====== Creating a Simple Animation Blueprint ====== An **Animation Blueprint (ABP)** is responsible for managing and processing all animation-related logic of a vehicle in SubwaySim 2. It receives simulation data, calculates bone transformations, and forwards the final animation pose to the **Vehicle Blueprint**, which then applies it to the Skeletal Mesh. This chapter focuses on creating a **simple Animation Blueprint**, which is sufficient for: * Wheel rotation * Bogie movement * Basic vehicle motion More advanced animations such as couplings, doors, or additional vehicle systems are handled separately. ---- ===== Creating the Animation Blueprint ===== To create an Animation Blueprint, navigate to the folder where your **Skeletal Mesh** is located. * Right-click on the **Skeletal Mesh** * Search for **Animation Blueprint** * Select it from the menu Name the Animation Blueprint following the same convention used for Control Rigs: * Prefix: **APB_** * Example: `APB_TestVehicle` This ensures consistency and makes asset relationships easy to understand. ---- ===== Setting the Correct Parent Class ===== After creating the Animation Blueprint, open it. Before adding any logic, we must set the correct parent class: * Click **Class Settings** (top of the editor) * Locate **Parent Class** * Set it to **Train Anim Instance** This step is mandatory. Without the correct parent class, required train-specific functions and data will not be available. {{:manual:subwaysim:simple_animation_blueprints:anim_1.png?direct&800|}} ---- ===== Structure of the Simple Animation Blueprint ===== The simple Animation Blueprint is divided into **two conceptual parts**: * **Part 1:** Core animation logic for axles and bogies (covered on this page) * **Part 2:** Advanced animations (covered in a separate chapter) This page focuses **only on Part 1**, which is all that is required for basic vehicle functionality. ---- ===== Adding the Control Rig Node ===== Inside the Animation Blueprint graph: * Right-click in the graph * Search for **Control Rig** under *Misc* * Add the node Connect: * The **Output Pose** of the Control Rig node * To the **Final Animation Pose** (Output Pose) This ensures that all animation logic coming from the Control Rig is applied to the Skeletal Mesh. {{:manual:subwaysim:simple_animation_blueprints:anim_2_1.png?direct&300|}} ---- ===== Enabling Control Rig Inputs ===== Select the **Control Rig** node. In the **Details** panel on the right: * Open the **Input / Output** section * Enable all available input pins by checking their boxes This exposes the variables previously created in the Control Rig: * BogieRotation1 * BogieRotation2 * DeltaWay These inputs must now be provided with data. {{:manual:subwaysim:simple_animation_blueprints:anim_2.png?direct&300|}} ---- ===== Supplying DeltaWay ===== The **DeltaWay** value represents the distance the vehicle travels along the track and is required to calculate axle rotation. To provide this value: * Drag from the **DeltaWay** input pin * Search for **Get Delta Way** * Select the node * Connect it to the Control Rig input This automatically supplies the required movement data. {{:manual:subwaysim:simple_animation_blueprints:anim_3.png?direct&300|}} ---- ===== Supplying Bogie Transforms ===== To animate bogies correctly, we need to retrieve their transforms from the simulation. * Right-click in the graph * Search for **Get Bogie Transforms** * Add the node {{:manual:subwaysim:simple_animation_blueprints:anim_4.png?direct&300|}} This node outputs an **array of transforms**. From the array output: * Drag a connection * Search for **Get (a ref)** * Select the node {{:manual:subwaysim:simple_animation_blueprints:anim_5.png?direct&300|}} Repeat this for each bogie the vehicle has. For a standard two-bogie vehicle: * **BogieRotation1** → Index **0** * **BogieRotation2** → Index **1** Connect each output to the corresponding Control Rig input. ---- ===== Finalizing the Simple Animation Blueprint ===== Once all connections are set up: * Verify that all Control Rig inputs are connected * Ensure the correct indices are used for bogie transforms * Click **Compile** * Click **Save** At this point, the simple Animation Blueprint is complete and fully functional. {{:manual:subwaysim:simple_animation_blueprints:anim_6.png?direct&800|}} ---- ===== About Complex Animation Blueprints ===== This Animation Blueprint covers only the **minimal required setup** for vehicle operation. If your vehicle requires additional animated systems such as: * Couplings * Doors * Advanced mechanical components please continue with the dedicated chapter: [[manual:subwaysim:vehicle_development:animation_blueprints|Creating a Complex Animation Blueprint]] That chapter builds upon the foundation established here. {{page>manual:footer}}