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JohnnySUN  [developer] 2 10 Feb @ 1:06am
Character Animation Mod 角色动作动画Mod制作
The animation mod will add new animations to the list of animations in the phone's Groove.

Sample Project File Download
https://drive.google.com/file/d/1pDrxo27jUMWdufPq8IpT3MZ2YNWnfrYJ

1 Create a folder with a complex name (to avoid being the same as other Mods) under the Mod path in the sample project and store all the resources we made in this folder.

2 Use the character's skeleton to create animation in 3D animation software and export the FBX file.
The exact method is not described here.
If your action animation has entering and leaving actions, you need to split the animation into three parts: entering animation, looping animation, and leaving animation.

3 Import FBX animation to Unreal Project
When importing an FBX file check Import Animations Only and select the Female_Skeleton skeleton in the sample project.
Create the corresponding Montage for the animation.
3.1 ActionAnimation_Notify
If the animation is composed of three parts, you need to create Montage for the entry and exit animation.
Add an event notification ActionAnimation_Notify to the entry and exit animation Montage, and fill in the exit animation Montage and loop animation in the event notification of the entry animation. In the event notification of the leaving animation, just keep the parameter of the event notification as empty.
3.2 Animation Curve
If your animation needs to eliminate the effect of shoes on the character's height position, you can add Ignore Heel curve to the animation. You can refer to the animation sequence in the sample project for the specific settings.

4 Packing the Mod
The following files are required in your mod folder
4.1 TKA_Mod_Table
Like all TKA mods, this table file contains only one row of data, filled with the name and description of your mod, the Tables field must contain a value: Animations, indicating that the mod contains animations.
4.2 Mod_AnimationTable
One row of data in this table is an animation. Please delete the data rows in the example table and re-add them. Or remember to turn off the localization option for the text in it.
4.2.1 In order to avoid having the same RowName as other animations, you need to add your prefix to the RowName of each animation.
4.2.2 Title is the name of the animation to be displayed in the interface.
4.2.3 Montage selects the Montage of the animation you are creating, if the animation consists of three parts, select the Montage of the animation you are entering.
4.2.4 Sound is the background music of the animation.
4.2.5 ActionFlag is an integer, 1 means put away the weapon before playing this animation, 2 means put away the flashlight, 3 means put away both the flashlight and the weapon.
4.2.6 Type is ignored for now.
4.3 PrimaryAssetLabel File
For setup, packaging, and testing, please refer to the previous mod creation documentation.


动画mod会将新的动画添加到手机的律动中的动画列表中。

示例工程文件下载
https://www.123684.com/s/RPMMjv-q4CAh? 提取码:jodi

1 在示例工程中的 Mod 路径下创建一个拥有复杂名字(避免和其他Mod相同)的文件夹,将我们制作的所有资源都存放在这个文件夹中。

2 使用角色的骨骼在3D动画软件中制作动画并导出FBX文件
具体方法这里不做介绍了。
如果你的动作动画有进入和离开的动作,则需要将该动画拆分为三部分:进入动画、循环动画、离开动画。

3 导入FBX动画到虚幻工程
导入FBX文件时勾选仅导入动画,并选择示例工程中的 Female_Skeleton 骨骼。
为动画创建对应的Montage。
3.1 ActionAnimation_Notify
如果动画是由三个部分构成,需要为进入动画和离开动画创建Montage。
并为进入和离开的动画Montage中添加事件通知 ActionAnimation_Notify。在进入动画的事件通知中填入离开动画Montage 和循环动画。而在离开动画的Montage中,保持该事件通知的参数为空即可。
3.2 动画曲线
如果你的动画需要消除鞋子对角色高度位置的影响,可以为动画添加 Ignore Heel 曲线。具体设置可参考示例工程中的动画序列。

4 打包Mod
在你的模组文件夹中需要以下这几个文件
4.1 TKA_Mod_Table
和其它的TKA模组一样,这个表格文件中只需要包含一行数据,填入你自己的模组名称与说明即可。Tables 字段必须包含一个值:Animations。表示这个Mod中包含动画。
4.2 Mod_AnimationTable
这个表格中一行数据就是一个动画。请删除示例表格中的数据行,重新添加。或记得关闭其中文本的本地化选项。
4.2.1 为了避免RowName 和其它动画相同,需要为每一个动画的RowName添加上你的前缀。
4.2.2 Title 是动画在界面中显示的名称。
4.2.3 Montage 选择你创建的动画Montage。如果动画是由三部分构成,这里选择进入的动画Montage。
4.2.4 Sound 是动画的背景音乐。
4.2.5 ActionFlag 是一个整数。1表示播放这个动画前收起手中的武器,2表示收起手电筒,3 表示手电和武器都收起来。
4.2.6 Type 暂时忽略。
4.3 PrimaryAssetLabel 文件
设置、打包、测试的方法请参加之前的Mod制作文档。
Last edited by JohnnySUN; 14 Feb @ 11:26pm
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Showing 1-3 of 3 comments
Facial expression animation possible?
Would like to know before I spend my time.

I have made an animation that works in-game and would like to figure out eye tracking, etc.

*Nvm! I learnt a lot about game dev and figured it out.
Last edited by FashionIsTheTrueEndGame; 23 Feb @ 11:19am
Kelly 25 Feb @ 10:17am 
There is a way for export it from a Blender file, instead of use UE?
Naux 26 Feb @ 8:36pm 
Originally posted by FashionIsTheTrueEndGame:
Facial expression animation possible?
Would like to know before I spend my time.

I have made an animation that works in-game and would like to figure out eye tracking, etc.

*Nvm! I learnt a lot about game dev and figured it out.
Of course, you can enhance facial expressions by adding curves. Curves starting with 'Face_' control facial expressions, while curves starting with 'Mouth_' control the mouth.
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Showing 1-3 of 3 comments
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