Kinetix Documentation
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  • 🖐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
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    • ❓FAQ
      • FAQ: General questions
      • FAQ: Unity SDK
      • FAQ: Unreal Engine SDK
    • ðŸĪ•Troubleshooting
    • 📚Glossary of terms
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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
  6. Without uploading an avatar (deprecated)

Animation in a Third Person Template

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Last updated 1 year ago

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The standard BP_ThirdPersonCharacter is not ready to play user-generated emotes yet. To do so, we will need to modify its Blueprint and its AnimBlueprint.

The Skeletal Meshes

  1. Open the BP_ThirdPersonCharacter

  1. Inside the new opened window, add a SkeletalMesh and call it "SkeletalMeshTarget".

  1. Attach it to the inherited "Mesh (CharacterMesh0)"

  2. Due to the fact that "Mesh (CharacterMesh0)" is inherited from Character class, we need to copy its values (except the transform ones) into the newly added "SkeletalMeshTarget"

  1. Replace the values of "Mesh (CharacterMesh0)" with

  1. Add a "KinetixCharacterComponent" and a "AnimSequenceSamplerComponent" to the ThirdPersonTemplate in Components > Add.

  2. Open the Animation Blueprint "ABP_Manny" in Content Drawer > Animations.

  1. Click on "Class Settings"

  1. Inside the "Interfaces" section. Add the "KinetixAnimationInterface" to it.

  1. With this interface comes 1 function and 1 event, implement them by double clicking on each one.

  1. Keep the result of the event "SetKinetixAnimationPlaying" in a variable:

  1. In "IsKinetixAnimationPlaying", return the "PlayingEmote" variable:

  1. In the "AnimGraph", add a CachePose (we called it here "GameplayPose") after the ControlRig Anim Node:

  1. Add a "Blend Poses By bool" node, connect the "PlayingEmote" boolean value to its "Active Value". Add a "Retarget Pose From Mesh" node, connect it to its "True Pose". Add a "Use cached pose "GameplayPose" node and connect it to its "False Pose". Finally, connect the output of the "Blend Poses by bool" to the global "Output Pose" node:

  1. Click on the "Retarget Pose From Mesh" node and set the "IK_Retargeter Asset" value to "RTG_SamRokoko_To_Manny":

  1. Finally, you can now use this circuit to register your local pawn as the local player avatar:

The BP_ThirdPersonCharacter is ready to play Kinetix Emotes!

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SkeletalMeshTarget values
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