Welcome back everyone with our retargeting done, we now want to set up our BP player to use the desired Skeletal Mesh, and animations. So here are all of our retargeted animations and our third person blueprint. So what we want to do from here is jump over to our Metroidvania Blueprints folder. come under our characters folder, there is our BP player, double click on this guy to open him up. And what we want to do is jump on over to our mesh component up here. And I'm going to jump over to our viewport so we can actually see the difference in the viewport tab as well.
So we don't want to use mannequin man here anymore. We want to swap in our SM Countess Skeletal Mesh so instead of SK mannequin let's look for SM underscore Countess There she is. And obviously she's looking rather rigid at the moment because we don't have an enum class blueprint assigned here yet. So what we want to do here is click this little drop down and do a search for third party. Well actually, you know what, instead of, we've got two competing ones right here that look rather similar in name. So I'm just gonna jump out of here.
Quickly, we're going to rename this animation blueprint that we just created in our animations folder. So let's jump back out of here. Let's go into our animations folder. And here's our third person anim BP asset that just got populated into this animations folder. When we did all the retargeting. I'm just going to right click on this really quickly, and I'm going to rename it f2 will also allow you to rename and I am going to call this let's call this Countess underscore, Nm B P. Okay, so now with that named, and actually note that I still have it selected here.
With it selected, I can go come back to my BP player and simply click this little arrow right here to use the selected asset from the Content Browser, which is my content, my Countess and MVP. And you can see the Countess has now since come back to life. Okay, so that is all well and good, but there is more I need to do back in that animations folder. So I'm going to quickly Compile and Save what I've got done here. And I'm going to jump back out to my animations folder. And I've got this asset right here called third person idle run to D. I'm also going to rename this asset I'm going to hit f2 on it.
And I'm going to call this one Countess underscore all you know Run. And then I'm going to double click on this to open it up. This is known as a blend space one D, and you'll see what this does in just a moment here. I'm going to dock this along the top. And what we've got here is a little preview window of our Countess. And it says down below in this little kind of graph area, if we click and drag and hold this green pin, you'll see how our Countess is animation will change depending on its speed value.
So with a speed value of zero, you can see that our Countess is going to be in an idle, when we reach a speed value of say, 93. We're going to be more in this walk. And as we gradually increase our speed, she'll get into more of a run. So this green dot right here, you can drag left and right just to kind of preview the different animations that are available. Just we'll go through as her speed increases. So we have the ability to set in this asset right here which animation she plays, depending on which speed she's going at.
And this is how it works over here on the left hand side. If I right click on this little dot, it'll allow me to assign a different animation for when our speed is zero. Currently is set to third person idle. I've got a few different options here that you can change it to, I'm gonna give you some options. There is I'm gonna going to click this little drop down there is idle pose, idle underscore pose. That one's pretty good.
Idle relaxed is the one I'm going to set it to. I personally like this one the best out of all the ones so I'm going to set it to this. But other ones that you can change it to and you can see it's just taking a little bit of time to Update here. You can also change it to another one is idle, straight. Consider that one is your idle pose. And we've also got idle travel mode pose.
Those are all some decent options there. I'm going to keep this idle relaxed. And so if I drag this preview all the way to the left, you can kind of see what our stance looks like there. Okay, the next one I'm going to right click on is this one right here. Currently it is third person walk. You don't want to think I'm going to keep that one but I am going to change out this far right one which is currently set to third person runs.
So I'm going to right click on this one. And instead of third person run, I'm going to set this to be jog underscore f, w d jog forward. There's different jog forward, there's like circle left, etc. I just want the jog forward like that. And another one you could do for that one is sprint forward. The sprint forward is a decent one as well.
Um, so that's another one to consider. So, let's see here, if we were to drag this all over to the right, you can kind of see what that's gonna look like. In third person walked do we want to change that, you know what, I think I am gonna be good with that one here. So, with this asset, our count is idle run one D acid here blendspace. I'm going to save this out and we may make Some changes to this later on, but I'm gonna be fine with it for the time being. So let's say this, and then we can exit out of here.
Next thing I want to do is jump over to our animation blueprint. And if you don't remember how to get there, if I jump over to my BP player right here, we've got our mesh components selected. Over here is our animation blueprint. This is what dictates which animations our character can play. And when, if we click right here, we can browse to that asset in the Content Browser, then double click on it to open it up. Now you're going to be automatically taken to this Event Graph tab right here.
We'll be explaining more what this particular graph does throughout the course. But I would like to direct your attention right now down to this lower left hand corner, under annum graph, click this little triangle to expand it out in you've got this default option right here. Click on that and when You click on that you are taken to a graph that looks something like this. Now, this is what is known as an animation state machine. And currently, this is what is driving our character to play which animation given a certain set of rules. For example, we have an action to jump start here.
And what is going to determine when our character starts there jumping Well, this rule determines there is if I can actually click on this rule, there is a boolean variable that asks is our character in the air when that is set to true, we enter the transition to begin starting our jump now, I'm not going to get too deep into each one of these different states right here and all the different rules. Just wanted to give you a quick primer as to what this is. There are a few different animations I want to swap out for Different states here. So starting with our jump start state here, we can actually double click on any of these states to change out the animation associated with them, you can double click on this jumpstart. And right now, I have got third person jumpstart associated with this. And you know what?
I think I'm gonna be fine for that for now, but I do want to change out the rule associated between our jumpstart and our jump loop. So I'm going to back up here and I can back up to our graph by coming back to our default over here. And right in here, I can change out which rule is associated with our transition from jumpstart to jump loop. So by double clicking on this, we can drill down into this rule and there is our current rule our third person jumpstart acid when the time remaining for that jumpstart asset is less than a 10th of a second, then we can enter into jumping back out here, our jump loop animation, I'm going to swap this out, double click on this, I'm just going to get rid of this third person jumpstart asset I'm going to go with, I'm going to right click and some empty space here, and I'm going to go get relevance.
If I just start typing in relevant, the one I'm looking for is get relevant, annum Time remaining jump start this guy right here. Now if I plug this in here, and I'm gonna say instead of less than a 10th of a second, I'm gonna say point three seconds. I'm saying whichever animation I have slotted as my jump start animation, when there is less than three tenths of a second of that remaining. I can transition from a jumpstart to my jump loop. Okay, so I'm just going to click right here to jump back on over to my state machine. And now I am going to swap out what animation is associated with my jump end.
And again, I can drill on into this animation hooked up to this date by double clicking on it. And currently I have the play third person jump set as my jump in state, I want something else here, there is an animation, and I could search for it down here in my Asset Browser. If I type in jump recovery, that's the one I'm looking for jump recrawl recovery and I can simply left click and drag and drop this into my graph. And the way to hook this up is to simply drag out of this little person output and plug it into this person and input in that now means that I will play this particular animation When I am ending my jump state, and if you want to know what this looks like, I can double click on it. This is going to jump me to what that animation is going to look like.
And even though it looks like a relatively quick animation, it will feel rather slow to us when we land from a jump in our game. So I actually do want to change some stuff about this. So what I'm going to do is come over here into this asset details. And I want to change the rate scale here from being 1.0 to 2.0, twice as fast that'll help us recover from our jump rather quickly, much more nicely. So I'm just going to save this that'll save the changes we made to our jump recovery animam. I'm going to exit out of this I'm going to come back to my Countess Anima BP and to jump back to where we Currently we're in our state machine, I'm going to click right here.
Clicking right here is the same as clicking right here default defaults. So I'm just going to double click right here. And the last thing I want to do is edit my rule between jump in and idle run. So I can do that by double clicking on this transition rule. And currently, it's set to third person jump asset. When less than a 10th of a second I'm going to change this out by deleting this and I'm going to right click in some empty space and the one I'm looking for his gets relevance real advance.
Annum Time remaining, jump in. So this is saying whenever the animation I have associated as my jump and whenever that has less than I'm going to say. 1.2 seconds remaining. Then I will transition from my jump end to my idle run. Now, where did I find these values? Basically, a lot of trial and error has helped me determine that these are the ones we're going to be looking for.
And we'll see some of this stuff in action here as we get moving along. But this should give us the results we're looking for. So again, clicking on this default button over here. This is our animation state machine. And what this consists of is different states. These are considered states right here.
Each of them has an animation associated with it, such as jump and has jump recovery animation associated with it. And in order to transition between these dates, we have a rule denoted by these little arrows. And you can double click in any of these to swap out what rule is associated with transitioning from one state to another. Okay guys, that is all I wanted to accomplish in this one that's a lot of heavy lifting going on behind the scenes that's gonna set us up well for what's to come. So let's Compile and Save this one more time guys that is going to do it all for this video. We will see you in the next one.