1 Introduction and overview.mp4 (52.8 MB) MP4 2 Basic tips & troubleshooting.mp4 (15.02 MB) MP4 1 Initial Character Blueprint setup.mp4 (48.6 MB) MP4 10 Add one leg into the solver.mp4 (57.57 MB) MP4 11 Add the rest of the legs into the solver.mp4 (45.89 MB) MP4 12 SAVE FIRST! Collapse to a function.mp4 (31.31 MB) MP4 13 Convert World transform to Rigspace transforms into the solver.mp4 (55.84 MB) MP4 14 Explanation of how we will calculate the velocity.mp4 (72.94 MB) MP4 15 Create the CalculateVelocity function.mp4 (31.41 MB) MP4 16 Calculate how far the character has moved in the world.mp4 (69.34 MB) MP4 17 Calculate how far the character moves per second and draw it.mp4 (77.05 MB) MP4 18 Smooth the calculated velocity.mp4 (43.48 MB) MP4 19 Add comments to the calculate velocity function.mp4 (43.83 MB) MP4 2 Initial Animation Blueprint setup.mp4 (38.95 MB) MP4 20 Cycle explanation.mp4 (11.24 MB) MP4 21 Creating the CalculateCycle function.mp4 (52.42 MB) MP4 22 Test our cycle with a print node.mp4 (20.11 MB) MP4 23 Creating the MoveFeetTransforms function.mp4 (55.88 MB) MP4 24 Creating a FootLocked array of booleans.mp4 (36.68 MB) MP4 25 Is the foot locked or unlocked logic.mp4 (28.53 MB) MP4 26 Create the Swing Percent and unlock condition.mp4 (61.39 MB) MP4 27 Unlocked logic and lock condition.mp4 (33.82 MB) MP4 28 Include and test the MoveFeetTransforms function.mp4 (39.45 MB) MP4 29 Making the unlocked foot snap back to the default pose position.mp4 (69.06 MB) MP4 3 Creating the ControlRig class.mp4 (39.78 MB) MP4 30 Creating the foot timing offset array.mp4 (64.2 MB) MP4 31 Creating the PerFootCycle array.mp4 (97.99 MB) MP4 32 Using the PerFootCycle instead of Master Cycle.mp4 (69.14 MB) MP4 33 A basic interpolation for the swing phase.mp4 (70.75 MB) MP4 34 Creating the foot prediction function.mp4 (63.1 MB) MP4 35 Projecting the landing spot forward in the direction of velocity.mp4 (65.94 MB) MP4 36 Scale the prediction time based on how long until the foot lands.mp4 (130.92 MB) MP4 37 Change cycle speed based on the characters movement speed.mp4 (77.96 MB) MP4 38 Creating the stride length variable, and calculating the cycle time in seconds.mp4 (165.9 MB) MP4 39 Save the foot lift-off spot to a WorldLockedFootTransforms array.mp4 (86.93 MB) MP4 4 Make ControlRig DO something.mp4 (80.46 MB) MP4 40 Accurate interpolation between the lift-off to the landing spot, based on cycle.mp4 (76.88 MB) MP4 41 Make the legs lift in an arc using a custom curve.mp4 (106.19 MB) MP4 42 Make the lift height based on the movement speed.mp4 (100.47 MB) MP4 43 Overview of the plan for foot traces.mp4 (49.31 MB) MP4 44 A basic trace for every landing spot.mp4 (62.3 MB) MP4 45 Random body motions and general improvements.mp4 (252.94 MB) MP4 46 More advanced traces explanation and testing on a landscape.mp4 (61.98 MB) MP4 47 Implementing more advanced traces.mp4 (176.24 MB) MP4 5 Create an array of FootNames.mp4 (59.66 MB) MP4 6 WorldSpace vs RigSpace explanation.mp4 (65.38 MB) MP4 7 Save the default foot transforms to a new array.mp4 (94.48 MB) MP4 8 Visualize the foot transforms with DrawTransform.mp4 (63.95 MB) MP4 9 FullBodyIK node explanation.mp4 (48.83 MB) MP4 1 Porting the procedural animation system to another character.mp4 (187.42 MB) MP4 2 Changing variables for the new character.mp4 (127.23 MB) MP4 1 Using controls to move the character.mp4 (94.89 MB) MP4 10 Simulate character breathing with chest scale.mp4 (198.29 MB) MP4 11 Combine with an idle animation and create a character class.mp4 (134.01 MB) MP4 12 Make the character target a position in the actual game level.mp4 (75.93 MB) MP4 13 Creating functions that can be used in any other ControlRig.mp4 (32.67 MB) MP4 14 Create the RotateAroundPoint function, to rotate in RigSpace.mp4 (123.64 MB) MP4 15 Incorporate the translation change when rotating around a point.mp4 (67.62 MB) MP4 16 Create a function to rotate a single bone in place, in RigSpace.mp4 (88.83 MB) MP4 2 FullBodyIK settings, and interpolating control targets.mp4 (67.49 MB) MP4 3 Value Over Time to delay movements.mp4 (27.2 MB) MP4 4 BasicIK node instead of FullBodyIK, when, where, how.mp4 (46.13 MB) MP4 5 Finding the Primary and Secondary axis.mp4 (125.92 MB) MP4 6 Automatically compute the pole vector.mp4 (47.8 MB) MP4 7 Make a bone point in a specific direction.mp4 (109.7 MB) MP4 8 Aim more bones at a target with various weighting and interpolation settings.mp4 (148.69 MB) MP4 9 Randomize the target point.mp4 (95.84 MB) MP4 1 The challenge, the goal, and the starting point.mp4 (103.38 MB) MP4 10 Problem solving.mp4 (156.88 MB) MP4 11 Weight shift towards the grounded leg.mp4 (110.2 MB) MP4 12 Make the movement more natural and bouncy.mp4 (57.11 MB) MP4 13 Bug fixing, finalizing, and looking to the future.mp4 (251.96 MB) MP4 2 Saving the accumulated rotation.mp4 (99.35 MB) MP4 3 Negate any rotation of the character to keep the same world rotation.mp4 (34.18 MB) MP4 4 Make the spine always look in the correct direction.mp4 (76.33 MB) MP4 5 Adding the solver and starting a rotation timer.mp4 (106.67 MB) MP4 6 Compensate for pieces of the total rotation offset.mp4 (57.15 MB) MP4 7 Applying the calculations to see the result on the character.mp4 (206.97 MB) MP4 8 Offset the rotation timing of each foot.mp4 (129.3 MB) MP4 9 Searching for issues and the next steps to improve.mp4 (20.81 MB) MP4