We had created a functioning character blueprint as the
first stepping stone for our prototype. Next on the list is the first sequence,
after doing some research on the sequencer in ue4 I learnt that there is
multiple approaches to getting your character animated inside of the sequencer,
you can either hand animate the character in the cut scene adding different
animations when needed. This is a good approach which allows for a lot of
editing so if something doesn’t look right it can be easily changed but it
requires extra work to try and match animations to movement and sometimes gives
some clunky results.
The other method to use in the sequencer is to play the
game itself and record all the data of your character movement, this is
especially good at giving you clean results and natural looking movement, the
only downside of this is needing to have a fully functioning character blue
print and also if you want to make changes to movement you have to record a
full scene over again. Arguably this isn’t the most optimal way to get this
done but allowed for smoother animations which would of took longer to smooth
out.
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