can put the blinks wherever we want. We don't have to redo the whole animation. So congratulations for getting this far. This is really ah, major thing, so give yourself a pat on the back and in the next video we're going to dio the eye movement side to side and up and down eye movements so that we can add those along with the blinks and we'll we'll get some realistic eye movements 3. 09 Eyes Side to Side & Up and Down: okay, The next thing we're going to do is the turning eyes animation moving side to side and then up and down. But before we do that, we want to make sure that we save our animation that we've created. This far of the eye blinks so up here where it says apply. You'll see that animation is being edited to apply to apply to compress data and recalculate Click apply. So this is really important to do periodically. It's really good process to click, apply frequently and then save, so that will save our animation. Otherwise, you could be going along for a long time. You know, you get lost in your work, and then if something happens in the program crashes, you would have lost all that. So just make it a habit to go up there and click. Apply Now, let's go over here to our map, where we have our character here and let's play this and we'll see what we have here. So click on the drop down arrow here and we want to put it on simulate so we can stay in the same view port and not go into game mode. And as you can see we've got that original freaky animation still on this character. So go ahead and press stop, click on the character and then go over here to the animation section and we can see that this still has the original animation. So what we want to do is sit this drop down menu and put the one that we just created that has the eye blinks on Lee. So now she's just got the high blinks. Come up here, press play, and you can see there's are blinking animation that we created. Press stop Now there's another you No way we could have done that is we could have dragged the in the animation folder. We could have grabbed the animation with our character, press the space bar and turn around, And then she has the animation attached to our already press play. Okay, so that's working correctly on the character. Now let's go back to our animation screen, and what we want to do is come over here and we want to minimize our blinking eyes animation, and we really don't need that to be showing up here, So the way to get rid of it, what you don't want to do is you don't want to remove the track. If you remove the track, all of your animations, all your key frames, they're gonna be deleted. So you don't want to do that. Ah, what you do want to do is go over here to this drop down right underneath the curves, and it shows that our eyes closed Control has a check mark. Just uncheck that and then click refresh. So it's still there. It's just not gonna show up down here. So now what we want to do is add Click. Add to the side here, variable curve, and we want to do the eyes side to side. So select that click here to expand. And then we have our our graph ready to go. Remember, right Click with your mouse to move up and down and let's just put it about their And then we want to put some key frames in here. So remember the shift button. Hold down the shift button on your keyboard, left click to add one, and then we can do this. Remember, we can do it right in the timeline timeline itself. So let's put one there Let's put one there. Spit when there was just kind of do this. So we're moving the eyes around, and then we'll end up because we wanted to, um, cycle the same way. In the end, we'll put this at the zero spot. Okay, Make sure that the I side to side is checked, because if not, it's not gonna show up. And now we see the movement of the eyes going side to side. Okay? It doesn't look bad. So what do we do now is we want to select all of these key frames, press the one on our keyboard and turned those into nice, smooth curves so that the eye movement is gonna go even smoother. So let's say we wanted to play around with these eye movements now. We wanted him to move quicker. So remember how we just grab these key frames and they're really easy to move. Just drag him around where you want him press play. Not too bad. It's looking okay. You know, a really person when they move their eyes, sometimes they dark their eyes really fast like that, so you can spend some time moving these key frames closer together. and make your movements a little more abrupt. But you get the idea here of how easy it is to put in these these key frames and move them around. So go appearing. Click apply over here and click the save button. So we save our animation, and now we have the eye movements going side to side. Now let's come over here to the box. Click it where we minimize it. Give us a little bit more space here, click on add variable curve and we want eyes up and down. So here's side to side. Here's eyes up and down. We want toe. Make that one bigger. Expand that graph window and we're going to do the same thing here, right mouse button. To move this up, hold down the shift key left mouse button click to add a key frame. She's looking up here where she's looking down, looking up. Make sure that the last key frame the value is zero, along with the first key frame so that we can not have a jump at the end of it. Select and press the one on your keyboard uses the nice curves there, and now it's press play. Cool, huh? So now we have really nice blinking animation with e side to side eye movement over laid on it and a little bit of up and down. And again, this is just to show the procedure so you can spend, you know, as much time as you want to get these looking the way you want. Okay, now let's go back. Press, apply, save. Let's go back into our map and press play. It's really moving closer here. There we go. Nice eye movements, Everything nice and smooth. Good blinks. Now, once we had some little bit ahead turning. That's gonna look very realistic, especially when we get into some expressions. That's where it really gets fun. Okay, in the in the next video, we're going to do the mouth movement, and then we'll get into the facial expressions. 4. 10 Open Mouth Animation: Okay, so so far we have the eye movement. The eye blinks working really good. So the next thing we want to do is we want to get the mouth opening and closing. So let's go here into this drop down hero. Go ahead and uncheck these because we don't need click Refresh. So we get give ourselves some room here and then we want to add variable curve and we want to come down here and find mouth open wide. So there's our graph right there. Come over here and check this box to give us lots of room to work with so you can see better. And again remember, with our right mouse button moving up and down, we can see our baseline right here for the graph, and then we just want to add some simple open and close mouth. Movements were not going to be lip sinking or anything right now, we just want to get the mouth moving, opening and closing. So let's go ahead and hold on. Our shift key left mouse button for a first key frame had value zero and then remember, we can just left click anywhere in the graph and l'm a car key frame and then the last one . Let's just make sure that that zero so it'll look correctly. Let's drag select left mouse button drag. Select all of our key frames. Hold down the control key to get the rest of it was like that. So with all of our key frames selected, we want to make it into a a nice curve. So we press the one key on keyboard when we have some nice curves here. Let's select all of these in the top position and then we're says multiple values. Highlight that and then type in one point. Oh, that way they're all in the one position and let's see what we have. Let's so there's your mouth opening in closing. Ah, quick play here. So now we have eyes moving, blinking in the mouth, opening and closing. Good, quick pause. Remember now from here, all we have to do if you want to adjust the key frames is click on the key frame, hold down the shift key to keep it in place so it doesn't move up and then move it to the left or right, and then the same with ease. select, move them so you can easily adjust where the where you want the mouth open and close. All right, so again, just doing this. Not for any really super good animation just to get the technique down. So you know where these tools are. Okay, let's minimize this. Now let's go ahead and go and let's add another variable curve. Let's do the pucker wide, and we'll click that to open it up, right mouse button to move this up and down. Let's go back to our zero point, and what we want to do with the pucker is we just want to put this spaced out, you know, just to make the mouth change a little bit. So let's go ahead and hold the shift key down. Left mouse button. Click our first key frame unless she's puts him a couple of these in here along here. Make that zero Okay. See how that's easy to miss it. Make sure it stays highlight and keep your cursor in there and then type zero and hit return so that it it takes that Okay, Now let's drag select along here and press the one key on the keyboard to give us that nice , smooth curve and then let's just select all of the top ones here. And it's highlight multiple values quick, the one. So now when we go through here, we can see that's way too much. But we can see her, her mouth moving and changing shape here. So it creates a nice blend between the two, the open mouth and this one. So let's go ahead. Since we still have these selected, just pull these down because I was way too much of an effect. So however subtle you want it or or whatever it's totally within your control is just a simple drag up and down on the key frames. Now keep in mind for lip sync down the road that you can also bring in all the fee gnomes. Or however you pronounce that. I never know. All the A e I o u Mouth positions can be brought in here into unrelenting in so that you can really get some accurate mouth positions, mouth morphs and really get some nice, um, realistic movements. Okay, let's go up here. Click apply. So we fly the animation. Click the save button. Let's pause this one And now let's go over to our map and it's quick play. Remember to have this on simulate. That's quick play. And now we can see that it's added the mouth movements that we just added here to our character. And that's it for this video. In the next video, we're gonna cover expressions whose expressions we brought over, and we're gonna, um, put those into the animation timeline and we're gonna blend a few those together. 5. 11 Expression Animation: okay. We have pretty good animation going here. We've got eye movements, eye blinking, and we have a mouth opening and closing along with a little bit of ah, mouth pucker put in there. So as we dragged through the timeline, you can see and one of the things I really like about unrelenting is it's very, very smooth, as you notice is, very stable is you, um, scroll in the in the timeline it's not. It doesn't hang up, it doesn't get sluggish or anything like that's really, really cool. So we click play and we've got that going on, and the next thing that we want to do on me pause. This is Ah, we want to add expressions. And because the expressions have mouth movements on them already, it's not a good thing to keep the existing mouth movement. We need to delete these or the other thing. If you wanted to keep them in here is just to select all the key frames and zero them out. So they're not. They're not showing, but for our purposes. Let's just go over here in select, remove track from the drop down arrow key and remove track so Now we have just the eye movements again. And for our first expression, we want to come over here to add add variable curve and let's come up here to where it says head ph. M A. Afraid. Come over here to our box to expand our graph, and we can see that were already for this afraid expression, right mouse button to move up and down makes it a little bit easier to plant are our key frames. So with our shift key held down on the keyboard left mouse button click for our key frame, make sure our value is it zero. And that's gonna be our starting point. Holding down the shift key I'm gonna get is close to one. Is I as I can and I say that we want to hold this facial expression. Until then, that's what we do. It's kind of hard to get it position right at zero. So just go back up here with your cursor in the window, remember, zero. And then we want to select all of our key frames, drag select, press one on the keyboard and gives us the nice curve here. So now when we dragged through. We got our afraid expression right here. Now, if we wanted to hold that, of course I would have to do is select these keys here, hold down the shift key and drag. And we this back to zero, and we just hold it as long as long as we want. Let's go ahead and move this back because what we're gonna want to do is add the different expressions in here. So we need room for about four of them in here. Okay, so there's afraid right there, and it's minimize this. So we have some room to work, and we'll just keep that right there for now. And we go to add variable curve and let's go to our next one. Discussed so discussed is right underneath it with the expand box here. Right, mouse button up and down. And since our expression ends right here, we want to start our next one soon after that. So ship key held down left mouse button for a first key frame at value zero. Back down to zero. Select drag. Select your key frames. Press the one key on your keyboard, and we have our nice smooth curve. Okay, So we go. We're gonna go from this expression to this expression to discussed. Now watch what happens. Let's shifty. Let's shift selectees or drag selected me and hold down the shift key on your keyboard and let's move this right underneath the other one. So we have are afraid and are discussed on top of each other. So what unreal engine does is blending the two for us so you can really get a, um, unlimited number of expressions by combining different more targets. And then just by selecting these, maybe you want to minimize that a little bit, so it's not quite as pronounced. See makes him find subtle adjustments. Drag select. Hold down the shift key. It's just moving back over here because what we want to do is we want to go from expression to expression just to because we're just learning the tools and where the controls are. Okay, now let's go ahead in minimize this one. Come up to add add variable curve and what's our next one? Um, angry. So angry is right in the middle. Let's go ahead and expand that one right mouse button to move up and down and let's see you've got a This is where this one ends. So we wanna hold down the shift key. Left mouse button for our key frame. Oops. Kind of tricky. Select the key frame. Come over here and make sure it's zero drag. Select Press one on the keyboard. So we have a nice smooth occur. Now, if it's this quick, you probably don't need this key frame, so you can just select it and delete it and just move this one where you want it. Find out that you wanted to be held up a little longer. And there you go, Chris. One on the keyboard. Let's select both of these and make sure that they're one point hope. Okay, so we have a nice, pretty curve here. Nice smooth curve. Let's go here and let's drag. All right, there's are are angry, angry girl right there. Okay, Looking good. So we have one more to go to minimize this who appear to add and variable curve and it is excitement. Expand the window. Right mouse button, move up and down. Let's see where this one ended. The angry one may have to adjust her. We do a little bit to give you yourself a little more room. Okay, left mouse button. Excuse me. Shift key held down on the keyboard. Left mouse button. Click toe. Add your key frame. Zero Select drag Press one on the keyboard. Nice. Smooth curve. Okay, so let's drag through. Okay, so she's happy here. Okay, so let's click play. Let's go through the animation. Okay. Looking good. So now what we want to do is we want to remember to click, apply, and then click save so that we save our animation. Let's go over here to our map and let's click Play here and we can see that the animations air on our character. Nice, huh? Give yourself a pat on the back. Congratulations. You. This is really a big deal, because this Ah, if you've gotten this far, you really have accomplished a lot. And with these tools in these controls, I mean you can You can see what you'll be able to do with the powerful animation features of of unrelenting. So let's go back here. Now. Remember, what we did before is let's say that we wanted to add Ah, there's one more expression in here. The smile expression let's say that we wanted to add that in here, but now we don't have any more space. So we either have to, um, move all of our animations, make them happen faster. But we want to just add, you know, some more frames onto this. Remember how we did that? As we go down here to the timeline, We right click and we say, upend at the end. Add at the Independent the end. So let's just give us enough for him. Let's just say 100 frames. We wanted the end. So now on real engine just gave us a whole bunch of more space here. We had 100 more frames to deal with. Okay, so let's go and skip ourselves some room. Since we don't need these anymore, let's go to the drop down arrow, See how they're all checked off. The ones that were showing you can just click high it all, and that will get rid of all of them at once. Okay, Now what we want to do is you want to add variable curve and we want to do mouth, smile open. So there's where our expression left off. So we're going to start it right here. Right mouse button, Hold down the shift key left about mouse button to add the key frame at zero value, and we'll get close to one here. I want to hold the smile till about here and back down to zero Drag select Press one on your keyboard. And now you've got a nice, smooth curve. Let's see what that looks like. Hey, nice smile, Press play. All right, so now we're playing through our animation. Where we've added are layers. And remember, you can combine morphs by just having them one on top of each other. So the sky's the limit with the types of expressions that you can make. Okay, remember to click, apply, click, save. Let's go back over to our map. And here she is, going through the expressions. Okay. And that's it for this video. 6. 12 Head Turn Animation: Now that we've done facial animations, what we're going to do next is turn the head. So we're gonna set up a had ahead animation. First thing we want to do is make sure we click, apply on the animation and save it. Remember to do that all the time and we're in the animation. Underscore, 01 So what we want to do is we want to save this has a new animation on Let's just call this one head turn and we're saving in our animation folder. Who didn't pause the animation click on her head, pressed the F key to jump over Closer really quickly appear. Change our camera speed down to three, so it's a little easier to move around. Okay, let's get in nice and tight so we can see the movement. Now, in this case, you can see that I already have some of the animation curves here. Still was. Just play this animation, so she's got just some various facial expressions going on here. You can either either leave these choose which ones you want or delete him all because what we want to focus on right now is just turning the head and making a loop herbal head turn animation. So let's go up here. I'm gonna go ahead and leave them, but I'm going to click, and I'm gonna hide them also, it gives us some space here. Okay, So the first thing that we want to do and see, we have our new animation head turn. Make sure that we're in that animation so we don't override our previous one, and we want to just click on her head. You could do the head or you could do the Naqi, The one Let's just select the head right here and down here in our timeline, make sure that we're at the beginning on frame zero and grab the head and just kind of turn it back and forth a little bit just to activate it. Now, this is got the snapping on, and a lot of times I don't like that. So what I'll do is I'll come up here and turn off the snap to control. So it's a lot smoother and more responsible when you do that. So go ahead and just kind of move it slightly. And then down here in the timeline press, the S key And what that's done is that it's opened up a new curve and it's put some key frames here. Now we want the first key frames and the last key frames to be the same. So go all the way to the end and press the S key again without moving anything without moving your character. And you'll notice that it's different from the beginning. For some reason, I don't know what it is. It's finicky here. But go back to the zero frame and click s again and make sure you're a the beginning and then press the s key again. So you kind of have to do it. Do it once in the beginning, go to the end, press the s key without moving anything, and then go back to the beginning and press the s key for a key frame. And then it will give you the same key frames in the end and in the beginning appears a speed control. So if you want to speed it up to like five just to double check, make our animation faster, we can see that the head isn't moving. Going through the animation and cycling through. Now what we want to do is let's let's go ahead and move. Let's go forward about to frame 98 and let's grab a hold of the head and let's let's turn her head all the way over here. Like to a 45 degree angle. Press the S key on the keyboard that will give us our key frames. And then let's move forward. About to frame 250 or so Let's grab our control, move her head. The other direction press s on the keyboard and that will give us a key frame here. So now we've got her head turning, you know, left and right. And it's gonna end up in the same place so that we can loop this animation in case we want to use it for an idol pose. She's just standing there, so I've got the speed on five times. Let's go ahead and press play and just check the animation. See our heads moving back. There's no jump, no jump cut at the end because we've copied the frames correctly being let's pause. Now let's say we decide in the middle here. We want her head to be moved up so Let's just move her head up at this point like that. Press the s key. And now we're going to get an up and down movement in the middle of our animation here. Now remember to smooth things out. All we have to do because these air just sharp curves right now. His drag select. Let's select the curves here. Not the ones at the blue line up here, those air scale and then with holding down the control key drag. Select these and then drag selectees and then press the number one on the keyboard. And that's going to give us the ninth nice, smooth curves going through her. It will smooth it out. So her head motion is a lot smoother. So let's press play here. Okay, Not too bad, but pause. Let's go ahead and put this on regular one regular speed when we can scroll through here. If we decide we want to adjust any of these, all we have to do is select them. Hold down the shift key. If you want to move these back and forth for her, these key frames to begin sooner or later, you can also just select them and move them individually. You got total control over that. So now we have a head turning animation and we want to click apply click, Save. And now we have a brand new animation. So let's see what that looks like in our maps. Let's go to our character and select our character, and she's using animation of one here. Let's go ahead and change that to the animation head turn, and then we'll come up here, make sure that our simulators on and click play and now we've got her turning her head along with the facial animations that were were already there. Looks nice and smooth and again we can make. This is fast or as slow as we want back in our animation section here, and that's it for the head turn.