Kinetix Documentation
Website
  • 🖐ïļWelcome
  • 🕚About Kinetix
  • 🖌ïļUser-Generated Emote
    • ðŸĪ–Video-to-animation AI
    • ðŸĪļKinetix Emote Standards
    • ðŸĶīRetargeting
    • 🏂Kinanim (Emote streaming)
    • 🖊ïļTry the User-Generated Emote feature
  • INTEGRATION
    • ðŸĪ·SDK or API: what to choose
    • ðŸĪĐKinetix SDK
      • ⚙ïļSDK - Core Package
      • ðŸ§ĐSDK - Sample scene
      • 🧑‍ðŸ’ŧTested & approved Game Engines for the SDK
      • ðŸ’ŧSDK Integration in Unity
        • ⮇ïļSet-up Unity & Import the SDK
          • 🔑Get your Game authentification API Key
          • ⚙ïļSetup your Unity environment
          • 🔧Install the Kinetix SDK in Unity
          • âŒĻïļSDK Initialization - Unity
        • ⚡Quickstart - Unity SDK
        • ðŸĶ‹SDK Core Modules activation - Unity
          • 🔐Account Management in Unity
          • 💃Animation System - Unity
            • ðŸŽĒUnity's Animator System
            • ðŸŽĻCustom Animation System
            • ðŸŒģRoot Motion
              • RootMotion + NavMeshAgent
            • 🎞ïļFrame Controller
            • 💊IK Controller
            • ðŸŦĨAvatar Mask
          • ðŸ“ķNetwork - Unity SDK
            • Photon PUN
            • Photon Fusion
        • 🕚User-Generated Emote integration (Unity)
          • Embedding the PWA in your Unity application
          • Validation / Retake
        • 🚧How to update Kinetix SDK in Unity?
        • 📕SDK API Reference - Unity
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
          • KinetixCore.UGC
        • 📂Unity SDK Changelog
      • ðŸ•đïļSDK Integration in Unreal Engine
        • ⮇ïļSet-up Unreal Engine & Download the SDK
          • 🔑Get your Game authentification API Key
          • ⚙ïļSet up your Unreal Engine environment
          • 🔧Install the Kinetix SDK in Unreal
          • âŒĻïļUE SDK Core Package Initialization
        • ⚡Quick Start
        • ðŸĶ‹SDK Core Modules activation - Unreal
          • 🔐Account Management - UE
          • 💃Animation System - UE
            • Local player system in Unreal Engine
            • Avatar system in Unreal Engine
            • Without uploading an avatar (deprecated)
              • Animation in a Third Person Template
              • Animation in an existing project
          • ðŸ“ķNetwork - UE SDK
        • 🕚User-Generated Emote integration (UE)
        • 📕SDK API Reference - UE
          • KinetixCore
          • KinetixCore.Account
          • KinetixCore.Animation
          • KinetixCore.Metadata
          • KinetixCore.Network
        • ⮆ïļUpdating from 0.3 to 0.4
        • 📂UE SDK Changelog
    • 😍Kinetix API
      • 🔑Get your Authentification API key
      • 🔌API routes
      • 🊝API Webhooks
      • 🏓Possible Return Codes
  • Management
    • 🚊Developer Portal
      • ðŸ‘―Avatar Upload
      • ðŸ‘ŪUGC Moderation
    • 🖌ïļUGE: Guides & Best Practices
      • 📐User-Generated Emote specifications
      • 👌Video recording best practices
      • ðŸ‘ŧUser-Generate Emote Use Cases
  • SUPPORT
    • 📎Bugs reports & features requests
    • ❓FAQ
      • FAQ: General questions
      • FAQ: Unity SDK
      • FAQ: Unreal Engine SDK
    • ðŸĪ•Troubleshooting
    • 📚Glossary of terms
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On this page
  • Register your model
  • The code
  • Register your avatar
  • Get the metadatas
  • Fill the reference skeleton
  • Load the animation
  • Play the animation
  • Blendshapes support

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  1. INTEGRATION
  2. Kinetix SDK
  3. SDK Integration in Unreal Engine
  4. SDK Core Modules activation - Unreal
  5. Animation System - UE

Avatar system in Unreal Engine

How to use the new Avatar system in Unreal

PreviousLocal player system in Unreal EngineNextWithout uploading an avatar (deprecated)

Last updated 8 months ago

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In addition to a local player, you can register "Avatars" to play emotes on your NPCs for example.

If you already registered the rig in the previous steps, you can go directly to "The code"

Register your model

Go on and upload your model as a .fbx file.

Add and setup your avatar to correctly.

Animations generated BEFORE adding your avatar will not work with your newly added avatar.

After your avatar is successfully processed you can create new emotes and play them directly to your character in engine.

Your setup is done. Click on "Display ID" and copy it.

Now let's get back to Unreal.

The code

Make sure you initialized the KinetixCore as shown in UE SDK Core Package Initialization

Register your avatar

You can configure your pawn like any other. The only required setup now is to register your AnimInstance.

And inside Avatar UUID's field just paste the avatar ID you have in your clipboard.

Make sure you configured an AnimBlueprint on your SkeletalMesh

Get the metadatas

After that get back the metadatas of an animation ID with GetAnimationMetadataByAnimationID

"InAnimationID" was filled with one animation ID given by "GetUserAnimationMetadatas"

Fill the reference skeleton

Before loading an animation, we have to fill the skeleton that will be used to decompress the animation.

Load the animation

After that, you can use the received metadatas to laod the animation

The avatar ID is still the one in your paperclip

Play the animation

And after that just play the animation on your avatar

"New Anim Instance Guid" is the returned value given by "RegisterLocalAnimInstance" and "EmoteToPlay" the animation id used to retreive the metadatas

Blendshapes support

Blendhsape support is enabled by default but if you to toggle it you can go to:

Project Settings -> Game -> Kinetix Settings and toggle off the checkbox "Enable Morph Targets"

Starting with 0.7, we added the support of Morph Targets (aka Blendshapes). It's based on the ARKit's implementation (also used in LiveLink) you can find the dictionnary here :

ðŸĪĐ
ðŸ•đïļ
ðŸĶ‹
💃
https://developer.apple.com/documentation/arkit/arfaceanchor/blendshapelocation
https://portal.kinetix.tech
Example of avatar available