Procedural Animation in Unreal Engine: Intro to Motion Graph
Andrea Carver · 1,010 words · 5 min read · EN

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Motion graphs are the core tool of Visibbe. They bring in data from all kinds of sources and transform them into beautiful punchy animation. Let's go through an example setup to learn the basics. Let's animate this group of point lights. First, let's bring up the motion graph editor. I'm going to dock it down here so we have a little bit
more space. Let's add a new layer. I'm going to call it lights. Each layer runs one motion graph at a time. Let's make a new motion graph for this layer. Let's call this motion graph lights wave. Okay, I'm going to close that. You can add nodes through um any of these menus up here. These are different categories.
Um or you can rightclick and access the menu um anywhere within the node graph. You'll probably use these first three categories the most. The first one is input which allows you to bring data in to visib whether that's digital instruments um live audio audio files motion capture um etc. There's also animate nodes which create the motion
you see on screen whether that's lights materials and then there's effect nodes which um apply interesting filters to your data. Um there's also more categories of nodes but um I'll cover that later. Okay, let's start with a waveform node. It's going to be in dynamic. So this is a pretty typical looking node in Vvisibbe. We have the
title at the top. We have options to the right where you can change um individual things about the node. Uh we have different parameters at the bottom. And then we have the uh channels dragger. You can click and drag here to make it bigger or smaller. So you can change these parameters manually, but anytime
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