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Contextual Character Animation System for Unreal Engine 4 - Final Year University Project

As part of my degree I completed work on a final year project focused on contextual character animation. I set out to create a reactive character animation system utilising Unreal Engine's animation blueprinting system, primarily working with state machines to achieve contextual animation based on environmental stimuli. The main context of the system was a self-built weather system that I created featuring 4 distinct weather states. Each weather state features its own set of locomotion animations. A total of 92 animations are featured in the system, 23 per weather state. All animations used were both captured and processed by myself.

Transition animations are used between every possible state order (Dry to Cold, Cold to Wet etc.) in order to provide smooth transitions between the weather states. A total of 12 possible transition orders exist, with different animations for transitions when standing and when crouching, giving total of 24 possible transition animations in the system.

Playable Demo Gameplay

Motion Capture Animation Reel

Multiple Mesh Support Demonstration

The primary state machine controlling the animations

The primary state machine controlling the animations

An Example of one of the transition states' logic.

An Example of one of the transition states' logic.