A demonstration is ready with a character that repeats the behavior of
walking randomly on the ground,
fly to the perch and set feet on the
In the demonstration you can also use an operable
Each character’s feet are set on the ground in accurate position and
angle towards the ground.
In order to express the bend of flight feathers, two bones were used per
flight feathers and tail feathers.
Hence the number of bones became many(bones count:223).
Please be careful if your environment is limited in the number of bones.
Proper foot placement is made by two bone IK and animation curves.
FBX files are contained in HarpyEagle/FBX folder.
BP_HarpyEagleThirdPersonCharacter uses the skeletal mesh
BP_HarpyEagleRandomBehabior uses the skeletal mesh
How to use BP_HarpyEagleRandomBehabior:
1. Place the BP_LandingPoints in the scene as many as you like.
2. Place the BP_HarpyEaglePerch in the scene as many as you like.
3. Place the BP_HarpyEagleRandomBehabior in the scene as many as you like.
Then BP_HarpyEagleRandomBehabior repeats the behavior of walking
randomly on the ground, fly to the perch.
BP_HarpyEagleThirdPerson operation method:
1. In the walking mode.
wasd or arrow:walk
r+wasd or arrow:run
2. In the flying mode.
wasd:up speed and turn speed change
arrow:forward speed and turn speed change