Advanced Animation in Unreal Engine: Customize Your 3D Character’s Movement | Lucas Ridley | Skillshare
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Advanced Animation in Unreal Engine: Customize Your 3D Character’s Movement

teacher avatar Lucas Ridley, Professional Animator

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:13

    • 2.

      Getting Started

      2:27

    • 3.

      Record iPhone Motion Capture

      5:51

    • 4.

      Create Your First Animation

      9:46

    • 5.

      Apply Motion Capture

      11:51

    • 6.

      Adjust Your Mocap Animation

      4:34

    • 7.

      Customize Your Mocap Animation

      12:15

    • 8.

      Render a Cinematic Movie File

      5:36

    • 9.

      Final Thoughts

      0:51

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About This Class

Bring your character to life with believable and customizable 3D animations. 

One of Skillshare’s most popular animation teachers, Lucas Ridley first got into 3D animation when searching for a way to work on film projects with realistic characters, captivating settings and riveting storylines without needing to scout a location, get filming permits, hire actors and rent expensive equipment. Now a professional 3D animator and filmmaker, Lucas has been able to work on movies like Avengers Infinity War and Disney’s Aladdin as well as video games like The Last Of Us Part 2 and Suicide Squad: Kill the Justice League—right from his desk. After building a successful career, Lucas wants to share how you can use 3D animation to create your own films or video games. 

In this class, Lucas shares how to animate a 3D character within Unreal Engine. You’ll follow along as Lucas shows how to use motion capture data to personalize your character’s movement and infuse your character with life. 

With Lucas as your teacher, you’ll:

  • Create your own motion capture animation
  • Apply any motion capture animation to your character
  • Customize your character’s movements through data and layer adjustments
  • Render out your animation within a shareable, cinematic movie file

Plus, Lucas will share how he uses the Move One app to create motion capture animations on his iPhone as well as how to download pre-made animations if you don’t have access to the Apple App Store. 

Whether you’re an experienced animator who wants to explore character animation or you’re getting started in Unreal Engine and want to learn more advanced animation skills like applying and editing motion capture data, you’re going to gain the expertise you need to create a believable and authentic animated performance for any 3D character. 

To take this class, you should have a basic understanding of Unreal Engine and how to navigate around it. In addition to the Unreal Engine software, you’ll also need a computer and a three button mouse. To record your motion capture, you’ll need the Move One app, an iPhone and a tripod. To continue learning more about Video Game Animation in Unreal Engine, explore Lucas’ full Learning Path.

Meet Your Teacher

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Lucas Ridley

Professional Animator

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Level: Intermediate

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Transcripts

1. Introduction: I love creating animation because there are no limits to it. You can create performances that can only happen in 3D. Hi. My name is Lucas Ridley. I'm a professional 3D animator and filmmaker. You may have seen my work in games like the Last of Us Part 2, or in films like Disney's the Little Mermaid or Ready Player One. In this class, you're going to learn how to animate a character inside of Unreal Engine. The project we're going to work on together today is using a character that we've made together in a previous class in this series, or you can use the third person template that comes with Unreal Engine. We're going to take this character, and we're going to infuse it with life with our own performance that we're going to capture with what's called motion capture, and all you need is your iPhone to do that. You should take this class if you want to customize and personalize what your character is actually doing inside Unreal Engine. All you need to take this class is a computer, a three button mouse, and some basic knowledge of how to use Unreal Engine. The hallmark of great animators is being able to apply believable weight in authentic performances. In this class, you're going to learn the tools to do that. Ready to breathe life into a 3D character. Let's get started. 2. Getting Started: Welcome to this class. In this lesson, I'm going to teach you how to take your character, place it in the environment, and get ready for animation. You may already have a character in your environment if you've been following along with the classes in this series. But if you haven't, that's okay, too, because I'll show you how to take a template and create a character in your environment from that. To begin this class, I want to take a character I've already made and put it into a landscape I've already made. I need to migrate that character from this project inside of this landscape project. To do that, I first need to open up this project with a character. Once I have the scene open, I can just select my character and hit ''Control B'' to browse to this asset. And then right right-click and choose ''Asset Actions'', ''Migrate''. It's going to show all the assets related to this character, which are quite a lot, and it's going to export them into the project of my choosing. I'll click ''Okay.'' Now I just need to choose a destination content folder. I need to go inside the content folder of the landscape project that I'm interested in and select this folder. Once it's finished migrating, we can close down this project and we can navigate back to our library and open the landscape project that we migrated that character into. Now we can see we have our character inside this new scene where we have our level ready for animation. When you open the meta human blueprint for the first time, you'll probably have some missing plug-ins, and you'll want to enable those and restart this project. If you've followed the previous two classes, you'll have both of these assets ready. If not, you can use the third-person blueprint and use the third-person blueprint character that comes along with the starter content. You can add the third person to a blank scene by clicking ''Add'', ''Add feature or Content Pack'', and choose ''Third Person'', and add the project. Alternatively, you can create a third-person template from scratch. And you can use that template for your game level that we're going to animate our character in and create cinematics and animations. If you want to make your own environment, check out my previous class in the series where we talked about creating and designing your own environments. In this lesson, you learned how to take a character into an environment that you've made and also start from scratch with a template level. Meet me in the next lesson, where we're going to get started animating. 3. Record iPhone Motion Capture: Welcome back. In this lesson, we're going to have you get out of your chair and actually perform motion capture. We're going to need an iPhone and a tripod and about 5-6 feet between that. We're going to be standing over here. We're going to using the front facing camera so that we can perform the motion capture. You're going to want to have downloaded an app called Move one. This is a free app for the first 30 seconds that you use it. There's other apps like this out there like Radical and Rococo. Today, we're going to use the Move one app. How we're going to use this app is we're going to perform a motion capture, and it's going to record our performance as we move around, and we're going to transfer this performance onto our digital character. The couple of things we want to keep in mind is we don't want to be wearing baggy clothing because it wants to be able to see our limbs move correctly. The other thing, especially in video games, is we need to keep in mind the idle pose. That's important because most of these animations, if not all of them, they're going to need to be moving in and out of the idle pose. You're going to want to have that as a reference of, how do I start my performance and how do I end it? For the third person blueprint character we have, we have a left foot forward, and we have a right foot back and we have just a general casual relaxed pose. This is how we'll want to start and end all our performances. The reason for that is because our performance is going to blend seamlessly back into gameplay if you're working in video games. If you're using this for short films, then you don't have to worry about that. If you're creating a video game, you're going to want to start with the idle pose, and we're going to end in that same idle pose. We're going to sandwich our performance in between this idle pose. Motion capture can be used in a lot of different ways. We could create an entire short film capturing our own performance. In this case, in this class, we're going to be using it for the video game. I'm going to perform either a celebration, I finish the game or a start animation to say, Come on, let's start the game. Feel free to get creative with the performance choices that you make and how you want to implement them in your video game. To start on the app, we need to open the move one app. We have the Move one app open, and I can see that I have a bunch of credits because I paid for them. But if you're using the free version, you'll have 30 credits. We have 30 seconds of performance that we can capture. When I want to begin, I'll click this little circle in the bottom, and I need to stand back and get in this APs and have five seconds to do that. This is the calibration pose. Once this is done, I can begin performing, and it's okay that I'm talking because it doesn't capture facial animation. Have fun with this and do it for little performance. We have our performance, and I haven't submitted it yet. That's the most important part because until we hit upload, we haven't used any of our credits. If I want to take a different performance, I can just click retake and then start over. It's only when I click upload that I'm actually using my credits. Do as many takes as it takes to get the performance that you want for your character. Also, if I hit stop early, I can save some seconds as well. You don't always have to go to 10 seconds on this app. If I click Upload. It will start initializing, and we can just wait for 8-10 minutes, and it'll generate the animation for us on the Move one character. We just need to wait for that to happen, and we can check the gallery to see when that happens. They'll give us a little check mark to know that we can download the FBX. That was just a practice run. When you're ready to start, make sure you hit that calibration pose, then you start in the idle pose and for my take that I did, I was thinking, I want to encourage the player to begin the game. I looked back and did a little motion like, Come on, let's start the game. I also just stayed in that idle pose. I didn't have to reorient my feet. I ended in that idle pose as well. After I did my egging on motion to say, let's go. Let's play the game. That was just a practice animation. Again, if I want this to work seamlessly with a video game, I would hit my calibration pose, so the app is happy. Then after that five seconds, I would start in my idle pose, and I'm going to do my little celebration performance for this class, because I'm imagining, okay, we've finished this level. I want a little celebration cinematic. I calibrated idle, performance, celebrate happy fingerguns, holster them, and then back into the idle pose. We just want to make sure that we squeeze that into the 10 seconds that the app gives us. If you're working on the free version of the app, you have those free 30 credits, which is really just 30 seconds. It's most economical if you cut that down into 10 second takes is the shortest take you can do on the app. But again, if you jump to your camera and you can stop it earlier, you can use even less of those credits every time you upload. Just be mindful of that when you're using those 30 credits. Have a play with the app, get creative with your performance, and remember that you can retake as many times as you want, and you're only committing to using your credits when you press upload. Once it's uploaded and processed, and you have that little green check box, you can click that in the project gallery to open your take, and you can see it already applied on the Move one character, and you just want to click the share button on your iPhone and download an FBX. I like to email myself a copy of that so I can easily get it on my computer. Now that you have that, save that in your project folder and meet me in the next lesson, or I'll teach you how to create animation from scratch manually using key frames in the sequencer in Unreal engine. 4. Create Your First Animation: Welcome back. In this lesson, we're going to learn how to keyframe animate our character inside a level sequence. Let's dive in. Now that we have our character, our landscape, and our [inaudible] recorded with our iPhone, we're ready to begin animating. Let's navigate to somewhere where we have an interesting viewpoint in our landscape. For my level, it's over here on this platform, so this is where I'm going to create a cinematic animation using my metahuman character. First things first, when creating animation is we need a level sequence. To create a level sequence, we're going to control+spacebar to pull up the content drawer, and I want to save all my animations in the same place so that they're easy to get to. Everything that I animate is going to be related to the metahumans, so I'm going to put the animation in the metahumans folder. I'm going to create a new animation folder. Inside this animations folder, I'm going to right click and go to cinematics level sequence. A level sequence, you can really just think like Adobe Premiere or any other editing software. That's what a level sequence is like. It's just like a timeline and a sequence where we can cut clips together for our animation on the character. A level sequence is where we animate things. I'm going to name this LS for level sequence, celebrate because that's the kind of animation that I recorded. I'm going to click and drag this into my scene, and it should snap to the surface of what I'm dragging my mouse over, and now I can open up this level sequence. There's an actual open level sequence button in the details panel once I have this selected, so I can click Open level sequence. This is going to change the work space a little bit. You can see down at the bottom, we have a timeline. This is where we're going to do all the animation, and all our cameras and actors and characters are going to live. Then these other panels are just here to support us and give us different information and tools to use in the process. I first need to create a camera to view this level sequence through because right now, I'm just viewing this through the general viewport camera, and nothing is connected to my level sequence yet. So I can quickly create the camera and easily create it by clicking this camera button. Now I can see that I'm piloting this camera. It's called Cine Camera Actor, and it matches this name here. I know that the view that I'm looking through is the camera connected to this level sequence. I can also see that because this blue icon is enabled, if I uncheck this, you can see that I am no longer piloting this camera, and if I want to re pilot, I can just click this lock button again. Now I can navigate around with the cinematic camera. This camera is slightly different than the normal viewport camera because there are some focus attributes that we can adjust to create some nice blurring effect on the background. I'm going to leave this here for now and we can return to the camera later. I'm going to toggle down these options so we can focus on bringing in our character. Now I'm going to control+space bar to get back to my menu and go to the Metahumans folder and navigate to my character. If you don't have a metahuman character you're using, you can use the third person blueprint character by going into the third person blueprints folder and click and drag that blueprint in instead of what I'm doing as a metahuman. I'm clicking and dragging in this character and letting go. Now by doing it this way he got dropped into my scene and not into my level sequence. You can see this in the outliner, if I switch my tabs up here to the outliner, that I have a blueprint of my metahuman. This is not how we want to do it. I'm going to hit delete and control+space bar. You can see I can't click and drag this into sequencer because my content drawer is in the way, so I'm going to open up my content drawer a different way. Go to windows, content browser, and now I have a side by side view. Yours may also come in undocked like this. You may have a floating window, which also makes it easy so I can click and drag my third person blueprint character or metahuman blueprint directly into the sequencer. Now, you can see it also added it to the outliner here, but it created as a spawn version, so it doesn't actually live in the scene. It lives only in the sequencer, and we can see it here, or we will be able to see it in here. Now when I move it into place, because we have the sequencer open as soon as I close sequencer, those little lightning bolt things will disappear. This camera only lives in the sequencer, and this character only lives in the sequence as well. That's what the lightning bolt means. So where's my character? My character is at the world origin. If I go to the details tab here, I can see that the location is 000, which is not this platform. Luckily, I can get this platform position by just selecting the clapper board here. If you don't see this, you may have accidently hit G on your keyboard, which hides icons like this, so just hit G again if you're missing these icons. I can get this location and actually copy it by right clicking copy, and now I can select my character again from the outliner and just copy and paste that location into the details panel here. Now my character got matched exactly to this clapper board icon for the level sequence. It's put my feet slightly through the ground, so I'm just going to hit W on the keyboard to get the move tool and slightly lift up the character right now, and now we have our character in our sequence and we're ready to animate. You can see he's slightly blurry, and that's because we're looking again through the Cine Camera Actor. In this camera, if I toggle it down, we have attributes like focal length, camera aperture, and it's focus distance. These things affect what we actually see in the viewport, so I can reduce this focus distance. But it's hard to know what is this value and just eyeball it. There's a helpful thing for the Cine Camera Actor. This camera component, if I search in the details panel, in the details tab here for focus, I can see there's a draw debug focus plane. So if I turn this on, it'll actually show me a plane that represents this distance. As I pull this in, it'll bring that plane into focus as representative measurement for that distance. I can place it directly on the face of my character and then turn it off to know that I've got them in focus. You can see that this is also slightly blurred the background now instead of the foreground. Now, when you automatically bring in a metahuman or a third person blueprint character, you get what's called a control rig. Now, in future versions of unreal, if they somehow take this off as being automatically applied, you should be able to get these control rigs by toggling down your character and going to the body or whatever skeletal mesh component there is for your character. Click this plus button and go into control rig and choosing from the control classes. There should be a metahuman control rig here. We don't see it because we already have it applied, but if you don't see yours, you can see this metahuman control rig name. It should be found in this menu here, so you can actually apply it if yours is missing in the future versions of unreal. Now, what does this allow us to do? It allows us to pose our character. I can start selecting these controls using W and E to switch between move and rotate. I can actually begin moving and rotating this character. If your manipulator isn't facing the angle of the arm or the joint that you're changing, you can go up to the top right here and click this little world icon, and it will change the manipulator orientation, so now you can rotate in line with the joints for the controls that they're connected to. I can set key frames in the timeline by hitting S, and a little dot will pop up on my timeline. I can scrub forward in time, and if I turn on auto key here, all I have to do is just move this control again, and it'll automatically set another keyframe for me. So I can create a little waving animation here. I'm going to go ahead and hit S here as well, just for good measure because it will only auto key frame, only the values that have changed. We can see if we toggle down this control, that rotation roll and rotation pitch have changed, but not the rotation yaw. We want to include the yaw here by hitting S, so that we're not actually bypassing that keyframe, when we create new ones in the future. By doing this, we make sure we lock down all the animation attributes. So it's also just a good practice to hit S, even with auto key on. Once I do, I can see that I've had a keyframe, not just on rotations, but everything for this control. So I can move forward in time and begin my wave animation. By just moving my arm up and down, and so I can click and drag to select a key and Control-C to copy and Control-V to paste, and I can repeat this action now. So clicking and dragging, selecting two keys and hitting Control-C and Control-V, so now I'm repeating that wave animation here. That is how you can quickly start animating inside of unreal engine. This animation doesn't look that great right now, and that's okay because we haven't spent a ton of time on it. The good thing to know is we've learned the tools, and the tools don't change, no matter how complicated we make the animation. In this lesson, we learned how to add our character correctly to a level sequence as a spawn version of that character, so they only live in that level sequence, and we learned how to animate that character with the control rig by hitting S on the keyboard, even if we have auto key on. It's just a good practice to have. I know I've thrown a lot of terminology at you here, but you'll get more comfortable the longer you work on real engine and get started animating. In the next lesson, we're going to take the motion capture we recorded with our iPhone and we'll apply it to this character to get even more believable animation. I'll see you there. 5. Apply Motion Capture: Welcome back. In this lesson, we're going to apply motion capture to our character, and we're going to take it from our iPhone or from free websites. This is to bring our character to life, so we can do it in a fast and easy way with performances that we can grab from online or our iPhone. We captured a motion capture performance of ourselves with the iPhone earlier in the class, so that we can apply it to our character. Now, you don't have to have captured it with an iPhone if you don't have one. You can actually access motion capture data from websites like Mixamo for free, and all you really need is a.fbx file format to download, that has animation on a skeletal mesh. It doesn't matter that it's not our specific character that we're downloading it, because we can apply any animation to our character as long as it's the.fbx format. Similarly, with the iPhone capture that we did, that character is also not the same as the character we have in Unreal Engine. We're going to need to transfer that animation to our character as well, and I'll show you how to do that. For now, I'm just going to ignore this level sequence. I'm just going to hit "Save", so we can save all of our settings, and I'm going to go into the Content Drawer or Content Browser. I'm going to open the content browser because we're going to spend a little more time here. I'm going to dock this with the sequencer at the bottom here. I'm going to navigate up to my animation folder that I created, and inside of here, I'm going to create a new folder called MotionCapture. You can also call this MoCap for short. I'm going to "Double-click" in here, and this is where I'm going to import my FBX that I've downloaded from my phone or Mixamo, or some other motion capture source. I'm also providing the motion capture that I got with my iPhone in the class resources. You can download mine and follow along. Click "Open" on celebrate, and we'll have this window pop up of FBX import options. I'm going to reset to default, so it's the same as what you'll get when you open it for the first time. The only thing we need to change is we want to make sure that we import the animations. It's going to bring in a skeletal mesh and a mesh for the character to represent the skeleton, and that's why we don't need to choose a skeleton, because it's going to come in with this FBX. I'm going to click "Import All". We get this little warning. We can just close, and we get a ton of materials here. To clean this up, I'm just going to filter this folder by materials, by clicking this "Filter" icon. Go to Material and check on the material. Now I can create a folder inside of here called Materials, and I can click one end of this list and "Shift-click" the other, and now I can remove this filter. I have all my materials selected, and now I can click, drag these materials into the folder and confirm move here. I'm also going to move these textures as well. Now we have a little cleaner view of what our animation is and what consists of the import. Let me zoom in so we can see it a little bit better. We have the skeleton, we have the physics asset which doesn't relate to us. We could even delete that if we wanted, and we have the actual animation is what we care about. Here we have the skeletal mesh as well. This is what that little white robot character consists of, and where all those materials came from was to make that visible. I'm going to "Double-click" on this animation just to watch it to make sure it came in correctly. We can see our animation here, and if you don't see the joints, you can go to Character, Bones, All Hierarchy. If you want to turn them off, you can choose Select Only. I can navigate around this window just like I can in any other viewport in Unreal Engine. This is the animation. We want to take off of this character and put it on our MetaHuman, or the third-person blueprint template character, if you're following along with that. I'm going to close this window down. I'm going to "Right-click" on this animation sequence asset, and I'm going to choose Retarget Animations. In this new pop-up window, I just need to choose the target skeletal mesh, and for this character it's going to be a weird name. I'm going to drop this down, and if we were to retarget our mannequin skeletons, we can choose one of these manne skeletons or the quin skeleton if I'm using the third-person blueprint. But because I'm using the blueprint for the MetaHuman, I need to choose the MetaHuman skeleton here. I can scroll up and try to find a MetaHuman skeleton. The MetaHuman skeleton comes in several pieces, but what we're most concerned with is the body. If I hover over this, I can see that the path for this is /Game/MetaHumans/MHI_Lucas_001, and that is my MetaHuman. I know that this is the correct skeletal mesh for my MetaHuman actor. I'm going to click this body, because again, we're interested in the body motion as opposed to something like the face. I'm going to choose this, and we should see these side by side. I'm going to "Double-click" the celebrate_Anim to play a preview of what this retarget will look like going from this character onto our MetaHuman. It's okay that we only see the arms and ankles, because there's an underlying skeleton for the entire body here. We just can't see it. We're only seeing the mesh for the arms for some technical reasons for how they actually create MetaHumans. I have two options here. Now I can export retarget assets, which is making for us this auto-generated retargeter. We can export those, so we can edit them later, if we wanted to, if there was some weird offsets between the source and the target skeleton, or we can just export the animations. For now, I'm just going to export the animations because this preview looks pretty good, and I don't think I'm going to need to actually change the retarget or asset that it creates for us. I'm going to click "Export Animations". It's going to ask me where I want to save these. Instead of the MotionCapture folder, I'm going to choose the animation folder, and I'm going to "Right-click" and make a new folder called retargeted, because this is no longer technically motion capture data, it's retargeted motion capture data. I want to know the difference between those two when I'm looking for them in the right folders. I'm going to click "Export" and accept the default settings, and now, we've navigated to this animation sequence in the retargeted folder. This is what we can use now in our level sequence. If I go to sequencer and I scroll up to the body component of my character, I can click this little + button here, and out of all these menu options at the very top, the first one we can see is called animation. Now because we've retargeted, we have the celebrate_Anim here. If I hadn't retargeted, this wouldn't appear here. The only other thing I would see is these calibration animations that aren't helpful to us. Because I retargeted now, I can see here that it appears with an asterisk, and all that means is just that I haven't saved that animation asset, and that's not a big deal. I'm going to click this and it will bring in the animation wherever my playhead was in the sequencer. You can see the animation is all at the very end of my sequence. I can click, drag this down to the start of the timeline. I can control middle mouse wheel to zoom out, and I can extend the endpoint of this level sequence to encompass the entire animation. I also want to include the camera cut to extend to the end as well. That's important just in case we ever had multiple cameras, and we wanted to make sure that we have the camera enabled for the entirety of the animation. Now when I scrub, nothing's happening because it's currently being overridden by the control rig. I can temporarily mute this by clicking this little prohibitive icon, and now when I scrub, I should see my animation. Now we've retarded animations. We've put it on our custom character, and we're watching it play back in our level sequence, where we could even begin animating the camera as well by using shortcuts like S and navigating around while piloting the cine camera. Now, if we wanted to have a side-by-side view, I can just pull up another viewport window by going to Window, Viewports. This will allow me to pilot the cine camera, as well as have a perspective view of the whole scene in another viewport. What I can do now is select the camera. Then in this viewport, I'm going to make this the active viewport by clicking the "Tab". If you don't see the tab, you may have toggled them down here under hide tabs. You can click this button here to show tabs. I can hit "F" on my keyboard now and it will focus on what I have selected, which is the cine camera actor. Now it navigated this viewport camera to this view, and now I can see the entire scene from this view and see what the final rendered version will be in this other view. If I wanted to begin animating this camera as well. Now, the other thing with this blueprint of this MetaHuman is they're slightly off the ground, and I can see that better now that I'm in this camera view, so I can get an even closer view to the ground to see where the ground actually is relative to their feet, and I can move them down. Now if I try to move them down, they're just going to go through the floor. That's because I have snapping turned on. I can turn off snapping for the move by clicking this little button here. This will do it for the move tool, this will do it for the rotation tool, and this will do it for the scale tool. If I wanted to leave it on and adjust the amount it snaps per increment, I can do that in this other icon next to the blue one. I'm going to turn this off and disable it. Now it's no longer blue, which tells me I can move this down exactly to where I need it. Now when I play back the animation, I can see the feet are in a better position to the animation. Now, I'm not seeing an update, and I may want to say the level sequence and even reopen it. In case you ever run into any bugs like this, that's how you want to handle it. I'm going to close the level sequence, and you can see that made our character disappear. Because remember, that character only exists in that level sequence. If it's not open, then the character won't exist. I'm going to select the level sequence. I'm going to cancel the focus search that I did in the details panel, so now I can see all the details for what I have selected, and choose Open Level Sequence. Now, when I scrub the timeline, we have our animation back, but we don't have the camera piloting on this side anymore. I'm going to click in this viewport to make it active, and I'm going to click this button here to lock this one to the rendercam. Now you may also notice that we're having a little bit of an LOD issue here, or a level of detail issue. That means dependent on the camera position relative to our character, we may get lower levels of detail. To force the level of detail, I need to go into the blueprint itself. I'm going to find it in the Outliner tab and click "Edit BP". In this complicated looking window, I'm going to navigate down in the components tab to LODSync. I'm going to force the LOD to zero. I'm going to click "Compile", and now when I close this, it shouldn't matter what distance the camera is. That way, we shouldn't see any pops or changes to the resolution of the quality of the character's mesh. In this lesson, we've learned how to take our own custom performance from motion capture, apply it to our avatar in Unreal Engine inside of a level sequence, so we can play it back and see it. In the next lesson, we're going to learn how to take this even further by learning how to actually edit this motion capture data. I'll see you there. 6. Adjust Your Mocap Animation: Welcome back. In this lesson, we're going to learn two different ways. We can actually edit the motion capture data we have on our character because we're not locked in to what we have in our motion capture data. We can actually edit that. I'm going to show you the two different ways now. Let's jump back into unreal engine. The first way we can edit the motion capture is through a layered approach. We can use the metahuman control rig by unmuting it. Now it's currently overriding our motion capture. But if we right click the metahuman Control rig layer, we can go to convert to layered and check this on. It'll change this to an additive control rig. If I suddenly wanted the arm to be raised higher for the entire animation, I can have that now. Now for the whole animation, the arm is offset, and that's through a layered control rig approach. Of course, I could set keys and do all the normal animation stuff that we've learned in the timeline. But that's for a layered approach. We still can't access the actual data that's on the motion capture. If you want to edit the actual data from the motion capture, that's the second method and not the layered approach. If you want to edit the actual data, what we want to do is convert this back to being not layered, and we want to mute this for now. Toggle this back down and we can right click on the body track. When we right click, we can say bake 2 Control rig. We can choose the metahuman_control rig that matches the same control rig name we already have down here. When we click this, it's going to run through once we choose our options, and I like a tolerance of 0.1 because 0.001 is a little overkill. I'm going to choose 0.1 and hit Create. It's going to run through the animation and bake it down to a control rig. You can see all the keys have been transferred now to this little metahuman control rig. There's a key on every single frame. It's not working because that control rig is muted. If I unmute it, we have our animation back. But instead of it working on this animation track, it's now baked down to the controls. When I select them, I can actually see there's keys on every single frame here. It maybe a little overwhelming to see all of this at the same time when we only have one control selected. There's an option to filter by only selected control rig controls. When I check this on, we're only going to see the layer or the track for what we have selected. We can see the name update every time I change my selection. Now, it's not super helpful to see just little dots that represent animation data, so we can actually go into the graph editor or what they call the curve editor and unreal. It may open in a separate window. We can dock this right next to our sequencer as well. We have these two tabs next to each other, and we can see values over time. Time is across the x-axis, and value is on the y-axis. This type of representation of animation exists in almost every animation software, whether you're using unreal, Maya, after effects, it doesn't matter. This is just a universal way to represent animation. You want to get comfortable viewing animation in this way, value over time. We can see we have a big spike on the blue channel, and these colors actually correspond to a particular axis. We can see this is the blue rotation here that relates to the z-axis in the rotation here. They actually give it names instead of XYZ, like we have for location. They give it a roll pitch and yaw name. But if we just select on them individually, we can isolate them. Then we can see which color corresponds to which axis. If I click drag select some of these keys, and I left mouse button click and start moving them. I can actually hold down shift to isolate the axis in which they're moving. I can move them just up and down, which is just value changes, and they're not changing over time. They're just changing the values. If I wanted to change something in time, I'd have to move it left and right. Now we've looked at two different ways. We're can actually edit the motion capture data through a layered approach, as well as baking that data down to a control rig and editing it that way. Me in the next lesson, we're going to learn even more tools about how to edit our animation. 7. Customize Your Mocap Animation: Welcome back. In this lesson, we're going to further customize the movement of our character and learn how to adjust it even more. Now, when I play back this animation, I notice that the feet don't really stay on the ground perfectly. They're not really locked in place. They're slipping and sliding. Especially, if I get even closer from this camera angle, you can see the feet are moving around. We can use this as an example of some of the tools we have available to us as well as maybe posing out the fingers a little bit better and exaggerating or correcting some of the mistakes that come in from the motion capture data. I'm going to jump back into the sequencer, and I'm going to find this control. I'm going to scrub to a point in time where the foot should be on the ground. Stay on the ground instead of right here, where we can see it sliding and moving around. I want to lock the foot down where it should be on the ground here. Find the keys that are the offending keys and just delete them. The foot is on the ground, I'm going to choose this moment to be the last good moment, and just start deleting keys after that. Now, it's just going to start to blend between this moment and the next. In case there's ever any jittery happening, it's going to blend. I'm going to go right up until the point where the next time the foot should be coming off the ground, which is here, I'm going to delete everything just by click drag selecting, and then hitting "Delete" on the keyboard. Now we have just the slow motion of the foot sliding. If you want to lock this down, we could copy paste this key by hitting "Control C" and "Control V," and it shouldn't move, unless we have some weird interpretation happening. You can see we do. We have this weird interpretation happening, which we can lock down by click drag, selecting the two keys, and we can autotangent the interpolation of these tangent handles, which are these handles that are coming off of the white keys. Now this foot should be locked on the ground. When we get here, we can see there's some stretching going on because our legs don't stretch, and our body is going up higher than our foot and the length of our leg. If I toggle this down and look at location Z, we can see maybe it's a little high here. We want to click, drag select, and just bring this whole section down a little bit. There's an interesting tool here. We can click and activate this multi-select tool. We can actually tell it what is the pivot we want to scale from. It's scaling from an average point right now, and what it calls the bound center. If we look at these tool options on the bottom right, you can see we actually have a change pivot type. Let's choose the last key. Now I show a pivot from the bottom, and we can see this little indicator just jumped. It's like this throwing star icon. Now we're scaling from the last key. You can see my CoG or the center of gravity of my hips, that control is being moved down. I'm basically watching this camera until my knee starts to bend again. That's how I know I've gone down far enough to compensate for the foot changes we just made. That feels about right. Now I can play back the animation and check. Indeed, the leg isn't popping or doing something weird in that moment. That's one thing you want to look for when you're making these big changes and see if there's another spike here, which I can just click, drag, and select. You can see that this little area starts to get small, so I can zoom in by scrolling with my middle mouse wheel. I can also right click to pan around, and I can hold down Shift and Alt and right click to zoom in left and right and zoom in up and down. That's Shift, Alt and right clicking. Now I can have a little more room to see the slider and bring this little spike down as well. Now, there's some rough blend moments here, I could just go in and delete these areas as well. Now we've created a bit more of a smooth transition or just manually moving something into have that transition, be a bit more smoothed out. Now we can see we have our foot pinned down on the ground where it should be. In my animation, I had finger guns in this moment where I thought I was going to have my finger guns raised and then holster them in my fake finger gun holsters in my hips when I was doing the motion capture performance. I want to adjust the animation so that I can see a finger point more clearly in this moment, where we currently have just a generalized hand pose. In this moment, I want to pose out a more accurate finger position. If I'm getting things cropped out like this, that means the near clipping plane of the camera is a little too extreme. I'll show you a more technical solution where you can just start typing r., and then set near clip plane. I can select this and then hit "Spacebar" and set the near clip plane to 1. We should see this update, and now we can get close in with our camera and see all the controls at the same time. I'm going to choose this moment to pose this out. I'm going to hold down Alt, and left mouse button click to tumble around my selection. That will make it easier to go through this section. I want to select all the controls here and reset them. I'm going to go one by one and do this now. I'm clicking the Reset button on the AEM details panel here on the right side. After I make all my selections, I can just click that Reset button, and it should reset this to the default values, so I can start fresh instead of having this wankie pose in my fingers, where maybe some things are even bent in a way that a finger shouldn't bend. Now, I'm also holding down Shift to be able to select multiple controls at once. Now when I click this little arrow on the far right, it should reset everything to the default arm pose. I'm going to hit "F" on the keyboard to zoom in, and then I'm going to pose this all out. I'm going to select all the finger controls. I'm just going to rotate them on their local axes. If I can see the blue one, that's the one I want to animate down the hand and turn it into a fist, except for the finger pointing one. I'm going to go back to this one, and actually reset this one. Now I have a finger pointing pose that I can use, and I actually use a tool to save this pose. I'm going to select all the controls that relate to this pose. I'm going to go to the Poses icon here, and it's going to open a new window where I can create a pose, and I can rename it Finger point, and create this asset. I can capture this thumbnail, and I can also have these tools to actually mirror it. With these controls selected, I can select the mirror control. We can see I have selected the other hand, and then paste this pose on that hand. This window, I can look over here and make sure that it worked the way I expected, hitting "F" and zooming in. Now I only had to make that pose one time, and I can use it in both hands. I'm going to select all the controls again, and I can see that it's created the correct selection on everything. I'm going to expand this up so I can see all the finger controls, and actually just filter this down. Turn this back on so we can see just the finger controls, and then I can choose the range where I want these fingers to be pointing. I'm going to control mouse wheel in to see just where this new key frame is. As soon as I move off of these, it's going to flip the animation. I'm going to delete everything on either side of this, so I can see it more clearly where the new pose is. I'm going to scrub out now, and I want to see where I want this finger pose to end, which is probably somewhere towards the end of the animation down here, where I return back to idle. It's probably somewhere in here, so I can click, drag, select all of these keys, delete them, and then now copy paste these later in the animation. We've saved this animation for this section. With this viewport selected in my mouse over this viewport, I can click anywhere and hit "G," so now I can see it without the control rig, and I can select the controls again without needing to see them here in that view. I can see the finger point happening, and it will blend back to the normal hand pose that it had from the motion capture. I can also see if I need to have this happen earlier, but I think this is okay. Now, I just need to do this for the other hand. Now you've learned how to adjust motion capture data inside of avalanche, and you've learned a few new tools. A lot of these other ones are self explanatory. I've been using only select rig controls. If I uncheck this, I can accidentally select the environment, and stuff like that. This is one of my favorites that I like to have on, so that I'm not accidentally selecting things when I'm trying to animate. You saw the other filter that I like to use, which is the Show-only selected controls. Those are the two main ones that I like to use. Now finally, I'm just going to delete the first part of this animation, because it's not super helpful for seeing the calibration pose from the motion capture at the beginning of our animation. I'm going to start the animation somewhere over here. I'm just going to click, drag, select all of these keys, and then hit "Delete." Now, I could drag and move all of these keys down if I wanted to, so that our start frame is on Frame 0. I can just move all of these keys down. Now I can change the position here, and I can animate the camera if I want, so I can just do a quick key frame on the camera. Move this key. Maybe this is the start position, and the end position is something a bit more dramatic. We can see the sunlight shining through the character, and we can maybe push in a little bit. Final thing I can do is, add some face poses as well. Since I do have the face control board here, if they're hard to see, you can actually just turn on the unlit mode here, and that way, the controls are just a little bit easier to read. You may have to look down so they're not black, but I can pose out the face however I want. It'll just take a little bit of time because there are so many controls, but that's all available to you there. In this lesson, we learned how to further edit the animation data. But just keep in mind that everything we've done here is what would be considered destructive to the animation data. If you aren't sure about the decisions you're making on how to adjust the animation, consider using the first approach we learned, which was the layered control rig approach. That way, you can preserve the animation data from the motion capture and add onto it. But if you do want to edit the motion capture data, this is a great approach, and you've seen some of the tools we have at our disposal just so that we can be more efficient in how we're editing it. 8. Render a Cinematic Movie File: Welcome back. In this lesson, we're going to learn how to render out a cinematic movie file. Why is that important? It's important because we want a way to share all of our hard work, whether it's on social media or YouTube, or even to a potential employer. Because a demo reel for an animator is the most important thing, and if you want a career in this, you want to know how to actually present your animation. So let's learn how to do that now. So back inside Unreal Engine, I like to use a plug in that's called Movie Render Q. So you have to enable this. It's not on by default. So you have to restart your engine after you enable it. Once we're back in, I just seem to select the level sequence and get that open again. So I can jump back into rendering and select this view port and match our Sini camera to it. I can see what will be rendering from this camera view, and I can click the movie clapper and the three buttons right next to it. So I can actually choose between the new plug in that we just enabled or the old one. I'm going to choose the new one, which we just enabled. So now when I click the movie Clapper icon, it will open that version of this. So we can see that we're going to render out our sequence that we named here in the map that I created from an earlier class in the series. And the main thing we want to do is set up the settings. So I'm going to click unsaved Config. Now, this is up to you, how you want to export it, whether you want a JPEG sequence or a PNG sequence or even an EXR sequence. Then recompile that in a software like after effects. That's typically the preferred method because it gives the highest quality images. So I would recommend one of these. You can also turn on anti aliasing. By clicking this, we get a new option called anti aliasing. For every temporal sample count, it will increase the render time. But typically people like to go with a value of around 32 or 64 and click override anti aliasing. We can also choose where we want to output this and whether we want a custom frame rate or having a custom playback range. This is where it will save all the files, and we can navigate to where this is going to save them. I'm going to click Accept, and I'm going to render local because I don't have a render farm to render them remotely. Here you can see the actual effect of increasing the sub samples in the anti aliasing to 32. It literally goes through one frame 32 times. So that's how much it slows your render time down as opposed to leaving that value to one. Now that our render is finished, we can use a program like After Effects. I've created a new project and in the Project panel, I can right click and import the image files that have exported from Unreal Engine. Click File, and I'll navigate to where the movie renders are saved in my Unreal Engine project. All I need to do is select one of the images for After Effects to import the entire sequence. You can see the checkbox is on for Imported JPEG sequence, and I can click Import. So now we can see we have all 254 images from frame 0-254. The only issue is in on Real Engine, we are working in 30 frames per second, and in After Effects, you can see it says 24. So to interpret the still images at the correct frame rate, we need to interpret this footage so I can right click the footage, go to interpret footage, main, and then choose assume this frame rate, and I can tell you exactly what I want, which is 30 frames a second, because that's what we did in Unreal Engine. So when I click and drag this into kind of a timeline here or into a new composition or into this new composition icon, I'll get a timeline with each of the images in sequence, and it can preview what the whole render will look like. So now if I wanted to export this as an actual movie file, I can do so through the render Q. I can go to composition, add to render Q. Then I can set the settings that I want here, as well as the kind of codec that I want to use in the output module. So right here in the format options, I can choose the codec. Apple Pro Rs 422 is a little bit overkill for especially a social media kind of sharing. So I might choose something like LT or the Light version of that or even h264 and click Accept. Now I can save this movie file and give it a name. It'll default to the composition name, and I can hit Render. If you notice any artifacts in your renders, you can increase the spatial and temporal samples that we saw in the movie render Q settings in Unreal Engine. So now you have a final cinematic movie file so that you can share with your friends or social media. In this lesson, we learned how to take our animation Unreal Engine and export a series of images so that we can recompile it into a movie file in a program like After Effects. Now, the one disadvantage, of course, is in Unreal. You can't actually export that with sound. So if you want to add sound to your movie, you actually need to do that in another program just like After Effects or premiere. 9. Final Thoughts: Congratulations on finishing this class. We've covered a lot of topics. We started with hand key animation, as well as creating motion capture with our iPhone or getting from websites for free, and then applying that to our own character, and then even taking that further and editing that animation from a layered approach to actually going in and editing the motion capture data itself. We've covered a ton of information, so congratulations on making it to the end. I would love to see what you created, so share a link to your video in the project gallery. If you enjoyed this class, there's one more in the series. We're going to take this character and make it playable as a video game. We're also going to take this cinematic and make it lead into the gameplay of our video game. I'll see you there.