#Integrating the UE5 Mannequin from Lyra's arms with the FPS Animations
1 messages · Page 1 of 1 (latest)
Thanks for sharing. First, you need to change the skeleton of all UE5 animations and blueprints in the FPS Animation Pack to your custom one. I suggest duplicating the content, and placing it into your working directory. This will ensure the source data is safe
Then, add an "Apply Additive" node to this point in the graph. Plug the UE5_ABP_Movement into the additive node as the additive pin. This will apply idle and movement animations
Finally, add the UE5_ABP_IK_Pose and UE5_ABP_IK_Animation to your graph right here. The UE5_ABP_IK_Animation contains many steps, you only need to keep the 1st and the 3d one - these will apply recoil and idle/movement animations
Important note: the FPS Animation Pack uses virtual bones to apply IK. Most likely your skeleton already has them, but if not - you need to create VBs similarly to the FPS Animation Pack. The explanation what each VB does can be found here: https://kinemation.gitbook.io/fps-animation-pack-unreal/animations/character
In this chapter we will cover details of character animation.
You'll also need to add a VB that targets ik_hand_gun, parented to the right hand
where was i supposed to do this?
also what about UE5_ABP_IK_Ads?
Apologies, though the screenshot was attached
It's used for procedural aiming, you can add it as well - insert it between the IK_Pose and IK_Animation
looks right?
The first image is alright, you don't need to use Apply Additive for Pose and Animation blueprints
chain them with the main graph flow
for some reason the result is my character is massive when i do this
That's because of the additive nodes from the second screenshot