Time to bring the Artifact to life! Good animation can breathe character and vitality into any object. Many beginning animators start with the 12 Basic Principles of Animation originally written by Disney animators Ollie Johnston and Frank Thomas and I highly recommend checking them out. What we will be looking at for the Artifact is basic mechanical animation. Our pistons will move and our gear will rotate. However, I would encourage you to read up on the basics and apply what you've learned later on.
Just like we did earlier when we practiced with the cube, we are going to create some keyframes, but in this case, we will be moving the bones we created and not the pieces of the Artifact itself. The result will be a game asset that we can trigger to open within Unreal:
Using Pose mode, let's move the Artifact into the closed position:
10
. Next, deselect the bone that controls the bottom section. Move the other bones up until the bottom section of the piston has reached full extension. Press I and record the new location of the bones:20
and deselect the bone that controls the bottom layer of the piston. Move the remaining bones up until the middle layer of the piston is at full extension. Press I and record the new location of the bones:30
and deselect the bone that controls the middle layer of the piston. Move the remaining bones up until the top layer of the piston is at full extension. Press I and record the new location of the bones.5
and rotate the bone that controls it 45
degrees by pressing R, typing in 45
, and pressing Enter. Press I and select the Rotation option from the menu. Slide the time slider to frame 10
and repeat. Repeat this process until you have recorded new rotation keyframes for the gear bone and five frame intervals.3.144.100.237