Tutorial video for implementing surface swimming or any locomotion based animation sets in your project. I’ll go over using an existing animation set, how to create new linked animation layers, unequipping when entering swimming mode, blocking abilities while swimming and unlocking the camera from the pawn rotation. I’ll also go into setting an animation sequence’s speed using distance based root motion data for a smoother animation.
It’s a 2nd part of the previous tutorial video for unequipping weapons.
The animation graphs in Lyra have a gold mine of examples but can be daunting. Hopefully this helps you enter that world and uncover its treasures. So far, using linked animation layers has freed up the base animation blueprint and opened up a bunch of possibilities for different animation logic depending on what the player is holding. It would be useful in any UE5 project.
I apologize in advance for my mispronunciation of the word “alias”, if I use it again in another video I’ll correct that!
This is definitely the longest of my videos and I’ll aim at a shorter length for the next ones. I felt this subject had a lot to cover and animation tech/programming is definitely interesting to me.
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Thanks for watching!
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Timestamps:
00:00:00 - Intro
00:01:02 - Getting the animation set
00:02:37 - Opening up the map
00:03:35 - Swimming volume and buoyancy
00:10:20 - Triggering unequip and block some abilities when swimming
00:21:21 - Add Idle swimming state to locomotion state machine
00:26:24 - Retargeting the UE4 animations to UE5
00:36:28 - Linked animation layer setup for swimming layer
00:45:34 - Swimming forward animation setup
00:53:29 - Disable foot IK when swimming
00:56:03 - Root motion creation and driving the sequence speed with it
01:02:16 - Unlocking the camera from the pawn rotation to avoid having to use strafing animations
01:05:58 - Outro
![](https://i.ytimg.com/vi/CcPQ0tLVBlk/maxresdefault.jpg)