![]() ![]() In my case I rotate the body when the player camera look at his left or right (like in the Mirror's Edge gif above). You can add more poses if you want the character to look behind itself but I found it wasn't necessary in the end. This is done by creating additive animation (1 frame animation) that will be used as offsets from a base animation (1 frame as well). Since the camera is driven by the mesh, we have to modify/animate the mesh to simulate the usual camera movements : looking up/down and left/right. So the Camera is attached to the mesh, are we done ? Of course not. Finally we have the camera, which is attached to the mesh in the constructor. The Character has a mesh, here a skeletal mesh of the body, which has an AnimBlueprint to manage the various animations and blending. The PlayerController can always be seen on top of the Character (or Pawn) in Unreal, so this is nothing new here. The class hierarchy can be seen as this : We never modify the camera position or rotation directly. The camera is attached to the head, which means the body animation drives it. Also there is already tons of tutorials on this kind of setup out there.Īs a full-body mesh suggests we use only one mesh to represent the character. I won't go in details about this method as it wasn't what I was looking for. This can be appropriate in order to optimize further, however if fidelity is the goal I wouldn't recommend it. Sometimes games use a body mesh that is only visible to the player, while a full body version is used for drawing the shadows on the ground (and visible to other players in multiplayer, this is the cas in recent Call of Duty games). ![]() ![]() One of the problem of this setup is performing full body animations (like a fall reception) as it requires to synchronize properly the two separate animations (both when authoring the animation and playing them in-engine). The rest of the body is usually an independent mesh that has its own set of animations. This allows to directly animate the arms in any situations while being sure it follows the camera rotation and position at all time. In a separate system, the two arms of the character are independent and attached directly to the camera. What I'm not doing : separate body and arms ![]()
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