#animation

1 messages Β· Page 183 of 1

eager kelp
#

hello i am making animation for my fps game but i have gloved and bare hand meshes and they are different from each other they share rigs how can i transfer my animations in bare hand model to gloved model

dry gust
#

hello is it possible to use negative allpha to get Y rotation to +13.787?

fast tiger
#

what do you guys use for 2d animation or creating sprites, (pixelated). I would prefer if it was free

#

I tried using piskel but I could figure out how to import it into unreal engine, I really like how piskel has its layout

misty dagger
#

Is there any problems of using a lot the command of "Play animation montage" on the **ThirdpersoncharacterBP **instead setting up animations on the animBP?

#

for example, I have lots of Attack animations inside the ThirdPersonBP

ashen junco
honest geyser
#

I fixed my issue, it was weight painting.

misty dagger
static shoal
#

Hello, I need a little bit of help with this animation sequence I created. dragged and dropped the CR_Mannequin_Body to the level and with the sequencer interface I made the animation, then I created the animation montage. When I play this montage in the level, everything seems to work fine except for the feet, they don't move like it's set in the sequence, you can see the difference in both gifs (Manny is the right animation and Quinn has the issue with the feet).

  • I would want to know what's going on and how to fix it
  • Wanna know how to edit the Animation sequence, the only way I knew was to click the option Edit in level which would select the CR_Mannequin_Body and reopen the sequencer menu, but after restarting Unreal Engine that wasn't an option anymore
zenith adder
iron otter
#

Is it possible to "step" / "evaluate" the animation system "by hand" ?

#

i.e. basically set input data, etc. and then ask the animation system to pose/evaluate the characters at a specific time

#

I suppose what i'm asking if it's possible to "programatically" (doesn't have to be from C++ technically) control the animation system so that i can set input parameters and then have it evaluate the current animation blueprint at a specific "time" to have it pose the character?

ashen junco
iron otter
#

basically an interpolation between state "A" and "B"

#

which represent a specific point in time on the server

#

doing that for normal things like position, rotation, etc. is easy of course, lerp(a, b, _time_), etc.

#

but perfectly replicating the animation on the client so they are identical to how they were on the server

#

is turning out to be quite the headscratcher

#

and im not finding any APIs in UE that allows such level of fine control over animation time

scenic oak
#

Hey I have a issue I have been trying to figure out for some time now maybe someone knows how to do it. I doing my animation inside Unreal with Control rig and when I animating a reload animation I want to attache the magazine to the hand holding it instead of the weapon rig. But using the snapping animation tool don't work it gets wrong translation. So maybe its a animation space think but I can only crate spaces related to its own rig and not get a space from a other rig. How is this done? Thanks

smoky shell
#

I grabbed the unreleased 5.1 and good news, Epic have already significantly updated the IK Retargeter and it lets you import a pose asset so you don't have to eyeball the "edit pose" mode meow_party

prisma shadow
#

Am i blind or is there a better way to view/edit the pose in the IK rig Retargeter? It's kinda hard to select specific small bones this way lol.
I hoped to use a pose made in the skeleton view in the retargeter but it looks like that's not an option either >_<.

#

I am absolutely blind. In the pose edit settings its Bone Draw Size..
And my second thing is clarified right above me. Sy xD

sullen flame
#

Guys how can I keyframe the location of metahumans? I can keyframe the position of the Control Rig in the Animation Mode just fine, but when I move the character he will perform whatever animation I keyframed in that new area. I want him to move during his walk cycle, but I cannot keyframe his location. What am I missing? I'm new to this whole 3D thing so forgive me if its a dumb question lol

inner bloom
#

If I have multiple skeleton pose assets, can I set a weight for each pose dynamically in blueprint and the result will be the additive merge of all of them? Am trying to control each finger of a hand mesh without having a static pose/animation for each combination πŸ˜…

rose prawn
errant forge
#

Hi!
If I move and edit a bone in the Skeletal mesh editor/ mesh viewer. Can I apply it to be the base pose?

rose prawn
errant forge
#

Every time I save and reopen it, the pose is reset to the original

#

I just want to fix a bone rotation in the mesh editor

#

I mean the mesh viewer not editor πŸ˜„

#

IS there any kind of APPLY pose to default pose?

#

I simply wanna update the skeleton, I've just modified and angle of a bone, that's all

#

@rose prawn Looks so simple but yet there's no apply option :\

rose prawn
errant forge
#

This one

#

It does not save the edits I do on the bone rotation

rose prawn
errant forge
#

@rose prawn It creates the new asset with a pose which is the same as the default one even if I changed it before generating the asset

rose prawn
#

I haven't really used UE4, but I swear UE5 you can just save the tweaked skeleton.

ashen junco
errant forge
#

So I have to do it in the externale editor like Blender?

ashen junco
errant forge
#

Damn, that's bad

#

I mean I can do it but honestly should have added that as an option. I don't know why you can't ... seems just like they "forgot" to implement that

#

I've made a virtual Socket xD

#

works πŸ˜„

fast iris
#

I'm a solo dev, and I'm looking to do small animations for attacks/etc. I know blender enough to model, but I have no animation experience. Should I just animate from within Unreal using Control Rig and Sequencer or is it better for me to learn and animate through Blender?

#

I'm guessing just using Control and Sequencer allows me to do everything in one spot without having to go between programs when I need to fudge things. I guess my question is more of what, if anything, am I missing if I focus on Control Rig + Sequencer instead of using Blender?

warm island
#

is there a way to make an animation out of an animations and only keep certain parts of it?

#

I have a roll animation and I'd like to split it into 3

swift edge
#

you can record slices in the the editor

ashen junco
fast iris
obsidian current
#

Hey guys. I have a skirt that I need to rig on controlrig, but I'm struggling to find the right method and the right nodes.
The bones are all around her waist. How can I set a single control to not only move around the skirt horizontally, but also opening up everything?

I want to be able to control all the skirt bones with a single control. Can someone help me with that please?

ashen junco
obsidian current
#

Not for ingame features

#

I could just place a single control in each skirt chain, but i think there is a way to use a single control that allow me to do that stuff

ashen junco
#

Perhaps I'm doing it wrong all this time, because I took one frame renders even with physically simulated skirt bones MinakoThink

obsidian current
#

I haven't done any physics simulation on her yet, but i'm fairly noob with control rig tbh

ashen junco
obsidian current
#

lol oh well

#

I'll set the simulation them, if no luck I'll come back

#

But never managed to get anim dynamics working really. Every time I was using a 3rd party plugin Kawaii Physics for that

#

Is there any video/link you can share that shows me how to do that stuff on skirts properly @ashen junco ?

ashen junco
ashen junco
obsidian current
#

I still need to know a little bit more about setting up the physics asset. Specially the constraints

wooden sleet
#

When doing IK hand placement on a weapon. Is it correct just setting the effector location to the location where the hand must be place should work? I'm new to IK and just attempting it.

ashen junco
cosmic notch
#

Hello anyone know how to mirror control rig pose in sequencer? or do i have to do it manually (for walk cycle)

bronze rampart
#

How do i make a quick n dirty animation blend loop for my bird? For example i want to play 1 glide animation after every 3 flap animation

#

heres my bootleg solution sofar

#

not really optimized according to unreal

copper tangle
#

uhm imporanted like several animations into ue5, but for the animation part i had like a animation sequence for each frame for each of my nla strip anim

#

some one pls help me how to solve this

lament hamlet
#

Ermmm I think something might be a bit wack (im trying to make a control rig with my character and uhh

#

this is their skeletal structure in blender

#

control rig

#

Thoughts?

#

visual debug

ashen junco
lament hamlet
strong forum
#

Just to clarify: "IK constraints" is just how the IK behaves, right?

lament hamlet
#

got it to work kinda (it doesn't spaghettify from just existing in its normal pose)

Got this problem though when I try to move it, the feet stretch etc (and the portion above the knee isn't moving along side with it

summer marsh
#

Hello everyone! I am trying to import a alembic file into UE but seem to be getting the following error message - Failed to import Working files\C4D\Projects\Alembics\c4d_export_ue5_test.abc'. Failed to create asset '/Game/Alembics/c4d_export_ue5_test'.
Please see Output Log for details.

The output log however does not seem to give any further information. I can drag the .abc file into Cinema 4D for example no problem. Perhaps someone has some tips or suggestions?

neat grove
fringe flare
misty dagger
#

https://youtu.be/NJGQR9EQSgc
Has anyone tried using this software on a metahuman
I use this to take daz characters and wrap them to my own character models in blender, it works well
before I try it on a metahuman im curious if anyone else has attempted it
For example on my own characters I have to adjust the rig after importing the morph target from the wrap so the leg/arm bones are short/long enough during animation
Would this break metahumans rig? Or is control rig using something like skin clusters in maya where having shorter/longer limb proportions wont break anything
I know this is a bit of an advance inquiry but any info is helpful, hopefully someone professional sees this

#

i dont understand control rig and im wondering how much it can break by changing my characters size with morph targets

fiery field
#

NEED HELP! I cannot make a new aim offset. When I drag any animations in they never drop into the blend space. I've tried restarting I've looked around for a solution. Is this a problem for everyone with the new update or just me?

worthy surge
#

How do I fix these errors?

ashen junco
worthy surge
#

Yeah but they just get the values from the player variable

#

I don't think I can change anything there, can I?

ashen junco
worthy surge
#

why? what's the proper way to do it? I mostly followed a video with a few deviations

ashen junco
ashen junco
# worthy surge

This is bad setup because:

  1. It's not reliable
  2. Even if it works, it'll impact on performance due to lack of Fast Path.
worthy surge
#

oh so I should exclude any kind of calculation from anim blueprint?

#

and wdym by its not reliable?

#

I moved getting the pitch to the event graph

#

didn't even know that Fast Path is a thing, thanks man

dry breach
#

How do you make the skeleton visible when viewing it in the editor?

#

can anyone explain why when i import my model into unreal all the bones are like...moved back by one?

ashen junco
river briar
#

I have a pose snapshot struct that I want to use in an animbp

#

I feel like you used to be able to use the pose snapshot node to accomplish this, but maybe I'm forgetting something

#

oh, nvm. you have to expose the pin

weary meadow
#

I'm animating a model in blender and when I import the fbx I'm getting a ton of keyframes rather than one animated object, anyone know how to fix this?

#

it's also separating my two objects, anyone have a good video on animating in blender for UE?

dry breach
#

So can you actually animate inside of unreal or can you only view animations that are baked into the file?

ashen junco
dry breach
#

If I animate in blender and bake the animation into the file will it create an animation sequence file in unreal when i import it?

dry breach
#

awesome thanks

ashen junco
# dry breach awesome thanks

I'd recommend using both for good measure. Personally I used CR + Sequencer for animating linear cutscenes, and Blender for gameplay anim

silent jetty
misty dagger
plain drift
#

Hi I recently started toying around with the Apple ARKit and recorded some takes. I can successfully replay them, but if I do that the facial animation gets applied to all characters in scene. How can I have a sequence only being played on one character?

#

I hoped I could build an animation library using ARKit 😦

#

Bonus question: Is it possible to blend from one sequence to another? Like I have a face idle sequence and one sequence for screaming I want to blend into

plain drift
#

I think I found answers πŸ™‚ https://www.youtube.com/watch?v=eDCwdriNuIY&t=7s

Link to my Discord: https://discord.gg/GehykCmvAB

In this video, I go over how you can record your Live Link Source data from the UE Live Link Face in Take Recorder for cleaner facial motion capture data on the new Metahumans.

I also show you how you can use the new Control Rig Additive Backward Solver to either fine tune or add animations to ...

β–Ά Play video
stoic flume
#

Does anyone know why a couple of the bones in my animation flip out on me?

#

I'm importing from maya, it looks fine in the fbx export. When I import into unreal it adds these random rotation errors in a few frames.

#

This is the first animation sequence this has happened to... I have 6 other animations on the same skeletal mesh that are perfectly fine. It's just this animation

#

I've tried changing retargeting modes, but no dice... any ideas on how to fix this?

#

I've also tried exporting the fbx from Unreal, then manually keying the rotation back to normal, then reimporting. still gives me the same result lol

stoic flume
#

FYI, found a reasonable solution for anyone with the same problem. It was something with the convert scene option and maya having z as the up coordinate. I changed the maya file back to Y+ and reimported without "convert scene" selected in the import options. Then I added an additive key in unreal to reorient the animation.

devout spade
#

anyone know why my linear limits in the physics body are not being respected?

#

i feel like it bearly does anything

silent jetty
ashen junco
lament hamlet
#

[I know I've said this before but I'm going around looking for help anywhere so yeah sorry to repeat myself basically]

I am trying to get a control rig working for my fox model (I'm trying to make a control rig for the legs)
I can't seem to get it to work right. I have been searching for about an hour now (more if you count yesterday) and I can't seem to get my model control rigged right! The worst part is the control rig is the first step in the larger process I want to do but for some reason its just not working.

If anyone here has any leads or help that they'd be willing to share I'd love to hear. I literally can't seem to control rig it for the life of me.

obsidian current
#

Hello guys. I'm having a lot of trouble trying to make the LiveLink connection work. I do have a mesh that works with it and also got the node, but unreal is not finding the phone no matter what I do. I think it might be something related to the project, but not sure what. The phone has the correct IPV6 number too. If I open the Metahuman project it works just fine, but mine isn't for some reason. Anyone have any suggestions? 😒

devout spade
# lament hamlet [I know I've said this before but I'm going around looking for help anywhere so ...

check out the example project for the control rig in the ue4 mannequin it's in the ue marketplace for free.
when setting the control points up you want copy the bone it's for and paste the global position then right click and " set offset transform from current"
the location and rotation needs to be exact or it will break, if you want to then change the controls location you can now move it (after doing the first part) and right click and select 'select SHAPE transform from current"

this is a forwards solve for a basic arm or foot

#

backward solve

devout spade
cosmic stratus
#

Hey guys,my character's sword always keep flashing and twitching when game is running.How can i fix that?
The engine version is 5.0.3,and the character resource is downloaded from unreal marketplace..

devout spade
cosmic stratus
devout spade
#

but yea increasing the render settings often fixes that , a common issue is if lets say the sword travels too far from the hilt during the animation it will all disappear or stutter due to low render distance settings within the actor bp

rocky remnant
#

is UE5 Manny Skeleton Rigg IK or FK?
Or combinations of IK And FK?

iron thicket
#

Guys, hello. Animation for metahumana can be done only through animation retargeting? Or are there more methods?

swift frost
#

Guys I need to make Additive 1 frame animations for AimOfsset, Is it possible to do this in Unreal or do I have to do that in Blender ? Cause I cant find an option to create animation sequence in UE

ashen junco
ashen junco
swift frost
#

UE doc shows: ControlRig Sequence option under Animation tab but I cant see it

#

Nevermind, found it

untold vigil
#

https://www.youtube.com/watch?v=J3d2IvoeTEk

I figured this would be a relevant channel to post this. It's a tutorial about physanims, which is a new feature recently added for the dragonik plugin. It's similar to physical animations but better in many ways. It lets one quickly achieve hit reactions and clean physical animations for any skeletal mesh without much effort. It's already available for use in the 2.3.6 update of the plugin.

Physanim (short for physical animation) is a brand new feature added into the DragonIK plugin. It helps devs to bring awesome looking physical animation results easily to their characters, and it serves as a unique alternative to UE's default physical animation system.

This feature comes free with the DragonIK plugin.

DragonIK is available for...

β–Ά Play video
swift frost
ashen junco
lament hamlet
#

Nope :l why is the basic IK not working D:

ashen junco
lament hamlet
#

this image is the best I could get if after messing with all the axis'

worn marlin
untold vigil
river briar
#

is there any way to transfer a pose to another actor with the same mesh so I can use it as a ragdoll and destroy the original actor?

#

I've tried with FPoseSnapshot and it transfers the pose, but if I enable physics it always t poses

pliant latch
#

pls someone explain what the slots in a pose search database do

devout spade
devout spade
river briar
#

instead of using the enemy's mesh for the ragdoll

devout spade
#

Pose = animation + ragdoll = physics simulation. You need to configure physical animation if you doing something else you'll have to explain in detail

river briar
#

ok thanks. I'll look into it

devout spade
#

Np

river briar
#

yeah its not physical animation

#

I'm just trying to pose the ragdoll before simulating

#

I found the problem is that the animation blueprint doesn't update the skeleton quick enough. If I add a delay the pose is correct before simulating physics

#

I can't seem to force it to update the mesh before simulating physics

#
    RagdollMesh->TickAnimation(1.f, true);
    RagdollMesh->TickPose(1.f, false);
    RagdollMesh->bIsAutonomousTickPose = false;

tried these but no luck

dense rock
#

How to refresh Blendspace in animation blueprint?

sacred wigeon
#

hi guys i'm having a hell of a time trying to get this character to hold a sword correctly, what on earth could it be? i have added a socket to the skeleton and added the sword as a preview mesh then aligned it properly, and you can see that it looks good here during an animation:

#

but when i go to the character's viewport the sword is off:

#

feels like i messed with every damn property and it wont fix, what is the deal???

devout spade
sacred wigeon
#

its broken in game too

devout spade
#

Normally you want to spawn these things during runtime and not from default, since typically you would want to change the weapon

sacred wigeon
#

i tried that as well, in Construct, attach to socket

devout spade
#

Did you save the socket rotation in the skeleton file?

sacred wigeon
#

yeah i saved the skeleton after setting up the socket

devout spade
#

Hmm idk, I'm attaching my actor in c++ try making a function using code

#

Maybe you rotated the weapon instead of the socket?

#

That's the only thing that could of happened

sacred wigeon
#

i dunno

#

thanks tho

native crescent
#

Hi. I have this crane that needs some physics probably. I want it to be able to move, but the wires need to expand at the same time. I don't know how to set this up... Can anyone help?

#

Thanks in advance

stark thunder
#

Hi

#

I don't understand why but I created a retarget asset and when I preview animations they look good but when I try use it to retarget the animations look weird

vapid estuary
#

Is there a way to make child actor component follow the parents animation? Child actor has its own skeletal mesh

stark thunder
#

See set master pose component

vapid estuary
#

Ofcourse. Thx

sacred wigeon
# sacred wigeon

took me a while to figure out, lots of details, i had to set a preview animation because the T pose wasn't correct for aligning the socket, and then i realized the anims were originally targeted to Manny not Quinn, and i was trying to use Quinn with the Manny anims which worked up until trying to use a socket with it...guess i'm pretty n00b at this πŸ˜„

subtle lava
#

is there an anim graph node that does transform bone via a bonename at all?

subtle lava
# steady orchid wdym?

Theres a modify bone anim graph node, I was wondering if there is anything out there that does the same thing but allows you to call it with the bone ref as param

livid hornet
#

Dumb question, but where should I start if I want to bite the bullet and make the animation assets I need?

#

I've only heard of Maya and I know you can't really create assets in the engine, is there anything else that would be recommended or is Maya just the go-to?

ashen junco
junior lotus
#

Anybody knows why bulk doesn't work?

ashen junco
misty dagger
#

hi all. is it possible to use animations with root motion in a level sequnce? i have a walk cycle that correctly uses root motion as an animation asset but once playing in the timeline as it loops its root motion does not carry it forward

livid hornet
ashen junco
livid hornet
livid hornet
#

@ashen junco as I look through the control rig documentation, I notice that it says to use a sequencer in the level BP on an instanced character. Is this not for typical animation assets, like you might see on a mesh's animgraph?

ashen junco
livid hornet
ashen junco
livid hornet
livid hornet
lament hamlet
#

I'm trying to make a hitbox on the mesh im using or rather for the mesh, i have it parented in the player control and when my animation plays it does not move the hitbox accordingly... trying to figure out how to fix this or how to make the hitbox move in general when its on the player controller if anyone knows how to fix this plz lmk (doing the GMTK 2022 game jam also first game lmao)

Ig this goes under animation sorry if its the wrong channel

just started spawning hitboxes temporarily nvm ignore me

vapid cove
#

hi everyone, how would I add scripted animation to Control Rig controls? As example, waving a character's antenna with a dampening sine function?

ashen junco
#

Though I never did that in CR, I found doing it with anim dynamics is more straightforward

vapid cove
#

thank you I'll look it up. Another example that applies to my project is a spiralling motion, like golden ratio. Keyframing that in CR is quite fiddly, I figure some kind of motion scripting would be more efficient

ashen junco
vapid cove
#

thanks for your responses. I'm mostly curious if it's even possible in Control Rig and if so, whether it's something I need to incorporate into my project. I'll do some research!

livid hornet
#

does anyone know a good tutorial for creating animation assets using a control rig? I haven't been able to find anything that covers the whole workflow

ashen junco
hazy shale
#

The root bone of my model isn't animated in unreal
The bone is keyd and it's moving in Blender and Noesis

#

But not in unreal and I have no idea why

#

*I haven't messed with any of the import settings or animation settings and it's still not moving when re importing or exporting from blender as a new file and importing it

hazy shale
#

I did

#

Enabling root motion only messes with the scale though somehow

#

No clue what's wrong since this worked with an earlier version of the animation

hazy shale
#

okay it looks like im just blind and dumb and the animation is just REALLYYY scaled down but I've actually no idea why because I didn't change the scale on the animation armature in blender

#

I also didn't key scale on the root bone

hazy shale
#

I tried scaling the armature and changing unit system and scale in Blender and it's still super tiny in unreal

ashen junco
hazy shale
#

I changed unit scale and system but its still really small

ashen junco
#

Okay, so the bad news is that you need to have the animation also compensated for the new unit scaling

hazy shale
#

I'm scaling up the location on the root to see if scaling up the animation in UE works but idk if this would be a good solution to the problem

ashen junco
#

This isn't difficult if you adjust the unit scaling before making the animation, but it gets complicated if it's the other way around

hazy shale
#

I don't understand why the animation is so small now even though I didn't change scale and imported it with the character mesh

hazy shale
ashen junco
#

Again, the animation isn't compensated for the scale, hence the small size

#

I don't think applying the transform isn't suffice

hazy shale
#

this is the old version
I only deleted two key frames in the hands on the new one

ashen junco
#

Have you applied the object transforms after compensating the unit scale?

hazy shale
#

yeah

ashen junco
#

Does the animation get screwed up after applying the transform?

#

I recall others having such issue

hazy shale
#

It plays perfectly fine in Blender and Noesis just not in unreal

#

i scaled the animation and location of the root bone up in unreal but she's still kind of staying in one place

ashen junco
#

I don't really know anything else tbh
I always have the unit scale correct before doing any animation work

hazy shale
#

Now this only happened after I changed her armatures name from 'bayonetta' to 'armature' to get rid of the extra root bone (the armature itslef) that isn't a root bone so the animations with root bone keys would actualy work

hazy shale
#

I did export the animation with the 'new' armature though so I don't see what the problem is

#

Like at all

brave moat
ashen junco
brave moat
#

Oh, I thought it was fine to do after animating, tho, only time I recall doing it was a bow where I had to just change the constraint distances so i could easily be wrong

hazy shale
#

And all the other animations work just fine

severe shore
#

when triggering death animations outside of state machines, do i need to manually "stop" the animation blueprint from controlling the mesh?

stark thunder
#

Hi guys

#

Is there any way to retarget a normal bone to a virtual bone

#

I need this because the skeleton source has an extra weapon bone that the target skeleton does not have

stark thunder
#

If its a montage then ragdoll then no as well

#

If its just a montage then I think maybe

severe shore
#

ah, currently i'm just doing montage only. i considered following it up with ragdoll but was trying to get it working alone first. so you're saying if i set physics to be simulated then the anim blueprint will stop for me?

stark thunder
#

Yes

severe shore
#

ok i'll try that, thanks!. if i decide i don't want ragdoll, what is the proper way to stop the anim blueprint? i've seen bPauseAnims on the mesh component, but not sure if that's the correct method.

stark thunder
#

How would a bone I could add to the basic Unreal mannequin so that I can have a weapon bone like in the image and be able to retarget?

stark thunder
severe shore
#

oh wow, great. tyvm

frail ridge
brave moat
#

wait, are you not using the default manny? mine has the weapon bones on the skeleton but not the mesh

stark thunder
#

Im using the Manny but I want to be able to just add new bones when I need them and use them to retarget to

brave moat
#

i just had a look to see if there a setting, check if u got all bones showing or just mesh bones

stark thunder
#

thats the main issue

#

I can use the weapon left bone but In the future I need more than 1 bone

livid hornet
#

so as I start animating using control rig, should I only be creating a keyframe for the bones that I change in a given animation? Should I keyframe all bones to a sort of "neutral" pose at frame zero? thanks

scenic marsh
#

anything else to troubleshoot if the axes on the basic IK are definitely correct (and I've tried a bunch of different combinations)? it's working perfectly aside from this. pole vector is correct, knee bends forwards, but the mesh's knee (and ankle) are 90 degrees to the right. I can see that if i child the pole vector to it.

fast gyro
#

I have a quick question.

Is there a way to make a skeleton mesh continue playing its animations even when you aren't looking at it?

Currently I have a light attached to an enemy and when I look away from it, I can tell that the light stops moving/rotating to the movements of the enemy because it's not playing its animations anymore

hazy shale
#

does the root maybe have to be named 'root'

#

cause my root is named bayonetta

ashen junco
devout spade
devout spade
#

I went mad when this happened to me for the first time as I normally use auto rig pro which does this automatically with scripts

obsidian current
#

You could use the Epic's addon for exporting Skeletal meshes/animations too. That way you won't need to do that scale thingy

ashen junco
strong ruin
#

Am I missing something, or did Unreal Engine 5 remove the ability to import animations on a static mesh from FBX format?

ashen junco
strong ruin
strong ruin
#

I had it pulled up while I was still on my computer, one sec...

#

D'oh, I misunderstood. The import was for skeletal meshes without an included skeleton.

median grove
#

hi guys. i need explanation about this -play rate clamp- thank you.

swift frost
#

Hey guys, I was trying to implement the 'mirrors edge like' true first person view and I need some help with how to handle turning.
I got an aimoffset for the standart head movements and I would like the legs to adjust the body when head exceeds 90 degrees from either side.
Can someone point me to some learning resources or something? There is so little stuff about this on the internet...

pliant latch
#

is it possible to speed up an animation procedurally so that the speed it is increased by is slower when the hand has more nuanced or rapid movement

#

i want to speed up a weapon reload but dont want to make the already fast parts look jarring

modern hill
#

i am asking here because it is closest to my problem:
is there a way i can see my Groom(created for the character) in control rig editor ?

modern hill
#

ok

ashen junco
#

Groom asset isn't a skeletal mesh, so I won't expect it change in UE5

modern hill
#

groom is used with skeletal meshes

#

and would be nice to preview it anywhere

ashen junco
swift frost
#

any chance you could help me Makoto ?πŸ˜“

spring whale
#

is it possible to reduce the time of an animation without cutting it?

#

these options cuts the animation, i just wanted to reduce the time

brave moat
#

there's a playrate setting somewhere you can use

brave moat
spring whale
spring stratus
#

I have an Animation Blueprint with this condition where when you press E, you activate the attack animation and once you release it you go back to the idle animation. But for some reason the character only does the idle animation, even when E is pressed, does anyone know whats wrong with it? Is it a mistake in the blueprint?

ashen junco
spring stratus
ashen junco
spring stratus
#

What do you put in the Animation BP then

ashen junco
spring stratus
ashen junco
#

Slots is more or less entry point to play a montage.

spring stratus
#

Alright but then again I dont understand what I should put into the state machine in the anim BP, because I cant just connect the slot to the output pose like this

#

and yes the defaultslot is the one used in the montage

ashen junco
spring stratus
#

Omg it works

#

Holy shit thanks so much

ashen junco
turbid plover
#

If I’m using IK for almost every bone in my characters body is there any reason to use keyframed animation at all or should I just make every bone fully calculated

ashen junco
#

Using both keyframed anims and runtime IK adjustment can make animations more reactive to environment while having artistic control on the animation

#

IK adjustments should supplement keyframed anims

balmy ember
#

Any tutorials on directional movement for UE5?
I went over few and there is usually always some issue.
https://gyazo.com/a20d84cbf6bdc1d6e5490134b73d064b
Animations also look a bit odd - I feel like its Control Rig, and or, some paramaters in Blend Space - its still a bit confusing for me.
I'd appreciate if someone could give me some learning path suggestions.
https://store.steampowered.com/app/1764050/Swordcery_Prologue/
Want movement like this - character is looking at mouse - directional movement is needed.

turbid plover
ruby wing
#

hey i have not been able to import ANYTHING reliably to just start chugging away on animations
i guess i have two paths im broken on right now and i should pick one for help

blazing swift
#

i would assume the Import issue first

ruby wing
#

well let me ask this: animations and 100x the size, like the animation itself is super large on import

#

i can get two ways to get a working model one breaks one way, another breaks another way (with the model)

#

both ways , one way gets empty animation the other one gets a 100x size animation

blazing swift
#

Character?

ruby wing
#

yes character sorry

blazing swift
#

custom or one of these meta human - character creator stuff ?

ruby wing
#

kinda trying ANYTHING at all

#

those actually work but i have to crank the character 90 degrees

#

if i shift to a different skeleton (compatible skeletons) the skeleton is apparently 100x the size (similar to blender exports)

#

ive got characters from 4 places, mixamo, some glb thing, also metahumans - i mean anything

blazing swift
#

well, to get the axis correct, you need to export with the correct axis settings.

ruby wing
#

been bashing at it for weeks

#

i did Z up and Y forward to get into mixamo properly

blazing swift
#

ok so youre using a mixamo character. tell me which one and I'll import it and try

ruby wing
#

well im uploading my own through mixamo to get it converted for usability

#

i cant get anything at all working otherwise

#

i mean i have one under 8mb if you want

blazing swift
#

sure send

#

ue5 or 4?

#

i'll take a look, no promises on getting it fixed

ruby wing
#

yeh thats fine i just i cant continue with my game

#

just bashing my head on the desk

#

been weeeeeeks

#

this is the closest ive got

#

when that loads into mixamo it cranks twice to position properly

blazing swift
#

so this is the model before any mixamo stuff?

ruby wing
#

yes

#

thats straight from GLB and blender import/export

#

with a Z up and Y forward export to apparently? work in mixamo

#

ooooh maybe its the y forward part

blazing swift
#

well, she came into unreal, right side up, and looks normal scale

ruby wing
#

yes it does do that then adding animations is broke

#

tried buncha ways i cant get it working

blazing swift
#

ok, cool. got an anim for me to add ?

ruby wing
#

uh you can download off mixamo/

blazing swift
#

kk

ruby wing
#

you upload that to mixamo and download

#

uhm it might be 'convert scene' needs to be unclicked
testing that right now

compact pebble
#

need some help people wise people of internet. have some issues with control rig

#

then i do iktwo bone to make IK chain, my character knee goes to center a bit and becomes wonky.

#

IK works fine, so idk is something wrong with my bone setup in blender or something wrong adjusted in control rig.

blazing swift
#

@ruby wing

#

shes dancing

#

so, yes. The Asset/Mesh/Skeleton has some Y-up - Zup mixup. Mixamo will fix it for you, but not give it to you

#

mixamo will give you the animation with the original skeleton orientation. So, ur model skeleton is Z up and the Animation, is Y up

#

The fix...

#

Import the model and animation separately with the correct orientations box checked for each

#

for the model :

#

Convert Scene Unit Checked, rest unchecked

#

for the anim

ruby wing
#

will go over this once groceries are done

#

thank you

#

that sucks that i cant view that full screen

misty dagger
#

hi! does anyone know where can i get more animations for my character in unreal engine? im tired of using the mixamo animations

ashen junco
glossy olive
#

hello, ue noob here.
is there an easy way to manipulate the play rate of a single animation, inside of the sequencer?
something like the "Time Dilation" Parameter but just for that one animation track.
thx in advance πŸ™‚

static falcon
#

How come things are greyed out in UE5 in this dialogue?

#

Used to be able to select any skeleton in UE4

dapper panther
#

Hi, I'm searching some mannequin idle animations to be used randomly on top of the standard idle animation when the character is standing . Example looking around a bit, tapping a feet, changing balance on each feet, etc... I cant find anything good in marketplace, anyone has some?

next mountain
#

Question, is there anything that the control rig does that cannot be performed from within a basic animation blueprint?
Or is the control rig merely some sort of a visual syntactic sugar for doing bone transform and IK?
Is there any specific feature that the control rig exclusively provides for the editor?

weary frost
#

Hi, I am having some issues with animations in a state machine So i have a variable "IsFiring" and I want to be able to play a animation of a pistol firing (This is the militart free pack from the marketplace) this works as expected but if the user presses the mouse button twice in quick succession it gets stuck in True state, I tried to use the Animation Sequence "Get Play Length" into a delay to prevent the user from being able to quick press the mouse but it still gets stuck in "true" instead of returning to false after the delay. Any ideas please?

static falcon
#

Actually control rig can also be used for in-editor animation & rigging so that's probably one feature that's unique to it.

next mountain
static falcon
#

No, the control handle side of rigging that enables you to animate, still need to skin bind in DCC

#

I'm trying to remember how to set the blend mode of animations in sequencer, anyone know?

#

Control rig is much better in my experience so far for a myriad of reasons.

static falcon
#

No, but thank you! You know, I think I realised it's the default behavior of just layering two anim tracks that I was trying to do

#

I thought it wasn't working but turned out to be a skinning problem that was confusing me

#

The jaw was rigged to the tongue making me think some animations were being combined wrongly

next mountain
#

Haven't been using UE5 that often.

tardy fiber
#

Whats the easiest way to make foots unable to go under ground? Basically just under specific point as i understand, i think default ue5 mannequin has it, but its control rig is very complex to find whats exactly is doing it

next mountain
tardy fiber
next mountain
#

Can't really say how if using control rig, I did it from the anim bp, but mostly just start your raycast/trace from the soles instead of the bones and do a quick enough position interp if you don't want the foot to sink/clip with the floor, assuming that is what you mean by "go under ground".

#

Try set ForceRootLock to true and EnableRootMotion to false in the anim editor of your animation.

#

Have you tried fiddling with the setting before?

#

I'm not sure I follow what you're trying to do, so does the root motion work with that setting?
Is it a sequence or a montage?

#

If I'm not mistaken, that red line indicates the position of the root from 0, 0, 0.
Have you tried whether it actually works on runtime?

static falcon
#

The idea is basically shoot a line down from the foot, offset the hips, offset the feet

next mountain
#

Work fine in runtime or editor?
As said before, my basic root motion setting is usually ForceRootLock true EnableRootMotion false, it might sound unintuitive, but it works.
I'm still not sure what your problem here actually, any video of the issue?

steady orchid
#

yeah it force the root bone to be locked even when root motion is enabled

#

have you tried with an animation that has root motion by default? maybe unreal doesnt like the additive keyframes on the root bone idk

next mountain
#

Just confirming, how did you change the root bone location again?
From a 3d editor?

steady orchid
#

if it doesnt work then look into the anim instance, maybe you changed default settings there?

next mountain
#

Ah, okay.
That might be where we differ, I never really do it that way, if I need to do root motion, I'll change it from a 3d editor like blender, not unreal editor

#

Export the anim out, edit it, import it back in.
Might have some bone problem when reimporting, so a retarget is done if things really go bad.

#

There's just quirks in unreal that often just doesn't go as expected, kinda learn to live with it and solve it using a different approach after awhile.

steady orchid
#

thats what ive asked above

mystic tiger
#

Hello, I have a question , I have a rig and the model is holding a weapon in hand, what is the best way to go about setting a bone so then in unreal i can attatch a weapon to that bone so the position/rotation/scale wil match?

next mountain
#

So, export then reimport?

mystic tiger
#

that i know,i was asking more or less on how to keep the same "pose" on both the weapon and the rig if not exported as a single object

next mountain
#

You did move the root right?
Check if the reexported skeleton structure is the same if it doesn't work.

#

Root bone orientation correct? Try adding a movement to the right just to check?

#

Not doing much help actually, but glad you find a solution, good luck.

#

πŸ‘

modern hill
#

Is there a limit on Morph Targets ?

timber surge
#

I want to confirm if my idea is good or small brain, so I've been trying to model characters recently along with rigging them but a common problem is that when I rotate the arms too much for animations it deforms the body a lot and weight painting hasn't improved it by much so my idea is just making the arms separate from the main body and just moving the shoulder area inside the body, is this dumb or not?

static falcon
#

If you can hide it well, go for it... if they have a shirt covering it or something

#

But you can also use corrective blendshapes or something, or just see if you can improve your rigging

modern hill
#

@timber surge you can go with Control bones and shape morph targets

#

youre using blender ?

timber surge
#

I see, I haven't dabbled with morph targets yet so I'll look it up

#

And yeah I'm using blender

#

I realize IK might work as well so I'll test that out

modern hill
#

SOOO, I know it's been a while. but I've been preparing this series for a while! Everything from this point on is the icing on the rigging cake. Here is everything you need to start using shape keys to smooth out your bends!!!
Hope it helps :)

Exponential Driver Equation: (var/.03)*var**2

Female Body Model Link:
https://www.youtube.com/watch?v...

β–Ά Play video
timber surge
#

Ooo cool, thanks!

modern hill
#

that guy made many many videos about rigging in blender

#

Shapekeys in blender = Morph targets in Unreal

#

you can make drivers as in blender in unreal with anim blueprint

timber surge
modern hill
#

.

#

For those of you who like those clean bends, you're gonna need a clean joint system! The double joint system is great way to accomplish that and is the system we will be using for the rest of the series. Hope it helps :)

X-Ray Footage from Noah Weiss:
https://www.youtube.com/watch?v=pOBCCrBymcM
https://www.youtube.com/watch?v=NDFlqyXurzc

Femal...

β–Ά Play video
timber surge
#

Alright, thanks very much!

next mountain
modern hill
#

he went from low poly to high poly

#

because thats what he wants to do

next mountain
#

Not sure how well he'll be able to keep the usual quick pace nature of his tutorial with sculpts, it's a whole different category from his old ones.

modern hill
#

i mean

#

@next mountain xD

#

i guess hes dooing well

#

with it

next mountain
#

Still mostly under 1 minutes I guess, that'll do~

#

"So, you wanna make a working rigged high poly character under 15 seconds! Not a problem!"

modern hill
#

that describes his channel !

timber surge
#

So shape keys are pretty cool, although for my case I think I'll use IK, good info for the future tho

dry breach
#

Ok so can I get some help with this. I'm having an issue where I'm importing a blender with a mesh, skeleton, and baked animations. The mesh gets into the game just fine and when I make any adjustments the mesh changes accordingly, the skeleton also imports correctly, but any animation get's imported at a really small scale. I tried some recommendations that said to change the units and mess with the scale, no luck. I also tried something that was recommended a while back in this channel, which was to scale x100, apply scale, scale x.01 and then do the animation and then export and now the mesh in the animation file is the correct size but it's as if the location data was scaled down but the rotation stayed the same. What do i do?

next mountain
#

You won't need to do the whole 100x scale if you start up right.

dry breach
#

so do i export the mesh by itself and then export it with the animation after?

next mountain
#

You can do either one you prefer.
On summary, the advice I'm giving you above is, if you do the scaling after the animation is done, it'll affect the mesh only, not the animation, you're going to have to adjust each frame one by one if that's the case, which is why it's a complex issue to solve if you start out wrong.

dry breach
#

If i've applied scaling before animating do i just need to wipe all the keyframes and start over?

next mountain
#

Start with the mesh scaled properly, then do the animation.
Or try doing a retarget to the animation using a non scaled armature.

next mountain
ionic fossil
#

hey all! I'm trying to retarget an animation from plask to a metahuman, and I'm getting some strange behavior where the hips seem to be locked in place. The rest of the animation seems to be mostly okay. I suspect it has to do with the retarget root but I've tried messing with that to no avail. Any insights? thanks πŸ™‚

ionic fossil
#

i had looked at that video before, but I think the retargeting system has changed. I couldnt find the "retarget manager" panel at 7:55

#

I'll go through and try it again tho

twin raptor
ruby wing
#

hey js

latent tusk
#

Looking for help if someone can help me please with my project

next mountain
twin raptor
ruby wing
#

@twin raptor since u were around 'thanks for the tutorials' haha

swift frost
#

Guys where can I set the bone to blend in "layered blend per bone" ? I dont see the option in details panel

sick hare
#

Hello! im pretty new to Unreal engine and i wanted to make a simple turret and i wanted to animate it but i dont know how i can create custom animations for a rigged mesh, i tried to create a Animation Montage but i couldnt keyframe the bones there and now im stuck and dont know how to make a simple keyframe animation, can somebody help me?

swift frost
sick hare
#

np

swift frost
#

You want to animate it in unreal ?

sick hare
#

yes

#

is that possible?

swift frost
#

Kind of

sick hare
#

is there something simmilar like the godot animation player node? ( if you know what i mean )

swift frost
#

i dont

sick hare
#

ok

swift frost
#

there is a sequencer in unreal where you can keyframe

#

and you can bake it into animation sequence

sick hare
#

i saw people open that in ue4 but i didnt find where to open the window in the ue5 ui

swift frost
#

Click right on your skeletal mesh and press create control rig

#

Then draw the control rig into the viewport and it should automatically create sequencer for you

#

And in the sequencer you can just keyframe the animation

sick hare
#

ok ill try it

swift frost
#

and to bake it

#

you right click on the root of the sequencer and select Bake into animation sequence

sick hare
swift frost
#

on my picture: CR_Mannequin_Body hilighted in blue

sick hare
swift frost
#

you dragged the control rig into the scene ?

wicked forge
#

Is there a way to have UE4 ignore the Z-rotation/Yaw in the root for root motion? This setting in CharMoveComp doesn't work for me

sick hare
swift frost
#

but that is for exporting your finished keyframe

swift frost
#

locate your skeletal mesh in content browser and there you can right click

sick hare
#

theres no control rig option

swift frost
#

Its in create section

sick hare
#

in the create section it says this: Animation Blueprint, Animation Composite, Animation Montage

#

Blendspaces and aim offsets

swift frost
sick hare
#

Oh ok sorry i thought i should right click on the skeleton but if i rightclick on the skeletal mesh it works ok thanks

#

ok now i have a blueprint editor open

#

and now i can add controls to the bones

swift frost
#

I recommend you watch youtube tutorial or read the documentation on how to add the controls

sick hare
#

ok

#

i found a video

#

thank you!

swift frost
#

after you have all the controls you want for the keyframing drag it into level as I said and you can keyframe in the sequencer

sick hare
#

ok nice

swift frost
sick hare
swift frost
#

you want some complex animations when you decided to keyframe it ?

sick hare
#

no not really im animating a portal 2 turret

#

its just point a to b with some easing

swift frost
#

Couldn't you just set that up in tick with some vector calcualtions and SetActorRotation ?

sick hare
#

it also needs to shoot

sick hare
swift frost
#

alright then, wish you happy animating ! 😁

sick hare
#

thanks!

brittle sleet
#

Hi, I'm trying to import alembic cloth from marvelous to unreal for a metahuman, but every time I click import alembic, unreal crashes. I tried different small and large files and all the same. Can somebody please tell me what could be the issue? I'm using version 5.0.3

mystic tiger
#

Hello, I am trying to make a idle/fire animation for a hand rig, in blender the animations look ok(I am using constraints on the weapon to move with the hand rig) but then when I import to unreal the animations look desynced with the hands due to the fact that in blender I am using constranints on multiple bones but in unreal I am attaching the weapon to only one bone, what would be the way to solve this ?
Thanks!

dry breach
next mountain
#

Did you test it with a new placeholder animation at least?

#

@dry breach

dry breach
#

Yes, i wiped the old animations and made a simple new one after i applied the transforms

next mountain
#

I honestly can't say for sure since I don't know the full details of your model nor workflow. However, you can try retargeting the animation you made to manny's skeleton. No guarantee it'll work, but it might auto rescale your anims, might.

dry breach
#

the armature isn't humanoid

next mountain
#

Quite a tough spot you're in πŸ€”

ashen junco
mystic tiger
#

both hands are constrained by the same socket

#

but i am still getting one of the hands out of sync

ashen junco
#

Not sure about the methodology you're using

#

Also remux it to mp4.

mystic tiger
#

well,I am animating with this rig in blender, i have a constraint on the weapon to follow the right wrist and a constraint on the left wrist to follow the right wrist

#

new to animation so im not sure if thats the best way to do it

dapper sequoia
mystic tiger
#

i tried that too,same result

static falcon
#

What's the purpose of the IK's in retargeting?

next mountain
#

Or the IK rig for UE5?

static falcon
#

IK Rig for UE5

next mountain
#

Haven't gone in depth with that one, but the IK chain system seems to be used to do the retarget without relying on exactly similar bone structure, hierarchy, amount, or name.

#

Then again, we've only been using used the RTG ones that epic provide on the examples, so not sure whether there's details that we missed on that one.

static falcon
#

Yeah I'm confused... I mean it would seem that just creating the chains themselves don't require matching bone counts

#

So I'm wondering what the full body IK purpose is there. Possible to use it in motion warping I wonder?

#

Or perhaps it's necessary to fix important locations, such as hands on a gun

next mountain
#

🀷

static falcon
#

I'm looking at content examples and found this

next mountain
#

Not really sure about that, almost sound like they want everything to be IK based on the future, from limbs to spine, but who knows.

static falcon
#

But when I deleted the IK solvers it seems nearly identical

#

Ironically it looks better without the IK solver

next mountain
#

Which of those 2 without the IK?

static falcon
#

2nd

lapis sorrel
#

is there a built in way to tell how much a root motion anim changes your character position?

static falcon
#

Can you look at the animation curves maybe?

lapis sorrel
#

they're blank

gusty quest
#

can't have blank anim curves, just bake it to FK rig πŸ˜›

#

usually if you check simplify it will only show two keys for root, pretty simple equation

#

alternatively you could make nodes that print the location as the anim plays

ashen junco
gusty quest
#

lol

#

is anyone good with physical animation ?

#

I'm kinda stuck

iron compass
#

Is there a way to use a locomotion rig (such as the advanced locomotion v4 rig) as a way to animate a character in editor? Looking for a way to quickly animate characters moving and looking around without having to use a control rig to keyframe. I imagine dropping a character blueprint into a scene and animating its location and heading and then the locomotion rig would take care of the animation for the most part. Any insight helps, thanks

iron compass
queen badge
#

Hi, I'm new to UE5. I'm trying to import a character that I rigged in Maya (Claudia) and have it use Mixamo animations (Claire, breakdance) through IK Retargeting. I think I've done all the IKRig and retargeting correctly. However my character just won't animate. I know the pose is different and when I go edit the pose, I see that the Mesh doesn't follow the skeleton when I change the skeleton's pose.

What am I doing wrong and what do I need to do to solve this problem?

wicked forge
#

(UE4) Is there a way to migrate animations between two projects without migrating skeleton and preview mesh?

ashen junco
wicked forge
#

thanks!

steady orchid
#

layered blend per bone already does that, you can just add the default slot after it

#

oh no, wait probably you add the default slot before the BasePose pin

#

remove blend by bool and put the default slot just before the BasePose pin, so the base pose become the full body montage and the upper body montage blend using layered blend per bone

normal bramble
#

I'm having trouble retargeting animations. I try to duplicate and retarget them, and it hangs every time. Is there a bunch of reasons why this could happen?

steady orchid
#

nice

rancid phoenix
normal bramble
#

just two identical shark skeletons

#

I can't just import the second mesh to use the first skeleton, it bitches and fails and breaks everything

#

it's a fucking joke

#

this is in 4.27

#

I can't believe it's this bad, nobody must have ever used it

steady orchid
#

nobody ever used animation retargeting?

ashen junco
normal bramble
#

it just looks like it's idling

ashen junco
#

I never had the editor doing nothing when doing hard retargetting

normal bramble
#

I left it for over an hour processing five small animations

#

it's hung

tender swift
#

guys can someone help me

#

How could I make the character turn faster so that it takes less

#

I would like to have some turns similar to the one that the soul saga has when you turn the character

lethal violet
#

Can I create a blend space between two animation sequences like the one in the third person example game for running and walking?

#

If so how?

hasty pivot
#

what is the best way to implement turn in place animations?

dry jolt
#

hi guys, i'm trying to rig a mechanical arm with multiple joints inside of control rig , and i'm looking way to reposition/ offset the pivot of the end effector . the joints in green are controlled by the blue end effector control but i want to reposition its pivot to the one in red . with CCDIK i am able to use the red effector and getting a bit further by locking rotations but translation after some point still breaks the rig and i dont want to put hard limits on the z axis. and i guess sockets dont work inside control rig . am i missing something ?

lavish hamlet
#

Any idea on what the ideal settings are to make the physical animation less floppy

agile lodge
tiny trout
#

Does anyone know why my skel mesh is looking like this when playing anims on it?

dry jolt
agile lodge
#

as i understand it, it just calculates a new transform matrix (as if it was parented to a different part of the hierarchy). feed that transform into your effector

soft tide
#

anyone here have experience with anima?

orchid crow
sour isle
#

How do you get an animation blueprint thats needed for livelink face mocap to also play a animation in the sequencer for that character?

It can play a mix of face mocap and any body animation when done in the blueprint but as the blueprint is always running you can't exactly make proper sequences with like normal in sequencer.

dusky void
#

Im doing some stuff with foot IK, but when ever the leg bends the foot dips into the ground. Anyone else get this issue?

oblique spoke
#

I have an object that doesnt' have bones as we would just rotate one part of the mesh around its pivot, But in unreal its pivoting around the bottom of the base object. is there anyway to rotate it around itself?

dry jolt
mystic tiger
#

Hello,I am trying to make a IK rig for a custom hand rig,however im running into some issues like so :
I have control for the wrist and one for the lower arm, I ve done the same thing on the default rig and it seem to be ok.
any ideas?

fading apex
#

Anyone experienced with animating 2-handed weapons who can help me out here?

I'm currently testing a setup where I'm interpolating between 5-6 axe holding positions. The main hand interpolates fine, as expected due to the axe joint being parented to the hand joint. However the off hand interpolates wrong.

Video example: https://www.youtube.com/watch?v=JqtN1KSC3us

My first instincts were to look into IK overrides, where I found the Two bone IK node. However I struggle getting satisfactory results. I get the impressions it's designed to set permanent offsets to animations, rather than dynamically ensuring interpolation in an animation doesn't break the illusion of grip?
Anyone got advice on how to tackle this problem?

Thanks

obsidian current
#

Hey guys, I have a question here and I wonder if someone can help me. It looks simple really.

I have a IKTwobone node, but I want to attatch a control on the lowerarm like an offset. I've tried using Offset transform and set transsform but it won't attatch to the lowerarm. What do I do?

brave moat
# fading apex **Anyone experienced with animating 2-handed weapons who can help me out here?**...
Zag

Everyone else on the internet is wrong. (Okay, not quite β€” though I spent a good many hours going through tutorials and not getting the results I wanted for left-hand IK. There are a LOT of t…

livid hornet
#

Bungie has stated in some gdc conferences that their weapon poses in games are designed to sort of taper off in screen space to draw a line towards the so-called "action zone" surrounding the reticle. Is that something that's done procedurally, or do you think they just adjust each pose until it's right?

livid hornet
livid hornet
#

I'm also a little bit lost on where I should be starting when creating fps weapon animations. I have the animation workflow down pretty well, but I'm having a hard time figuring out what to do first when it comes to positioning the weapon and creating poses for it. I find that a good 3rd person pose doesn't leave the weapon in a good screen space when compared to a first person pose, which conversely looks bad in 3p

#

I believe this would be somewhere that panini projection could come into play, so maybe I just need to look into that

livid hornet
#

this comment actually covers a couple of the problems I'm having, but instead of the shadows looking bad it would be the perspective of an outside player

smoky shell
#

How do I delete this bone that exists nowhere other than this skeleton and nothing references? Shouldn't UE5 be removing it since it's bound to nothing? I don't want to have to remake the skeleton asset and everything that references the skeleton just to get rid of it

obsidian current
smoky shell
#

Wont be the first time I've modified a skeleton uasset in C++

smoky shell
honest geyser
#

Does anyone know of some good tutorials on rigging for UE? I get the basics, but am having issues with IK for hand / foot not linking to the hand/foot bones, and issues with twists.
I use blender, have Auto Rig pro, but not knowing how things work is really causing issues learning how to fix this stuff.

#

Id love to be able to just apply the UE5 Manny skel to my charcter mesh but there does not seem to be any way to do tha

lunar wave
#

Im having a problem with my shooting animation where the gun recoils

#

I imported the aniomation from blender

#

in unreal, the animation only goes up the whole way if the animation is slow, I need it to be fast, but if I increase the play rate, the gun barely goes up

#

If loop is on, it works fine

#

but I dont want loop on

#

K i figured it out, it was the transition slowing it down

blazing vessel
ashen junco
zealous drum
#

Hello Group,
Could you advise on movie render queue.
We have hair made on cards and set physic that works great in sequencer, but new render doesn't render hair physic.

Old render "Movie scene capture" can make it, and physics is rendered.

In Anti-aliasing "Movie queue render" tempolar is set to 1, hair physic works, on 2 works badly but above 3 is not working at all.

Could you advise?

ashen junco
ashen junco
#

You should get the result you want then.

zealous drum
ashen junco
# zealous drum

Well, I said:

Try disabling AA and render in higher resolution

zealous drum
#

the problem appears only when we are increasing temporal sampling

ashen junco
#

Ah, so you're already crossposted there already

zealous drum
#

Makoto it is disabled, do you see another solution?
The problem appears when temporal sampling is greater then 1

mystic tiger
#

Hello,quick question, is there a way to set control rig values from code? if i make a float control for example,can i set it from code?

ashen junco
mystic tiger
#

ok,awesome,thanks!

sterile warren
#

Has anyone used Advance Time by Distance Matching and received the error "LogAnimDistanceMatchingLibrary: Warning: Failed to advance any distance after 5 loops on anim sequence"?

#

I can not debug what's going on for the life of me

dusky basalt
#

anybody found this project or something similar

sterile warren
#

Is there a way to fix this? I am from a UE4 Mannequin to a MetaHuman and the animations are somewhat "squished". I'll attach a video example below...

sterile warren
clear ginkgo
#

Hello guys... I am pretty much new to UE5 and I came across this problem which may be trivial but I spent hours searching for solution without success. I imported my rigged asset (from blender) which I would like to animate and render in unreal, I kind of figured out basics of animation in UE5 but the problem is that "playback range stop time" is set to 1 frame and I have no idea how to increase it. I cant click it or do anything else with it. I can animate the mechanical arm, but animation plays only 1 frame. Google search didnt help... everything I found were very basic tutorials. All ideas are welcome and appreciated!

severe shore
#

Hey I’m curious to learn how animations between multiple actors works. Such as a throw which animates both skeletons differently. Is there some reading I can do on this subject?

floral girder
#

I added a character to my scene from the Unreal Marketplace, and also purchased the Big Sitting Animations pack. However, I am unable to select any of those animations for my character in the Sequencer. It only shows the basic walk, run, jump, etc. How to I use the animations I purchased with the character, seeing as they all came from the Marketplace? (Sorry if this is basic. Fairly new)

swift edge
#

you could potentially add the skeleton from the plugin as a compatible skeleton to which ever one you are trying to use

floral girder
swift edge
#

it can vary based on the skeleton. are you on ue5?

floral girder
#

Yes.

swift edge
# floral girder Yes.

this should be a good starting point. https://www.youtube.com/watch?v=N7WdyAeeDrw

Hey guys, in today's video I'm going to be showing you how to use the new animation retargeting system in Unreal Engine 5. This is using the IK rigs and retargeting. The example in this video is using a Mixamo character and animation, however this will work for any character, skeleton, and animation you want to use.

Mixamo To UE5: https://youtu...

β–Ά Play video
floral girder
#

Skeleton for both the sitting pack and my character appear to both be UE4_Mannequin. Will it still need retargeting?

swift edge
#

If you go to the skeleton asset (not skeletal mesh). then look for the "Asset Details" tab. that should have the option to add a compatible skeleton. you'll select the skeleton that came with the animations

floral girder
swift edge
#

save all and check if the animations will play on your character sk

swift edge
floral girder
swift edge
#

ahh yeah. you need to go to the window menu at the top. you should see asset details in the drop-down

floral girder
wooden sleet
#

Anybody know how to make an animation longer in length?

#

I tried it in a montage but when closed it doesn't save the value

misty grove
#

I've run into an odd problem with sequencer when animating a control rig. The keyframe values are always double the value shown in the animation properties window, and what's stored in the poses. So if I enter 25 in the animation properties it shows as 50 on the timeline and curve values. And there seems to be some type of interpolation happening when values are entered in the animation properties rather than directly on the timeline.

For example if I'm changing from 0 to 100 in the properties view and refresh, it'll be 50, then 75, and keep getting closer to the entered value by half each time it's applied. This is making it so I can use the saved poses, as each time they are applied the proper value is not used.

We spent around 4 hours on stream trying to fix this the other night with no luck, and it's reproducible by other team members who load the same sequence, but does not happen if you recreate the sequence from scratch. We've tried to find every hidden setting, but with no luck. Any help would be greatly appreciated as we are not going to continue using sequencer until we know how it became corrupted and how to prevent/fix the issue.

radiant shuttle
#

Hi so this is my anim graph. I have an animation sequence separate from AnimStateMachine. I want to play montages as well but I am unable to do so with this method. Could someone please help me with the Layered Blend Per Bone settings? I am able to play montages if I switch the pin order for the blend poses but then the animation sequence doesn't play

autumn venture
#

Hi all. Noob question. Can anyone explain to me what is the purpose of using multiple Notify tracks in an animation / anim montage?

#

It seems like you can add overlapping notifies within a single track.

#

Looking at ActionRPG project they seem to do both. Sometimes overlapping notify on the same track, sometimes different tracks. Even both within the same animation (Anim_Blunt_Ground_Pound for example)

bright island
#

my 1d blendspace is not working

#

my character just stays in idle

bright island
#

mm?

misty dagger
#

can i import animations that i made in blender in the action editor into ue5?

misty dagger
misty dagger
lyric nacelle
#

I'm not sure if this would be the entirely correct channel, but it is need to work with animations so

Any reason, why a migrated skeleton would look like this in the skeleton tree?

ashen junco
lyric nacelle
balmy lava
#

Hey

#

im trying to attach my left hand to the under barrel of my gun. Im doing this in the anim bp using 2 bone ik and setting the hand location to the desires position but when the gun moves the hands movement is slightly delayed

#

is there any way to fix this?

wild dragon
#

When creating an additive animation, is it possible to exclude some bones for the final blend?

I have two animations, one for running and one that is a simple pose leaning to the side. The latter I have additive setting set to local space with the base pose type set as selected animation frame, with my running animation selected.

I set up two blend spaces, one to blend my characters running animation with walk, idle, etc, and another to blend between the directional additives for the running animation - i.e. lean left, right, etc.

I have the movement blend space set up with the lean blend space as an additive. It seems to work pretty well, but I want to exclude the lower body animation from the additive set up so only the torso leans.

Any advice?

wild dragon
balmy lava
raw mist
#

hi. added keyframes on a sequence and now i realise that the master duration is 5s, where i needed it to be 60s. can i enlarge it ?

silent jetty
#

Should I add additional bones to a rig to account for weapons? Or is it enough for most weapons to attach it to a bone on a slot and call it a day? In particular I’m thinking about swords, bows, staves, etc. I’m wondering if I should extend the UE4 mannequin with more bones

#

Like for instance with a sword I can attach the actor to a socket and it looks fine for simple swings but how can I do bow strings and staves? Would I play the animation twice, once on the character and once on the weapon? I need to have different weapons equipped so I’m unsure how to achieve that

steady orchid
#

for swords and stuff its usually enough to use sockets, you could add some utility bones for more complicated stuff(such as a sheath for the sword)

#

i think i have the additional bones on the pelvis, hands and directly under root just for convenience but i dont think im actually using them at this point

#

i am usint the one parented directly to the root as a location for two characters animations but that was not the idea at all when ive made the skeleton

silent jetty
#

So I guess I just don’t animate the bowstrings?

#

I guess im failing to understand how a second anim blueprint would help me

ashen junco
silent jetty
#

I can attach the bow and use different anims, that’s no issue

silent jetty
#

So you animate the weapon with your base char

#

Then export that anim

#

Apply to the weapon skele

#

Use the same anim BP for both?

#

(I’m guessing)

ashen junco
#

Well, my workflow would be to animate them together in DCC, but export them as separate anim sequence, then play them simultaneously

Worked for reload animations.

bright island
#

this is like everyone asking questions and being ignored lol

#

but seriously my character with 1d blend space just stays in idle animations when moving

#

it plays the separate animation of jumping

#

but when i walk it just stays in idle pose

steady orchid
steady orchid
bright island
#

do you mean if the blend space is working well?

#

its separated well

#

1idle 2walking 3running

steady orchid
#

im asking if it works in the animation blueprint preview window

#

unplug your speed variable and supply a manual value

bright island
#

ohh ok

#

lemme open my project

#

nah you fucking me

#

i dont see the blueprint

bright island
#

i want to rage so bad man

clever acorn
#

hey, control rig question: i had a rig with some animations on a sequence, some part of said rig were deleted, but now i have movement in parts where there's no keys (meaning, i assume, i have some phantom keys on the controls that don't exist anymore, yet no way to delete them because the control doesn't exist anymore) is there any way to delete/ignore/clean that? I assume if i add the blueprint and the control rig again into the sequence and paste all the visible keys it should, but perhaps there's an easier way?

ashen junco
clever acorn
#

not finding that option, but maybe that's a me problem, still getting used to unreal 5, and unreal in general

old wolf
#

anyway to angle the animation a bit more forward? I angled the pelvis bone which rotated everything nicely but it doesn't stick on save =/

old wolf
#

figured out a cool trick, change the import rotation and reimport

wild mountain
#

I've been enjoying learning unreal and making a souls-like prototype in the engine. I'm trying to find animations (mostly for attacks) that would work well, having a hard time finding an array of animations that fit what I'm looking for.

#

Besides marketplace and mixamo, are there any resources I should be checking out?

median ledge
#

how can I disable blending in a blendspace?

#

I want it to just switch poses once it reached a threshold

#

( blender has "constant interpolation" which is what I'm looking for in ue4 )

bright island
#

i have a solution

#

just update your alpha male

#

to beta male

#

and then change the import rotation

#

to 90 degrees

#

reimport

#

ready

#

also

#

as you can see

#

male is still in beta

#

it can bug sometimes

#

but dont worry

#

it doenst happen all the time

median ledge
#

what

bright island
#

just follow the instructions

median ledge
#

I don't know what a beta is

#

hold on

median ledge
#

at least I don't see any buttons

grand needle
#

i feel like this should've been here because when my first person starts off with the arms for a shooter i want it to be holding a knife but i don't know how i would get that pose with the arm

#

xd

little wyvern
#

Hey there guys, question - what's the right approach to blending montages into animation blueprints? Is there some montage space I can pull a noodle from to feed it into regular nodes?

grand needle
#

my animation lasts 1 frame and i can't find out how to make it longer

median ledge
grand needle
#

oh

#

so you can't set it within the editor?

little wyvern
little wyvern
# ashen junco Slots

Alright, so I got a montage getting called from an event in the Animation Blueprint event graph, its got a particular slot in it, and I'm now trying to get this info in a state machine.

I see a node that refers to a particular slot, but it expects a source. What should I select as the source in this case?

#

thanks in advance, the whole animation blueprint thing ended up being a little more tricky than I expected tbqf

ashen junco
little wyvern
#

oh ok! thank you

grand needle
#

how to i make my animation sequence last longer than 1 frame

ashen junco
agile wave
#

Where is Matinee in ue 4.7?

ashen junco
agile wave
mystic tiger
#

Hello,how do u hadd a new track to a sequencer?

ashen junco
red sage
#

Hi there! Can you you guys advise me some video\tutorial how i can make location transition in cinematic?

bitter shard
#

How do you get the control rig to respect limits when setting transform? It seems like the limits only apply when manually adjusting the gizmos

misty dagger
#

what is like the basic structure of an animation system for a player supposed to look like? you got the player characters blueprint, an animation blueprint and those 2 handle and manage everything from animation montages to IK and so on? or are there any other concepts for that?