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Toyojiro plugin "Instant Animation" - Testing 1

I'm trying out the marketplace 5.4 version of the plugin and noticed if I key in a rotation 0-360 like this: f0.0,rotY=0 to f1.0,rotY=360 then the mesh doesn't animate at all. In short, it's finding the shortest path, which is to not move.

But if I rotate 0 to 90' and loop, it will spin, but only if the mesh is perfectly regular and symmetrical.

In my case, the mesh is a wheel but has irregular spikes and an axle that is not symmetrical.



So here is the key-frame pattern to cajole the object's timeline into giving us a full circular rotation:

Say the timeline is 4.0 seconds, as shown in the video:

f0 = Y:0.0 f1 = Y:90.0 f3 = Y:270.0 f4 = Y:360.0 In the video, you can see the Transforms values changing and at 1.0s the value flips actually from 0,90,0 to 180,90,180. Let's blame maths and call it a day. The spreading out of intermediate keys works well enough.


TIP : Keys (such as location) accumulate on top of the scene position of the placed actor. So... if you want to place the actor in the scene and have it just spin on the spot at that location, don't add translation (position) keyframes or you may find there's an offset of the animated mesh in game.

That being said, this is a cool plugin. The documentation is clear and I got a working clip in a few minutes (not zero shot learning but close enough). What the plugin allows is you can edit key-frames on a mesh in a blueprint without having a sequencer or a train of Timelines from transform to transform messily. This could be something unreal looks at integrating or running their own version of (admittedly, Sequencer probably allows it, but that tool seems kind of bloated).


Translation + Rotation = Spinning Blades




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