Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
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So now that we have some XC90 animation added into our project before our character
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You need to look at how to go about getting this character for
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Play ABBA
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Now I have done is I have dragged out these animation assets themselves
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Directly into the level and I've hit a simulate play here
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Which just allows me to preview animation but as of yet
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We do not have these in our level if I were to play or you can see that weird
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Using the default character
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So
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How do we go about changing
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The most
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Appearance
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Step to take is that we need to open our third person character
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And where we have this
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Prototype gnash we need to change it to our custom character however there is a problem with this
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Subtitled by
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Would you may be able to see already
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Is that
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This character is an animator
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Using animation also if we were to hit play right now
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But we do have a character and we can
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Jump and control but obviously
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The animations are not working on it and it is just bounded to the T pose
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So
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Let's look at how to fix this SEO I'm just going to delete those animation ass
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I seen I noticed that my character that is so little large so I'm gonna go ahead and grab the
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Nash component just scale it down so it's within the bounds of
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Capsule component here this colour
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System
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So I am to do this we need to create what is called an animation blueprint if I switch back to the unit
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You can see it here in the little
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Drop down above we're resetting Nash there some settings for animation here
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Cell by default this character uses an animation blueprint
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This is the animation blueprint it is using
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Set up to automatically know when we are walking and when we are running in jumping and it will
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B&Q
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Cell level look at how to set this
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For our custom character
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So to create an animation blueprint in the first thing
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Actually is not a good thing itself it was called in animation blendspace
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Now the blendspace is a special type of animation asset
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That will allow the character to smoothly blend between
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Animation the walking animation in the Running animation
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Can a certain speed set to create a new blank space for this character
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I'm just going to come into the animations folder here that I have for it because this is an acid that is
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Animation
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And I am going to right click
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Any content browser window
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Animation
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Blendspace 1D
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There is a 2D here but we only need the one dimension because you're only going to have one variable and that is Force
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BS4 Wednesday's underscore
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Idle
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And you'll see that shows are character skeleton that is what we seen a few here is all about
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Character to rtp
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So when you double click to open up your information going on here
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Don't be too intimidating we're not going to be using most of it just yet
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The things we do want to set here is
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This graph right here
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Vertical access here
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Back to the horizontal is the only one that really matters for the
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One day in the only one that we can really change so
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This graph right here is going to represent our speed
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So we have to 100 to start with but we can change these that I use as needed
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So to do that we have to come
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Are we have to do is come up and details and come to the access settings
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The horizontal axis drop down and little girls always information we see output right here
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In the in the grass
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Forename is currently in 20-minutes Speed because that is what does variable represents
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The minimum axis value of keep it at 0 because if you're not moving our speed should be zero
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I'm just testing some values in a
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Find a d max
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Value that looks the best
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4
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New characters is 375 head and change that and maximum value to 375
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Update here any graph as well
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So basically this is going to do is working tell this at what values we want to change to these
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Animations
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Set a speed value of 0 we want to be idling not in this t pose
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If we go down here at the browser
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We can see all the animations that we brought in for this character
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So happy I'm alright here so I can
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Bread without to a value of 0 on my graph
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Character is playing the idle animation
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So we want to them if we
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Little bit for forward slightly if we were using a gamepad or something like that
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To walk
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The next dragon is The Walking animation I'm going to put it at a value of about a hundred
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So I drag it into approximately that value but if I click on the point on the graph here we can
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Right here and we can change it to be exactly 100 if we need to
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So I'm coughing now is that if you read it here it says hold control the size of the preview basically
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Control and slide the sex around
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On the line here
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We can see a preview of how it's going to brand when they speed
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Reaches the values
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So we do have one more to put in hair so
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Put in our running animation and let's start it over to 375
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Control we can see that it is smoothly interpolating between the
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The idle stance the wax tense and then eventually be ran
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We have all of those smoothly blended together
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That is all we need to do to create our 1D blendspace to go ahead and hit save and close that app
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What is a question of what to do with this asset will this asset needs to go and what is called an
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Animation Blue
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Cell in the same folder when I'm going to do is right click
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Go to animation
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Create a new animation blueprint
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Going to ask you at skeleton you want to use of course we are custom characters skeletons so weird
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Create
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Animation blueprint
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Whatever your character's name in this I forget what his name is
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This is our animation blueprint
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Someone somewhere to other blueprint graph editors but
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We have a different system here in the middle
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So this outfit girls will be the result of every flag into the snow
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In order to get this character in my TV
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We need to add a new Estate machinery here and a state machine is just a know that we can
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Into an
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That will handle
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How is
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Transitioning between States and what state the characters in with regards to this animation
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State machine
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Can you get this result here that says add new state machine so bad
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Default locomotion wherever you like
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What's in I'm going to apply the output pose into the input for the
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If you were to compare now
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Nothing would happen because this machine is currently empty
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Turn off double click to open it
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You can see here this is our entry no here so we need to build basically
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This in order to drive the animation here
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So the first thing I want to do is get this blendspace I just made
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Into my state machine
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So what I'm going to do it I'm going to drop it off this 10 I'm going to add a new Estate
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Micawber Street
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And this is going to handle the entirety of this Wednesday
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To get this working
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We need to just have a quick to get into the adult walk around and stay
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In here we have an output animation pose as well
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So are we need to do is drag in this blendspace
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So now we have our twenties connected but currently as people always be zero because that
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Right here in the snow
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Subtitled by
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We compress knowledge for you!
https://t.me/joinchat/ailxpXoW3JVjYzQ1
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So we need to
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To control this speed variable and the way we're going to do that is by adding a speed variable
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Animation
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So I'm gonna come down here on to the Maya blueprint
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Window here and add a new float variable
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I'm just going to this feed into this
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This is not doing anything but we are going up in just a minute
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Currently this is 0 because it's not a reading
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Any value from this very boring to change that as soon as we have over to the actual in graph
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Now and this is the true event for our animation blueprint hair and this is where we're going to do
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Any of these variables
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That We Created on here to control our animation
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We are
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Start with these two greyed out default
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No is here and we are actually going to use both of them so this is our sort of beginning play
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So the speak basically when if we have a animation blueprint a sign of this character
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When we set up the game it's just going to update start updating the animation for anything we dragged off of the snow at work
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Happen on attic room
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The first thing I'm gonna do is out of this try get pawn owner
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I just want to make sure that it's before I try to update the animations and all because if
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Play We Are
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And we destroyed the actor from scene or something like that
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This will no longer be valid anymore and there will be no animation to update so
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I just want to make sure about the the character is valid in the scene before we do anything with
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Ok so we need to set this speed very but here so I'm just going to dry out a set speed now here
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Dried out from the invalid to set the speed
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What do we need to set it to well lovely unreal has made this very easy for us all we need
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Who is dragging off of this get panettone
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Get
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We have that
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We will return as a vector value
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So the speed information contains both the force and the direction
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So we just want to force really dear which would be the speed so I want you to do is get off the Spectre now
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Because we don't care about the direction
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Connect float to that
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Internet speed
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Settlers test
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I just think we are here
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Of course
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Hug at the animation
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To our third person character blue
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The third person character where we have switched at the Nash
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We all need to specify that we want to use our new animation blueprint
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As soon as we do that you will see it update in the viewport window here
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The comparisons that and now it's test
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Character he is idling
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When we press forward and WR keyboard
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This is pretty cool in our already we're almost there however
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Well we're moving forward and we haven't added any more Jack
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Animation blueprint for jumping
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So let's look at how to do that
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So I'm going to return my state machine by clicking on this time over here
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Don't know I'm all the way in me I will walk around stay but I really want to be in my default state machine here so I'm just going to
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To go one back
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So I'm going to
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Port v jumping logic off of this I don't run
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So do you do that I have to do is
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Click and drag on the outside of that include in an estate
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I have three new States here one is going to be
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When is going to be
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When is going to be
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If you remember something this way because we need to account for jumping off of ledges
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Where are we don't know how long I'm going to be falling for essentially
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And we can connect us to Bath to I'll walk around because once we finish
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How to return to plane with animation
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Animations within these States
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Start over
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And answered this we don't have to create any sort of Wednesday Sur additional acid to do is
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When did John start
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Connect the dots
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Go back one
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Do the same thing for example
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Connect
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Do the same
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Go into the jump and
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Connect
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So if you were to compile and Tesco's now this still not work because we need to
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Set transition rules so basically
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What needs to have them to the character in the game in order for
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This transition to happen in order to move away from the animal crying and into dumpster
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For this gonna need another variable
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And that variable is going to be down here and it's going to be a bullying
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Am I going to call it
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Is
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Change the volume
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So
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We want to start
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Jumping when the character is in the air and we want to stop jumping when you're not
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Selfie centre from ground to jump start
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Army transition itself
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Instead dragonar is in air
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Connect to news
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So currently we can enter this but we can't do anything with it
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To move from Dunster to junk food
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Well basically jump-start animation is almost
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Stop playing the jumper Luke animation
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Double click to enter this translation
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And I'm keeping my man in the Jar
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And then jump start to jump
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So I basically one in Milden
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Animation almost done playing when it is
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Enter this transition
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And there is a note for that so we can directly and I'm just going to start typing in jam
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Which former animation
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And
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You get all these thoughts
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Function Drake here
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And I'm going to use is
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Basically it's going to
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How much time is left in this animation
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And if that value is less than
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Something we sad
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Say .5
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We can then enter the train station
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00:17:52,639 --> 00:17:58,015
To go from a jumper loop to jumper and that's an easy one are we going to do with are we in Ayr
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If the answer is no or if we are not
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Any air we can enter the translation
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And finally once we've finished play me jump end in
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Jump end animation
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We want to transition back to the Isle of Wight
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Going to do the same thing
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00:18:23,871 --> 00:18:25,407
Get timer meaning
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If it's the last man
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Anthem u25 work to the best
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00:18:34,879 --> 00:18:41,023
You may be wondering why we're checking if a ternary is less than .5 because of Central what we're doing
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Cutting off the animation
268
00:18:43,327 --> 00:18:48,191
Play the next one before the last one is first and this has to do with
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00:18:48,447 --> 00:18:49,983
Motorbike animation Hitchin
270
00:18:50,495 --> 00:18:53,567
If you don't believe me you can go and send it to
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00:18:53,823 --> 00:18:56,127
20 work 10 something very low
272
00:18:57,151 --> 00:19:00,991
And I'm you'll see that there's a little more jittering in the animation
273
00:19:02,527 --> 00:19:06,111
Does value of a little bit like 25 days a little bit last year
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00:19:07,135 --> 00:19:12,767
Ok so this is our entire jump logical however we are not
275
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Setting this variable anywhere yet so it's still not working
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00:19:17,119 --> 00:19:19,679
Because they never selling it is an air 2 true
277
00:19:20,703 --> 00:19:24,031
So we need to do that just as we did here for the speech
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Sell this one is also very straightforward
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00:19:30,175 --> 00:19:33,503
To do is dragging off of this try get paint over here
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And we're going to get the movement component of the character cos it's return value
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Here
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So what we have and get movement component
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Very nicely packaged in a function that can evaluate
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00:19:53,983 --> 00:19:56,287
Is falling through the air
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00:19:56,799 --> 00:19:58,335
And that is just is falling
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How to return
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00:20:00,639 --> 00:20:01,663
Boolean value
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00:20:01,919 --> 00:20:04,479
So we can use this value to set
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00:20:06,271 --> 00:20:07,551
Just connected up here
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I want
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You're still running and walking for a brilliant transitioning back to the Idol
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Now
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Well we have some issues with the animation itself but the logic is our working your heating off 3 of hours
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00:20:25,727 --> 00:20:26,239
Formation
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00:20:34,431 --> 00:20:39,295
When to do a little bit of cleaning work on his animations in the neck
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Video
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