The cogs and key animation was quite easy to set up. As the cogs would not be seen in great detail I didn't need to do any maths calculations to work out the correct rotation rate for each cog. I just set rotation values in the X-axis to zero on the first frame for all cogs and set another value of 360 on frame 25. As I did not want to go to the trouble of setting up joints for all the cogs, I baked out the animation instead. Originally, I left the key separate from the skeleton but I had issues getting it to animate correctly in UE4. I fixed this by adding the key joint to the main skeleton and skinned it. I used simple 0-360 looping animation the same way I set up the cogs but baking the animation was not necessary in this case. Baked Cog Animation Bind Pose used as a base for all looping animations During my research for flying birds I found a cool way to animate wings by using Expressions in Maya. The following link to t...
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