To create my character, I used Daz3D and I used the Animation set “Twinblades Animset Base” in Unreal Engine 4 (https://www.unrealengine.com/marketplace/en-US/product/twinblades-animset-base). I used a Daz to Unreal plug-in to import my character mesh and skeleton to UE4 so I could begin retargeting.
Since my character is built differently to the default model used in the animation set, I had to retarget the animation to my character in Unreal. Since she is wearing high heels, I had to retarget the animation on the heels of her feet. I also had a lot of issue with trying to animate the hair. I had originally planned to include bones in the pigtails, but it did not look smooth and it was not moving in a flowy fashion when she was moving. Instead, I used cloth simulation on her hair, and it worked a lot better.
Below is the light attack animation that I retargeted to my character and I am happy with the fluid motion.
Here is the running animation. I have kept her hand behind her as it would be holding the weapon. This will make it easier for the player since they have quick access to their weapon to fight enemies.
This is what the character looks like moving around in a scene. She has a quick jumping animation for more nimble movement. I wanted the character to feel quite fast and light to play, hence her quick running and slimmer build.
I made a Blend Space 1D that will blend between a run and a sprint animation, using the characters velocity to drive the Blend Space.
This Blend Space is then placed inside the state machine as a “state”. The Blend Space is quite comprehensive and includes start/stop animations for both run and jump.
This state machine’s output is then cached to be used in a secondary state machine.
This state machine then uses an Enumeration to toggle between movement, light and heavy attacks.
The Enumeration is driven using the character Blueprint that takes the custom attack input and sets it to light or heavy attack accordingly.