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3D Computer Animation Fundamental Immersion

Week 10: Adding Animation and Cloth Simulation

So this week I started with the animation and adding cameras in my scene and creating Sequencers with different cameras and character animation. The problems which I faced this week was mostly regarding cloth simulation and collision. At first I created a Character Blueprint with Cape added as a Modular Mesh but the problem with that was, it is either not possible or too difficult to add a Character Blueprint with selected animation in the Sequencer and the other problem was, although selecting the skeletal mesh of cape as the character’s skeleton the cape was not colliding with the character.

Even after watching all the Youtube videos regarding this issue and trying everything I was not able to make the cape collide with the character mesh and the bones of the character was retargeted with the bones of UE4 mannequin. So, to solve this issue I went back to Maya and added the cape in the character’s FBX file and rigged it again using the AccuRig and then followed the same steps as before to added the character back in Unreal Engine 5.

So, after all this now I had a character with cape and did not needed to create a Character Blueprint so the issue with the sequencer was also solved. I just added Cloth Simulation with weights to the cape and just adjusted the hit box of the character to make the cape work properly.


For the sword, I just created a socket in the Right Hand of the character and added the sword to it so now the sword was moving with the character and the animations. This week I just fixed the cloth simulation and added the sword to the character and worked with the animations and camera angles to sync them all properly.

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