Description
Farming And Mining Pack
Set Master
Pose Workaround Tutorial
Adding Bones
In Blender Tutorial
Farming And Mining Pack
This pack contains an assortment of animations for holding and
using a variety of mining and farming tools. There are four groups
of animations, the first being for hoes and rakes, the second for a
shovel, the third for a pickaxe or backhoe, and the fourth the axe.
This means that all 3 hoe meshes, and the rake mesh, are made to
use the same animations. And the pickaxe and backhoe also use the
same animations for the most part.
These consist of idle animations.
Transition animations to move into action ready pose.
Action animations for digging or raking or such.
And then relax animations for returning to the idle position
when done.
This doesn’t cover all of the animations, but is the general
structure most of them fall under.
There are also eight tools included in this pack, a triangle
hoe, a square hoe, a hoola hoe, a rake, a shovel, a pickaxe, a
backhoe, and an axe. There are 3 different texture sets for each of
them, plus on extra for the axe , and the materials are set up to
support some basic customization and options so you may be able to
tweak them a bit further to match your needs.
NOTE: In order to fully use the animations, you will likely want
to modify your meshes to have the Tool_R_Hand and
Tool_R_Hand_Effect bones in them. Since if a bone was not included
in a meshes skinning when imported, it will just ignore that bone
even if it is present on the skeleton it’s using in engine.
As a workaround, you can just hide the provided mannequin and
use it as a reference pose to avoid modifying your own meshes
externally, but this is a bit messy so I’d just modify the bones
externally if you can in most cases. Details are in the
documentation.
For a simple reference, there is a mannequin included in the
projects main meshes folder that you can export into your 3D
software, and use as a reference for the position of the bones
while in the default T pose used by the mannequin. All you need to
do is add these bones to the skin modifier of your mesh, even if
not weighted to any vertices it should still show up in unreal and
allow it to make use of the tool bones animations. These are used
since when swinging a pickaxe, or certain other types of movement,
the tool is not rigidly held fixed in the hand, but may slide
forward, backward, or be spun around for better handling/angling.
While not required for all of the animations, it is used to an
extent in most.
Also keep in mind these are rather precise animations, so your
character must have similar proportions to the base UE4 Male
Mannequin or the hands may start to drift from the desired
locations on your own characters, or force them to be contorted a
bit to fit properly.
For UE5 Mannequins, while it is possible to retarget animations,
you’ll need to add the Hand_R_Tool bone onto the UE5 skeleton, and
add it to the retargeting rig so it gets copied over as well with
the rest of the animation. If you don’t feel comfortable using the
Animation retargeting rig, it’s best to assume this wont be usable
for UE5 mannequin skeleton characters.
Also note that UE5 mannequins are, inherently having slightly
different proportions so the results are generally not quite as
good looking as with the UE4 mannequin. Also be warned there is
currently a bug in UE 5/5.1 that can cause crashes when you try to
import a character mesh that has a new one, such as trying to add
the Tool_R_Hand bone onto your manny or quinns skeleton. So it’s
best to test this step before buying this pack if that’s your plan
to confirm your build of unreal engine will allow you to (this is
an Unreal Engine bug, not something I can fix or help with myself
sadly).
(tutorial on this in Q and A section at end of documentation to
help people in step by step process)
Details can be found in the documentation.