• Runtimes
  • character with multiple views

Hi
Consider having a character with multiple views (front, 3 quarter front, side, 3 quarter back, back).

What is the best approach for the animations?:

  1. Having a skeleton for each view (front skel with run and idle anims, side skel with run and idle, etc) and switch the Skeleton Data and Atlas in runtime whenever needed.
  2. Or -
  3. Having only one skeleton with all the anims (run-front, run-side, idle-front, idle side)

Is any of these two approaches better than the other one? and why would be? I'd like to hear your thoughts and experience on the matter. In case it's in any way relevant, I'm using UE4 4.19.3 with 3.7 beta.

Thank you

HI scardario, depending on the complexity, both options are valid. I'm a fan of having all the sides in one skeleton, but if the amount of bones/custom arrangements becomes unmanageable, split it.

You might want to have a look at this approach:

part of this playlist of twitch streams.

If you go on our Twitch page you should also find a link to download the files. https://www.twitch.tv/esotericsoftware

Thank you! There are a lot of gems in that list.

I actually have something similar to what you do in the video, but it was getting very messy so I wanted to know if the other approach was valid (or even possible with the runtimes). I'll give it a try.