A method of using different skeleton animations based on Unreal Engine
By setting up multiple modules and algorithms in Unreal Engine, dynamic redirection and unified management of animations are achieved, and the time-consuming and repetitive animation blueprint creation in traditional methods is solved, and the utilization rate of animation resources and the efficiency of three-dimensional visualization is improved.
Patent Information
- Application Number
- CN202411943330.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-12-27
- Publication Date
- 2025-04-04
AI Technical Summary
Traditional approaches are time-consuming and repetitive in creating animated blueprints for each new character, especially when it is necessary to support multiple different types of objects or characters, resulting in complex and inefficient processes.
By setting up the redirection management module, the mapping chain configuration module, the IK redirection binding module, the IKRig asset management module, the dynamic redirection model setting module, the animation blueprint module, the animation layer management module and the asset management module in Unreal Engine, the dynamic redirection and unified management of animation are realized.
It greatly improves the utilization rate of animation resources, reduces the workload of programs and art, realizes the flexibility and usability of animation, can quickly solve the problem of adding animations to characters, and improves the efficiency of three-dimensional visualization.
Smart Images

Figure CN119762638A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of computer image processing, and in particular to a method for using different skeleton animations based on Unreal Engine. Background Art
[0002] In game development and real-time 3D content creation, Unreal Engine 5 (UE5) provides a powerful toolset to create complex interactive environments and character animations. With the continuous development of virtual reality (VR), augmented reality (AR), and computer graphics, developers' demand for character animation is also growing, requiring not only high-quality visual effects, but also the ability to quickly and flexibly adapt to different character models and perspective requirements. Traditionally, creating a specific animation blueprint for each new character is a time-consuming and repetitive task, especially when it is necessary to support multiple different types of objects or characters. This involves a lot of manual adjustments and optimization work to ensure the smoothness and naturalness of the animation. However, with the increasing demand for efficiency and flexibility, the industry urgently needs a smarter way to deal with this problem.
[0003] However, traditional solutions have significant limitations, including:
[0004] 1. Complex process: After selecting all animations, redirect them to generate animation files, and then create animation blueprints to specify them using animation assets
[0005] 2. Inefficiency: Creating animation blueprints for each new character is a time-consuming and repetitive task, especially when the same action state character animations need to be created in batches. Summary of the invention
[0006] Technical issues solved
[0007] In view of the shortcomings of the prior art, the present invention provides a method for using different skeleton animations based on Unreal Engine. This method can obtain the posture on the mesh body when the program is running, and set the IK redirector to dynamically redirect the animation to the new character model, thereby greatly improving the flexibility and usability, greatly reducing the workload of programmers and artists, and effectively improving the utilization rate of animation resources. There is no need to generate animation files after the same action asset is redirected.
[0008] Technical Solution
[0009] To achieve the above objectives, the present invention is implemented through the following technical solutions:
[0010] A method for using different skeleton animations based on Unreal Engine, the system of the method comprising: a redirection management module, used to set the redirection root node of the source character to the pelvis and establish a redirection chain; a mapping chain configuration module, used to configure the mapping chain for the new character; an IK redirection binding module, used to add an inverse kinematics redirector and perform skeleton binding; an IKRig asset management module, used for unified management of source IKRig assets and target IKRig assets; a dynamic redirection model setting module, used to dynamically set the redirection model at runtime; an animation blueprint module, used to create a unified animation blueprint, and add pose redirection and IK output therein; an animation layer management module, used to dynamically modify the animation of different characters in the same state through animation layers; an asset management module, used to integrate multiple skeletal meshes as new character models, and dynamically replace animation assets according to a predefined table;
[0011] The method of use is as follows:
[0012] S1. Initialization and redirection management. Set the redirection root node of the source character. In the Unreal Engine editor or the project script environment, select the pelvis of the source character as the redirection root node. Through the redirection management module, analyze the bone hierarchy of the source character, traverse the bone tree from top to bottom or from bottom to top, select the bones to be redirected and form one or more redirection chains. Save the redirection chain configuration information in the redirection management module, including the bone name, parent-child relationship, and the conversion parameters of the bone in the local coordinate system and the global coordinate system.
[0013] S2. Load a new character Skeleton or Skeletal Mesh. Load the Skeleton asset of the target character in the engine or load the Skeletal Mesh file containing the target Skeleton. If the target character contains multiple sets / parts, integrate or mark them first through the asset management module. Map the redirection chain of the source character to the corresponding bone of the target character through the mapping chain configuration module. Use the automatic mapping result or manual specification to specify the target bone node for each redirection chain. If there is inconsistency in the number, naming or hierarchy of bones, it is necessary to perform detailed configuration and proofreading in the mapping chain configuration module to ensure that the key bones correspond one by one and that redundant or missing bones are processed.
[0014] S3, IK redirection binding and calibration, add an inverse kinematics (IK) redirector, add an IK redirection node in the target character or general animation Blueprint, and configure the target character's bone nodes and binding information for the IK system through the IK redirection binding module. The binding information includes: IK joint nodes, the coordinate system definition of the end effector, and the initial offset and orientation of the target character's bones;
[0015] S4. Dynamic redirection model setting and animation blueprint creation. Call the IKRig asset management module to uniformly manage the "source IKRig asset" and "target IKRig asset". Use the dynamic redirection model setting module to call different redirection models according to role requirements or game logic at runtime. In the Event Graph or Anim Graph of the animation blueprint, configure the input of the pose redirection node as the source animation data and the output as the target role's bone transformation. Logically connect the IK nodes and insert pose correction or physical simulation nodes at the required locations to ensure the continuity and physical authenticity of the redirected pose.
[0016] S5. Call the animation layer management module to overlay or blend additional action layers on the basis of the unified animation through Anim Layer or Layered Blend. Through the asset management module, multiple skeletal meshes are integrated into a new character model. Referring to the predefined mapping table and animation resource list, the animation assets are dynamically replaced at runtime or when the level is loaded.
[0017] Preferably, the mapping chain configuration module further includes an automatic bone correspondence mapping module based on skeleton hierarchy analysis, which is used to automatically map the corresponding bones between the source character and the new character, so as to reduce the workload of manual configuration and improve mapping accuracy.
[0018] Preferably, the IK redirection binding module further comprises a calibration step for adjusting the direction and position of the skeleton to ensure a natural and continuous motion transition during the animation redirection process.
[0019] Preferably, the animation blueprint module further integrates a physics-based animation module to enhance the realism and interactivity of the animation, so that the character can respond more naturally to the environment and the influence of external forces.
[0020] Preferably, the animation layer management module allows for superimposing a procedural animation layer on top of a predefined animation, for achieving more complex and dynamic character motion performances, where the character can automatically adjust its pace and posture according to ground conditions when walking.
[0021] Preferably, the asset management module further comprises a caching mechanism for improving runtime performance and reducing loading delays when dynamically replacing animation assets.
[0022] Preferably, the dynamic redirection model setting module supports multi-level detail switching of the redirection model based on performance requirements to optimize performance under different devices and operating environments while maintaining animation quality.
[0023] Preferably, the usage method further includes a user interface module for manually adjusting the bone mapping relationship and IK redirection parameters, providing intuitive visualization tools for developers to perform detailed animation debugging and optimization, and the usage method further includes a logging and monitoring component for tracking animation performance and redirection accuracy at runtime, helping developers identify and solve problems that arise during the animation process through real-time data analysis.
[0024] Beneficial Effects
[0025] The present invention provides a method for using different skeleton animations based on Unreal Engine. It has the following beneficial effects:
[0026] 1. The present invention quickly solves the problem of adding animation performance to characters. The character model can be quickly added to the existing animation system without other assets. Compared with the traditional redirection method, it can reduce the animation file and thus reduce the package size. This method is particularly suitable for projects with character animation systems: the existing animation blueprint can be directly applied to all characters, and different animations of different characters in the same state can be modified. The present invention not only expands the application of UnrealEngine5, but also provides new technical ideas for other 3D engines (including Unity), which is of great significance in improving 3D visualization efficiency and enhancing flexibility.
[0027] 2. The present invention can automatically identify and map the skeletal correspondence between the source character and the new character through the automatic skeletal correspondence mapping module based on skeletal hierarchy analysis in the mapping chain configuration module, greatly reducing the workload and potential errors of developers in the manual configuration process. Using advanced map matching and dynamic programming technology, the module ensures that each bone of the source character can accurately correspond to the corresponding bone of the target character, thereby improving the accuracy and consistency of animation redirection. This not only speeds up the animation production process, but also ensures the naturalness and smoothness of the animation transition between characters with different skeletal structures, meeting the needs of high-quality animation production.
[0028] 3. The physics-based animation module integrated in the animation blueprint module of the present invention enhances the interactivity between the character and the environment and the realism of the animation by combining pre-made animation with real-time physical simulation. For example, when the character is walking, the strength of the pace and the position of the center of gravity can be automatically adjusted according to the coefficient of friction of the ground, making the movement more natural and in line with the laws of physics. At the same time, the animation layer management module allows the procedural animation layer to be superimposed on the predefined animation to achieve complex and dynamic character action performances, such as automatically adjusting the pace and posture according to the ground conditions. These functions enable the character animation to respond more flexibly to environmental changes and the influence of external forces, and enhance the immersion and user experience of the overall animation. BRIEF DESCRIPTION OF THE DRAWINGS
[0029] Figure 1 is a flow chart of the method of the present invention;
[0030] Figure 2 It is a module composition diagram of the present invention;
[0031] Figure 3 For the case of the present invention Figure 1 ;
[0032] Figure 4 For the case of the present invention Figure 2 . DETAILED DESCRIPTION
[0033] The following will be combined with the drawings in the embodiments of the present invention to clearly and completely describe the technical solutions in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention. Specific embodiment:
[0035] As shown in the figure, a method of using different skeleton animations based on Unreal Engine includes:
[0036] A redirection management module, used to set the redirection root node of the source character to be the pelvis, and to establish a redirection chain;
[0037] Mapping chain configuration module, used to configure mapping chains for new roles;
[0038] IK redirection binding module, used to add inverse kinematics redirectors and perform bone binding;
[0039] IKRig asset management module, used for unified management of source IKRig assets and target IKRig assets;
[0040] Dynamic redirection model setting module, used to dynamically set the redirection model at runtime;
[0041] Animation Blueprint module, used to create unified animation blueprints and add pose redirection and IK output to them;
[0042] Animation layer management module, used to dynamically modify the animations of different characters in the same state through animation layers;
[0043] An asset management module for integrating multiple skeletal meshes as new character models and dynamically replacing animation assets according to predefined tables.
[0044] The mapping chain configuration module further includes an automatic bone correspondence mapping module based on skeleton hierarchy analysis, which is used to automatically map the corresponding bones between the source character and the new character, so as to reduce the workload of manual configuration and improve the mapping accuracy.
[0045] The IK retargeting rig module further includes a calibration step to adjust the skeleton orientation and position to ensure a natural and continuous motion transition during animation retargeting.
[0046] The Animation Blueprint module further integrates the Physically Based Animation module to enhance the realism and interactivity of animations, allowing characters to respond more naturally to the environment and external forces.
[0047] The animation layer management module allows you to overlay procedural animation layers on top of predefined animations to achieve more complex and dynamic character movements. When walking, the character can automatically adjust its pace and posture according to the ground conditions.
[0048] The asset management module further includes a caching mechanism to improve runtime performance and reduce loading delays when dynamically replacing animation assets.
[0049] The dynamic redirection model setting module supports multi-level detail switching of the redirection model based on performance requirements to optimize performance on different devices and operating environments while maintaining animation quality.
[0050] The method of use further includes a user interface module for manually adjusting bone mapping relationships and IK redirection parameters, providing intuitive visualization tools for developers to perform detailed animation debugging and optimization. The method of use further includes a logging and monitoring component for tracking animation performance and redirection accuracy at runtime, helping developers identify and solve problems that arise during the animation process through real-time data analysis.
[0051] Redirect; set the redirect root of the source character to pelvis, set the redirect chain; set the mapping chain for the new character; add IK redirector for binding; use the same asset for the source IKRig asset and the target IKRig asset; dynamically set the redirect model; animation blueprint; create an animation blueprint, add the redirect pose from the mesh to set the IK redirector for output; dynamically modify different animations of different characters in the same state through animation layers; divide and mix through the Layeredblendperbone method; asset module; add a skeletal mesh as the model of the new character in the existing character blueprint and hang it under the original character; set the new skeletal mesh as the character model and specify the new animation blueprint; read the character model and the animation assets that need to be modified and replaced according to the table; hide the redirected character.
[0052] Achieve efficient, flexible and accurate redirection and management of different skeleton animations in UnrealEngine5 (UE5). The whole method includes multiple modules, each of which has a specific function in the system and cooperates with each other through a series of algorithms and technical means to ensure seamless conversion and high-quality performance of animations between different character skeletons.
[0053] The redirection management module is responsible for setting the redirection root node of the source character to the pelvis and establishing a complete redirection chain. This module determines the pelvis as the base node for animation redirection by parsing the skeleton hierarchy of the source character, thereby ensuring that the overall movement of the animation is based on the movement and rotation of the pelvis. The establishment of the redirection chain involves mapping each bone node of the source skeleton to the target skeleton according to the hierarchical relationship, ensuring that the animation can maintain consistency and natural transition between characters with different bone structures.
[0054] The mapping chain configuration module further includes an automatic bone correspondence mapping module based on skeleton hierarchy analysis. This module uses a skeleton hierarchy analysis algorithm to automatically generate a correspondence mapping table by comparing the number of bones, naming conventions, and hierarchical relationships between the source character and the new character. This process reduces the workload of manual configuration and optimizes the mapping accuracy through an algorithm to ensure that each bone of the source character can accurately correspond to the corresponding bone of the new character, thereby improving the accuracy and efficiency of animation redirection.
[0055] The IK Retargeting Binding module is not only responsible for adding inverse kinematics (IK) redirectors and performing skeleton binding, but also includes a calibration step. The calibration step ensures a natural and continuous motion transition during animation redirection by adjusting the direction and position of the bones using optimization algorithms (including least squares or particle swarm optimization). This module dynamically adjusts the joint positions of the target skeleton through the IK algorithm, allowing the character to maintain a balanced and natural posture when performing animations, avoiding uncoordinated or stiff animation effects.
[0056] The IKRig asset management module is used for unified management of source IKRig assets and target IKRig assets. This module uses an asset sharing mechanism to enable multiple target IKRigs to share the same source IKRig asset, reducing the need for duplicate storage. Through asset reference and resource pool management technology, the efficiency of loading and calling IKRig assets is optimized to ensure that system performance and memory usage will not be affected when quickly switching IKRigs between different characters.
[0057] The dynamic redirection model setting module supports dynamic setting of the redirection model at runtime, and further includes a multi-level detail (LOD) switching function. Based on performance requirements, this module dynamically adjusts the complexity of the redirection model through the LOD algorithm to optimize performance under different devices and operating environments while maintaining animation quality. When the system detects a performance bottleneck or a change in device performance, it automatically switches to the appropriate LOD level to ensure the smoothness and delicacy of the animation.
[0058] The Animation Blueprint module is used to create a unified animation blueprint and add pose redirection and IK output to it. This module further integrates the physics-based animation module to simulate the interaction between the character and the environment through the physics engine to enhance the realism and interactivity of the animation. The pose redirection function uses the animation redirection algorithm to accurately convert the animation pose of the source character to the target character. At the same time, the IK output ensures that the joint movement of the character complies with the rules of physics, allowing the character to respond more naturally to the environment and the influence of external forces.
[0059] The animation layer management module dynamically modifies the animation of different characters in the same state through animation layers, and allows the overlay of procedural animation layers on top of predefined animations. This module uses the LayeredBlendPerBone method to apply different animation layers to different bone parts to achieve complex and dynamic character action performances. For example, when a character walks, it automatically adjusts its pace and posture according to the ground conditions, and uses the procedural animation generator to generate and overlay the basic animation in real time, thereby improving the diversity and flexibility of the animation.
[0060] The asset management module is used to integrate multiple skeletal meshes as new character models and dynamically replace animation assets according to predefined tables. The module further includes a caching mechanism that improves runtime performance and reduces loading delays when dynamically replacing animation assets through preloading and resource caching technology. The predefined configuration table reading unit automatically reads and replaces the corresponding character models and animation assets according to the table to achieve batch and automated asset management. In addition, the module also supports mounting new skeletal meshes under the original character model through a hierarchical structure, allowing multiple models to coexist and dynamically switch, and optimizes system performance by automatically hiding redirected characters that do not need to be displayed.
[0061] The user interface module provides intuitive visualization tools that allow developers to manually adjust bone mapping relationships and IK redirection parameters. The module integrates a graphical interface that supports real-time preview and interactive adjustment, allowing developers to carefully debug and optimize animation effects in a visual environment, improving animation quality and development efficiency.
[0062] The logging and monitoring component tracks animation performance and redirection accuracy at runtime, helping developers identify and resolve problems that arise during the animation process through real-time data analysis. The component uses a performance monitoring algorithm to record key animation metrics (including frame rate, latency, error rate), and generates detailed log reports, providing data-driven optimization suggestions to ensure system stability and reliability.
[0063] Skeleton hierarchy analysis algorithm: used in the automatic bone correspondence mapping module, it recursively traverses the skeleton hierarchy of the source character and the new character, compares the bone naming, length and hierarchical relationship, and generates the optimal mapping table. The algorithm uses graph matching and dynamic programming technology to ensure the accuracy and efficiency of the mapping.
[0064] Inverse kinematics (IK) algorithm: Applied in the IK redirection binding module, the rotation angle of the intermediate joint is calculated in reverse through the position and posture of the end effector (including hands and feet) of the target skeleton. Commonly used algorithms include CCD (Cyclic Coordinate Descent) and FABRIK (Forward And Backward Reaching Inverse Kinematics) to achieve natural and smooth joint movement.
[0065] Multi-level detail (LOD) switching algorithm: Adopted in the dynamic redirection model setting module, it automatically selects the appropriate model complexity level according to the device performance and current load. It uses distance perception and screen space occupancy evaluation technology to ensure the best balance between animation quality and system performance under different viewing distances and performance requirements.
[0066] Physical animation fusion algorithm: integrated in the animation blueprint module, by combining pre-made animations with real-time physical simulations, using mixed weights and collision detection algorithms, to achieve the interaction between the character and the environment. For example, when the character walks, the strength of the steps and the position of the center of gravity are adjusted according to the friction coefficient of the ground.
[0067] Cache and resource management algorithm: The cache mechanism in the asset management module optimizes the loading and replacement process of animation assets and reduces runtime delays through the LRU (Least Recently Used) cache strategy and preloading technology. The resource management algorithm ensures that frequently used animation assets are cached first, and low-frequency assets are loaded quickly when needed.
[0068] Performance monitoring and optimization algorithms: In the logging and monitoring components, the performance indicators of the animation system are monitored through real-time sampling and statistical analysis algorithms. Threshold detection and anomaly recognition technology are used to timely discover performance bottlenecks and redirection accuracy issues, and provide optimization suggestions and automatic adjustment strategies.
[0069] In actual operation, the system first sets the pelvis of the source character as the redirection root node by the redirection management module and establishes a redirection chain. Subsequently, the mapping chain configuration module automatically generates the bone correspondence between the source character and the new character through the skeleton hierarchy analysis algorithm. Next, the IK redirection binding module adds the IK redirector and performs bone binding, while performing the calibration step to ensure the accuracy of the bone direction and position.
[0070] The unified managed IKRig assets are called through the IKRig asset management module, which supports multiple target IKRigs to share the same source IKRig assets. The dynamic redirection model setting module dynamically adjusts the detail level of the redirected model according to runtime requirements and supports real-time model switching. The animation blueprint module creates a unified animation blueprint, integrates the pose redirection and physical animation modules, and realizes highly realistic and interactive animation output.
[0071] The animation layer management module uses the LayeredBlendPerBone method to overlay procedural animation layers on top of predefined animations, dynamically adjusting the character's movements in different states. The asset management module dynamically replaces animation assets based on predefined tables and optimizes loading performance through a cache mechanism. Developers can manually adjust bone mapping and IK parameters through the user interface module to preview and optimize animation effects in real time.
[0072] During the operation of the system, the logging and monitoring components continuously track animation performance and redirection accuracy, provide real-time data analysis and optimization suggestions, and ensure the stability and efficiency of the system. Through the collaborative work of the above modules and algorithms, efficient, flexible and accurate redirection and management of different skeleton animations in UE5 are achieved, meeting the needs of modern games and 3D animation production for high-quality and diversified animation performance.
[0073] It should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the statement "comprising a reference structure" do not exclude the existence of other identical elements in the process, method, article or device including the elements.
[0074] Although embodiments of the present invention have been shown and described, it will be appreciated by those skilled in the art that various changes, modifications, substitutions and variations may be made to the embodiments without departing from the principles and spirit of the present invention, and that the scope of the present invention is defined by the appended claims and their equivalents.
Claims
1. A method for using different skeleton animations based on Unreal Engine, characterized by: The method of use is implemented by a system, the system comprising: The redirection management module is used to set the redirection root node of the source role to be the pelvis and establish a redirection chain; the mapping chain configuration module is used to configure the mapping chain for the new role; IK redirection binding module, used to add inverse kinematics redirectors and perform bone binding; IKRig asset management module, used for unified management of source IKRig assets and target IKRig assets; Dynamic Retargeting Model Setup module, used to dynamically set the redirected model at runtime; Animation Blueprint module, used to create a unified animation blueprint and add pose redirection and IK output to it; Animation layer management module, used to dynamically modify the animations of different characters in the same state through animation layers; Asset management module, used to integrate multiple skeletal meshes as new character models and dynamically replace animation assets according to predefined tables; The method of use comprises the following steps: S1. Perform initialization and redirection management, set the redirection root node of the source character, select the pelvis of the source character as the redirection root node in the Unreal Engine editor or project script environment, analyze the bone hierarchy of the source character through the redirection management module, traverse the bone tree from top to bottom or from bottom to top, select the bones to be redirected and form one or more redirection chains, and save the redirection chain configuration information in the redirection management module, including the bone name, parent-child relationship, and the conversion parameters of the bones in the local coordinate system and the global coordinate system; S2. Load a new character Skeleton or Skeletal Mesh. Load the Skeleton asset of the target character in the engine or load the Skeletal Mesh file containing the target Skeleton. If the target character contains multiple sets / parts, integrate or mark them first through the asset management module. Map the redirection chain of the source character to the corresponding bone of the target character through the mapping chain configuration module. Use the automatic mapping result or manual specification to specify the target bone node for each redirection chain. If there is inconsistency in the number, naming or hierarchy of bones, it is necessary to perform detailed configuration and proofreading in the mapping chain configuration module to ensure that the key bones correspond one by one and that redundant or missing bones are processed. S3. Perform IK redirection binding and calibration, add an inverse kinematics (IK) redirector, add an IK redirection node in the target character or general animation Blueprint, and configure the target character's bone nodes and binding information for the IK system through the IK redirection binding module. The binding information includes: IK joint nodes, the coordinate system definition of the end effector, and the initial offset and orientation of the target character's bones; S4. Perform dynamic redirection model settings and animation blueprint creation, call the IKRig asset management module, and manage the "source IKRig asset" and "target IKRig asset" in a unified manner. Use the dynamic redirection model setting module to call different redirection models according to role requirements or game logic at runtime. In the Event Graph or Anim Graph of the animation blueprint, configure the input of the pose redirection node as the source animation data and the output as the target role's bone transformation. Perform logical connections on the IK nodes and insert pose correction or physical simulation nodes at the required locations to ensure the continuity and physical authenticity of the pose after redirection. S5. Call the animation layer management module to overlay or blend additional action layers on the basis of the unified animation through Anim Layer or Layered Blend. Through the asset management module, multiple skeletal meshes are integrated into a new character model. Referring to the predefined mapping table and animation resource list, the animation assets are dynamically replaced at runtime or when the level is loaded.
2. A method for using different skeleton animations based on Unreal Engine according to claim 1, characterized in that: The mapping chain configuration module further includes an automatic bone correspondence mapping module based on skeleton hierarchy analysis, which is used to automatically map the corresponding bones between the source character and the new character, so as to reduce the workload of manual configuration and improve the mapping accuracy.
3. A method for using different skeleton animations based on Unreal Engine according to claim 1, characterized in that: Using the IK retargeting binding module further includes a calibration step for adjusting the bone orientation and position to ensure a natural and continuous motion transition during the animation retargeting process.
4. A method for using different skeleton animations based on Unreal Engine according to claim 1, characterized in that: The animation blueprint module includes a physics-based animation module for enhancing the realism and interactivity of the animation, enabling the character to respond more naturally to the environment and the influence of external forces.
5. The method for using different skeleton animations based on Unreal Engine according to claim 1, characterized in that: The animation layer management module allows the overlay of procedural animation layers on top of predefined animations to achieve more complex and dynamic character action performances. The character can automatically adjust its pace and posture according to the ground conditions when walking.
6. The method for using different skeleton animations based on Unreal Engine according to claim 1, characterized in that: The asset management module further includes a caching mechanism for improving runtime performance and reducing loading delays when dynamically replacing animation assets.
7. A method for using different skeleton animations based on Unreal Engine according to claim 6, characterized in that: The dynamic redirection model setting module can further support multi-level detail switching of the redirection model based on performance requirements to optimize performance under different devices and operating environments while maintaining animation quality.
8. The method for using different skeleton animations based on Unreal Engine according to claim 6, characterized in that: The method of use further includes providing a user interface module for manually adjusting bone mapping relationships and IK redirection parameters, and providing intuitive visualization tools for developers to perform detailed animation debugging and optimization. The method of use further includes providing a logging and monitoring component for tracking animation performance and redirection accuracy at runtime, and helping developers identify and solve problems that arise during the animation process through real-time data analysis.
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