| **Prepare Anim Graph** | <ol><li>Open the O3DE Editor.</li> <li> Open the Animation Editor (using varying entry points):<ul><li>O3DE Toolbar → Tools → Animation Editor</li><li>Actor Component's Actor asset property field.</li></ul></li> <li>Make sure that the current Animation Editor layout is set to AnimGraph. Layout can be changed by expanding the dropdown menu in the top right corner of the Animation Editor.</li><li> Go to File → Open Actor and select your actor file (for example *Rin.fbx*).</li> <li>Add your actor's Motion Set (for example for *Rin.fbx* it is *MotionMatching.motionset*) by going to Motion Sets → Motion Set Management, clicking the *Load motion set from file* button and choosing the .motionset file.</li> <li>In the Anim Graph tab create a new Anim Graph by clicking the *+* button (*Create a new anim graph*) in the pane's top left corner.</li><li>Add a *Motion* node to the Anim Graph by doing **Right-click on the Anim Graph → Create Node → Sources → Motion** or by dragging it from **View → Palette Window → Sources → Motion**.</li><li>Select the created *Motion* node and view it in the *Inspector* pane. Change its *Name* (for example to *Run*). Choose a motion by clicking the *+* button (*Add motions*) and selecting one of the motions available in your actor's Motion Set (for example on *MotionMatching.motionset* choose *run1*).</li><li>Add a *Blend Tree* node to the Anim Graph by doing **Right-click on the Anim Graph → Create Node → Sources → Blend Tree** or by dragging it from **View → Palette Window → Sources → Blend Tree**.</li><li>Select the created *Blend Tree* node, and view it in the *Inspector* pane. Change its *Name* (for example to *Ragdoll*).</li><li>Connect the *Motion* node to the *Blend Tree* node by **Left-clicking the *Motion* node, holding the mouse button, and dragging it over the *Blend Tree* node**.</li><li>Select the created transition arrow and in the *Inspector* pane add a *Time Condition* by **clicking the *Add condition* button, and selecting *Time Condition* from the dropdown menu**.</li><li>Double click the *Blend Tree* node to open it and add an *Activate Ragdoll Joints* node by doing *Right-click on the graph → Create Node → Physics → Activate Ragdoll Joints* or by dragging it from **View → Palette Window → Physics → Activate Ragdoll Joints**. </li><li>Connect the *Output Pose* from the *Activate Ragdoll Joints* node to the *Input Pose* of the *Final Node*.</li><li>Select the *Activate Ragdoll Joints* and add your actor's joints by clicking the *branch* button next to the *Simulated Joints* parameter (for *Rin.fbx* add all joints present). </li><li>Save the created Anim Graph by going to **File → Save All** or pressing *Ctrl+S* shortcut.</li></ol> | <ul><li>Animation Editor launches.</li> <li>Your actor file is avaliable for selection.</li><li>New Anim Graphs can be created.</li><li>Nodes can be added to Anim Graphs.</li><li>Properties of the nodes in the Anim Graph can be adjusted.</li><li>Nodes can be connected in the Anim Graph. Example of two nodes connected:</li></br><br><li>Transition arrows can be modified in the *Inspector*.</li><li>Nodes can be added in the *Blend Trees*.</li><li>Anim Graphs can be saved.</li></ul> |
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