All language subtitles for 76 - Character Creation Adding Mixamo Animations

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These are the user uploaded subtitles that are being translated: 1 00:00:04,864 --> 00:00:11,008 So here we are in unreal we have just got in our character and set up all his 2 00:00:11,264 --> 00:00:17,408 Now we can actually use this as a playable character because we 3 00:00:17,664 --> 00:00:23,808 No animations associated with this particular skeleton 4 00:00:24,064 --> 00:00:30,208 Go about showing you how to retarget the default animations that can packaged in unreal 5 00:00:30,464 --> 00:00:36,608 Freddy mannequins and how to play them on this character but as I was doing all the internet 6 00:00:36,864 --> 00:00:43,008 Head of time I realise that since the update 2 and 5 they have complete 7 00:00:43,264 --> 00:00:49,408 Overhaul that they're retarding system and in some ways he's here but in some ways it's a little bit more 8 00:00:49,664 --> 00:00:55,808 Complicated and they're still actively working on the system the new system and so I ran into a few 9 00:00:56,064 --> 00:01:01,165 I just could not get around at the stage of animals release so hopefully in the future 10 00:01:01,167 --> 00:01:03,515 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 11 00:01:03,516 --> 00:01:08,608 They will have some of the issues but as a workaround accident do is bring in 12 00:01:08,864 --> 00:01:15,008 Play complete new set of animations for this character and I will show you have to set them up 13 00:01:15,264 --> 00:01:21,408 Animation blueprint that we can use just as we have been using our animations for our mannequin 14 00:01:21,664 --> 00:01:25,760 Basically will just run forward in the correct animation will play 15 00:01:26,272 --> 00:01:32,416 How to go about doing that we need to first bring in some animations for this 16 00:01:32,672 --> 00:01:38,816 Animations we have for our default mannequin and that should give us an idea of the 17 00:01:39,072 --> 00:01:45,216 Play some animations that we need so I'm just now get to where the animation door saved 18 00:01:45,472 --> 00:01:50,592 The default American here we are using lead many female mannequin 19 00:01:51,104 --> 00:01:57,248 For we have this points Aviva basically the animation that we need to replace we had a fall 20 00:01:57,504 --> 00:02:03,648 Example and around forward a walk forward this one 21 00:02:03,904 --> 00:02:05,184 Believe me meme 22 00:02:05,440 --> 00:02:11,584 We are using right now it's just for walking in place so 23 00:02:11,840 --> 00:02:17,984 I don't hear this is our idle animation so we need something basically to replace this by 24 00:02:18,240 --> 00:02:24,384 That is associated with our custom skeleton for our custom character 25 00:02:24,640 --> 00:02:29,760 So 26 00:02:31,296 --> 00:02:33,600 If we open ab mixing out here 27 00:02:34,624 --> 00:02:38,976 You can see it even looking a little bit four of the owl animation so if you have not 28 00:02:39,232 --> 00:02:45,376 How to load a new character since doing this one at this character should still be in 29 00:02:45,632 --> 00:02:50,752 Your previous here is not just read your blood it and you should be good to go 30 00:02:51,008 --> 00:02:57,152 Sell now he needed basically go about looking for the next no library for and 31 00:02:57,408 --> 00:03:03,552 Nation that I will work this character so will start with in Idle animation because we don't 32 00:03:03,808 --> 00:03:09,952 JUST EAT down Dynasty poles when they're standing still we actually need an animation to play while they're standing still 33 00:03:10,208 --> 00:03:13,536 Sell basically I am just been looking through 34 00:03:13,792 --> 00:03:15,584 These reviews 35 00:03:17,120 --> 00:03:18,400 How long is pretty good 36 00:03:20,192 --> 00:03:21,216 Neutral idle 37 00:03:23,008 --> 00:03:26,592 That was pretty good but I think what I liked the most was this happy idle 38 00:03:28,640 --> 00:03:32,224 Quirky nature right character anything 39 00:03:32,480 --> 00:03:37,088 Animated for a drafty Overdrive down a bit here 40 00:03:37,856 --> 00:03:39,904 And see if you can get something a little more 41 00:03:41,440 --> 00:03:42,464 Relax 42 00:03:42,720 --> 00:03:48,864 Yeah I think that was pretty good I mean there's a lot of different types of Idols and what's a different animations 43 00:03:49,120 --> 00:03:55,264 In the library so feel free to choose one that you like the best and I'm going to just forward this one for now 44 00:03:55,520 --> 00:04:01,664 Tell what I'm going to do it once I have this animation playing on my character I'm just going to take down 45 00:04:02,176 --> 00:04:06,272 Which is going to give me a slightly different download settings window 46 00:04:06,528 --> 00:04:11,904 Play something is going to keep everything the the same here is going to head down low 47 00:04:12,416 --> 00:04:18,559 Set one set is Dan it will be in your download folder of course so I'm going to come back 48 00:04:20,351 --> 00:04:24,191 And I have just created a separate folder for this 49 00:04:24,447 --> 00:04:30,591 Does character analysis associated in assets and I've just placed 50 00:04:30,847 --> 00:04:34,431 Smash my skeleton in my physics acid in it 51 00:04:34,687 --> 00:04:40,831 Set alarm with this one I'm going to create another 52 00:04:42,879 --> 00:04:49,023 Ok so this is where I'm going to bring in all my new animation so I'm going to go ahead in import them by 53 00:04:49,279 --> 00:04:53,631 Playing up the browser on my second screen here 54 00:04:53,887 --> 00:04:59,007 Download folder and just driving in that happy either from my downloads folder 55 00:05:00,799 --> 00:05:06,943 So it should I definitely detect that it is a skeletal mesh and it may auto detect 56 00:05:07,199 --> 00:05:13,343 The matching skeleton if you have one if it does not go ahead and just so at it from here we don't want to import them 57 00:05:13,599 --> 00:05:15,391 We just want him for the animation 58 00:05:15,647 --> 00:05:19,231 Cell we can disable that import mesh 59 00:05:19,487 --> 00:05:22,559 They're animation we want the expert time 60 00:05:23,327 --> 00:05:27,679 And everything else should be the same so we're going to go ahead in it 61 00:05:27,935 --> 00:05:34,079 And that will give us this for the green acid this is an animation so now for just double click we can preview 62 00:05:36,127 --> 00:05:39,199 In our skeleton preview window 63 00:05:39,967 --> 00:05:46,111 So basically we need we need a few more of these we need one for walking 64 00:05:46,367 --> 00:05:52,511 Running in we need a couple of jumping ones that are broken up into stages for jump start 65 00:05:52,767 --> 00:05:58,911 10 jump and so I'm going to go ahead and go look for those now on mixamo 66 00:05:59,167 --> 00:06:00,703 Go to work 67 00:06:02,239 --> 00:06:04,543 To see 68 00:06:05,567 --> 00:06:11,711 For anything I was walking or running anything that you makes you want to make sure it's really critically click the in place 69 00:06:11,967 --> 00:06:13,247 Otherwise you'll get 70 00:06:13,759 --> 00:06:15,039 Sam 71 00:06:15,295 --> 00:06:21,439 Set a route movement in your animation in basically just won't appear correctly in unreal move around in 72 00:06:22,463 --> 00:06:27,071 That's pretty good for walking let's go ahead and downloaded everything and default 73 00:06:27,839 --> 00:06:29,119 If you 74 00:06:29,887 --> 00:06:36,031 Hear it only seems a little bit friendly here that's because I downloaded this animation at 30 75 00:06:36,287 --> 00:06:42,431 Second and modern engines 10 to rental for 26th so if that 76 00:06:42,687 --> 00:06:48,831 You can do is when you come to download that you can change it to 65% 77 00:06:49,087 --> 00:06:50,367 Like modern game engines 78 00:06:50,623 --> 00:06:53,951 Sorry it's not bothered me and 79 00:06:54,975 --> 00:06:56,767 I think it'll look fine 80 00:06:57,279 --> 00:07:03,423 Purposes of this demonstration anyway I'm not too worried about it £60 per second means more keyframes 81 00:07:03,679 --> 00:07:05,727 So 82 00:07:05,983 --> 00:07:08,543 I'm just gonna leave it because I can get to know 83 00:07:09,823 --> 00:07:15,967 For a Ford Focus is anyway ok who's going ahead improved that walking one I have my my file browser 84 00:07:16,223 --> 00:07:22,367 Open on the screen understanding a man 85 00:07:22,623 --> 00:07:23,647 Not wanting for the mash 86 00:07:25,439 --> 00:07:28,255 Let's just make sure it came in ok 87 00:07:29,023 --> 00:07:30,303 That looks pretty good 88 00:07:38,751 --> 00:07:41,823 Running so it's fine that one 89 00:07:46,175 --> 00:07:52,319 Now we just need to find one that works for us anyone make sure we check in 90 00:08:12,799 --> 00:08:13,823 This one 91 00:08:15,359 --> 00:08:17,407 A little bit better 92 00:08:17,919 --> 00:08:18,431 And 93 00:08:18,687 --> 00:08:22,015 I'm not looking for technical reasons it's just 94 00:08:22,527 --> 00:08:25,343 Aesthetically which Imran do you like the best here 95 00:08:26,623 --> 00:08:29,951 This one 96 00:08:33,279 --> 00:08:38,399 Jump back into unreal and Dragon are running animation 97 00:08:39,423 --> 00:08:42,751 Make sure they are correct go to the setting will not improve the mesh 98 00:08:44,543 --> 00:08:45,567 Double check here 99 00:08:49,407 --> 00:08:55,551 So the most difficult one to find a death I'm going to be jump look because of the way there 100 00:08:55,807 --> 00:09:01,951 Animation blueprints are structured in unreal we have our jump separated in 101 00:09:02,207 --> 00:09:05,791 So we have the jump start here 102 00:09:06,047 --> 00:09:12,191 Can we go from the ground to the jumping position and because for our game we don't know how long 103 00:09:12,447 --> 00:09:15,775 Falling or performing that jumps so like every jump 104 00:09:16,287 --> 00:09:22,431 From the ground to straight up and down we can use basically complete jump animation but that doesn't 105 00:09:22,687 --> 00:09:28,831 For one week off ledges per se so if you just use a solid straight your jumper 106 00:09:29,087 --> 00:09:35,231 Jumping and landing on the ground in a single file 107 00:09:35,487 --> 00:09:36,511 Basically it 108 00:09:38,559 --> 00:09:44,703 In our call Enfield landing in the air here and then just continuing to repeat that information as we fell 109 00:09:44,959 --> 00:09:48,543 Which is not would we want so we have a jump start here 110 00:09:49,055 --> 00:09:52,127 We have a jumper loop 111 00:09:52,639 --> 00:09:58,783 Which is just like the floating so this place continuously as we are falling from the air and then we have 112 00:09:59,039 --> 00:10:02,764 Jump on here so it may be a little tricky to find 113 00:10:02,765 --> 00:10:04,434 Subtitled by -♪ online-courses.club ♪- We compress knowledge for you! https://t.me/joinchat/ailxpXoW3JVjYzQ1 114 00:10:05,439 --> 00:10:11,583 Something like this as it is on mixer now but there's a little bit of a workaround week 115 00:10:11,839 --> 00:10:17,983 For a jump animation I like 4 116 00:10:20,799 --> 00:10:26,943 I think this one is one night to be confused cos it's pretty close to the default by as you can see it 117 00:10:27,199 --> 00:10:32,319 Entire thing from start to finish the ground jumping in an Ending on the ground 118 00:10:32,831 --> 00:10:35,135 This is the start 119 00:10:37,695 --> 00:10:43,839 But the problem is I don't know where the loop in the end is so I'm going to use this one 120 00:10:44,095 --> 00:10:50,239 The what I'm going to do is I'm going to use this trim here to a cut out the sections 121 00:10:50,495 --> 00:10:53,311 The animations I want and then download them as separate files 122 00:10:54,079 --> 00:10:57,151 So let's just start with the jump start here 123 00:10:58,943 --> 00:11:05,087 To 45 and make sure you make a note of these numbers because it is going to be really important 124 00:11:05,343 --> 00:11:09,439 The strings together seamlessly that you write these down or remember them somewhere 125 00:11:09,951 --> 00:11:13,791 Set alarm 0 to 45 126 00:11:15,327 --> 00:11:21,471 This may take a little bit of trial and error to get these these trims exactly right but I'll just go 127 00:11:21,727 --> 00:11:24,287 And see if we can get this done 128 00:11:24,543 --> 00:11:26,335 Download this 129 00:11:29,407 --> 00:11:31,455 Get a jumping fbx 130 00:11:32,479 --> 00:11:36,575 Let's go back to animations and let's bring into and Rihanna 131 00:11:37,599 --> 00:11:40,159 With all of our former settings 132 00:11:43,743 --> 00:11:45,023 Ok have you then 133 00:11:46,047 --> 00:11:48,095 Make a little bit the hedging but 134 00:11:50,911 --> 00:11:56,031 So I went from zero to 100 so 135 00:11:57,567 --> 00:12:03,711 For the middle section I want a middle section to start at frame 46 136 00:12:04,479 --> 00:12:06,271 Because the last one ended at 45 137 00:12:06,527 --> 00:12:10,367 So we need a basically outlook for beef also we need to 138 00:12:10,879 --> 00:12:11,903 Isolate 139 00:12:14,975 --> 00:12:17,279 Basically almost a single frame 140 00:12:26,751 --> 00:12:28,031 This is not going to be 141 00:12:28,287 --> 00:12:31,359 Quite as good as our 142 00:12:32,383 --> 00:12:34,431 Champalou can I say have one already 143 00:12:39,807 --> 00:12:44,159 This gianluca it's like holding a rifle so I don't think that's gonna 144 00:12:44,415 --> 00:12:45,183 Work 145 00:12:52,607 --> 00:12:55,935 I really want to do this we'll start at frame 44 146 00:12:56,447 --> 00:12:57,983 5 of 6 147 00:12:59,519 --> 00:13:02,847 And we basically have to get this down to 148 00:13:03,871 --> 00:13:05,663 Aesthetic clothes 149 00:13:06,687 --> 00:13:12,063 As close as we can I don't think I will let you just have a single frame but 150 00:13:15,903 --> 00:13:19,999 We are we can probably get it really close and then it in and really a little bit 151 00:13:25,375 --> 00:13:29,471 Yeah it doesn't like that when I put them too close together ok so 152 00:13:30,239 --> 00:13:35,359 Download 153 00:13:35,871 --> 00:13:37,151 In a bit 154 00:13:43,551 --> 00:13:44,575 Ok let's bring 155 00:13:44,831 --> 00:13:48,671 My screen is jumping on to jump start 156 00:13:50,719 --> 00:13:54,047 Spring in our jumping one 157 00:14:06,335 --> 00:14:09,663 Let's call this look 158 00:14:11,711 --> 00:14:16,319 And I will come back and address Al time 159 00:14:16,575 --> 00:14:20,671 Pronounce it important that we get the animations in running 160 00:14:21,439 --> 00:14:26,303 And so is 45/48 161 00:14:27,327 --> 00:14:30,655 Go 45 to 100 162 00:14:31,423 --> 00:14:33,727 Believe 100 was original range 163 00:14:34,495 --> 00:14:36,543 That's for a job Android there 164 00:14:37,823 --> 00:14:38,847 WhatsApp download 165 00:14:39,103 --> 00:14:41,407 To hear 166 00:14:41,919 --> 00:14:45,503 Then seem thing in here Springer in 167 00:14:53,695 --> 00:14:55,743 Define jump 168 00:15:00,095 --> 00:15:06,239 Ok so these are the animations that we really need for this character we're neighbours right 169 00:15:06,495 --> 00:15:11,871 And we come back we will look at setting up an animation and blueprint 15414

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