#animation

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warm kayak
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but does it only work with Anim Montages ๐Ÿ˜‰

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?

zinc drift
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anyone know why is it the root bone doesn't move with the rest of the player in this animation? I thought i had every set up right

vapid glade
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How do i make animations look better i guess? Like the animation itself is fine but it looks so weird while walking around in the level

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Its more of like he iksnt walking it looks more like he is sliding around

vapid glade
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I'll send a vid

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It just looks super bad

ashen junco
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I believe UE5 has built-in stride warping node in anim graph

vapid glade
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you think using locomotion will work better?

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or nah

queen matrix
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wouldn't say it's an engine issue, the animation play rate just doesn't match the players speed

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Hey, anyone knows how I could mitigate this child bone behaviour?

My weapon bone is attached to hand R with the weapon being attached to a socket on the weapon bone.

In certain animations you can see the odd movement and jitter of the weapon bone like here

https://i.gyazo.com/a6d7a6bda6fd57c54dbc34a8ae42aa72.mp4

is this an unreal issue? on animators side in Blender you can't observe the same behaviour. Any way to mitigate this?

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if it is an interpolation issue is there anything I can do?

queen matrix
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I found easier selecting bones in the skeleton hierarchy on the left and right click > create new chain

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rather than what I've seen some people do - create new chain > select first > select last

last gust
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Is there any way to delete all but a single frame of an animation?

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(specifically the first frame)

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or just to isolate a pose from an animation as a frame

jolly hatch
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Hi I'm dynamically controlling where my metahuman looks with a control rig from an input But the head snaps to hard I'm having an issue trying to get it to interp from its current pose to the control rig pose , this didnt work

rocky hound
spring karma
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I would suggest root motion, or simply notify when the character can move on your animation

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Notify when the character is touching the ground to set a variable false, and then another when it leaves the ground

rocky hound
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do you have a video to recommend? so i learn how to do it

spring karma
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I'm not home at the moment, I'm sorry :(

ashen junco
sick maple
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Hello,
I see tutorials using Event tick for really simple animations (like rotation on self)
Is it okay in terms of optimization and cpu ressources cost ?
or should I use a lerp ?

ashen junco
sick maple
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for context it's an item idle animation, there will be like 10 on the map and I intend to stop animation when player is not looking
as for benchmark my PC should do fine but I'd like it to be good on any platforms

I guess it's not that costful anyways but still asking for knowledge ๐Ÿ‘€

ashen junco
sick maple
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yep that's floating pickable items !
But they're voxel static meshes

ashen junco
sick maple
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voxel mesh component,
I tried my best to reduce polycount ocha_approves

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what is fake voxel mesh :o ?

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like with shaders ?

ashen junco
sick maple
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yeah I think I'm gonna try that
Thanks for your help ๐Ÿ˜„

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did it like that, it works

lucid meadow
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Hey, Anyone know how to enable 'Force Foot lock' in the animation blend space on UE5 ? I can't find it

fervent osprey
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hey all. anyone know of other servers/places dedicated to animating within UE? im trying to do something that seems like it should be possible but i cant understand how to...put the two tutorials together? https://www.youtube.com/watch?v=xsvvA042l98&ab_channel=RyanLaley so with this i can make the player characters hands automatically move up to the wall when within range. https://www.youtube.com/watch?v=mVvyHKGPSaY&ab_channel=ReidsChannel and with this i can make a handheld flashlight follow the camera. so what i want to do is have a handheld flashlight that automatically follows the cameras centre point, and because the flashlight is socketed to the characters hand, the hand and arm would be moved/dragged by the handheld flashlight (i guess like how the bone chains work with IKretargeting, eg you move the hand and forearm, elbow, upper arm, clavicle would be moved along with the hand your dragging). is something like this possible? sorry to keep asking but this feels like it SHOULD be possible and if not feels like a pretty big feature to missing out on.

In this mini-series we go through what IK is and how it can be used to complete something like foot placement. In Part 5 we go through how to use the IK system to make the character automatically place their hands out in front to brace the wall in front.

Project files for this project are available on Patreon for Gold Patrons: https://www.patre...

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last gust
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I've been working on creating an Aim Offset, but for some reason whenever I attempt to aim in game now the animations absolutely spazz out like this. Does anyone know what could be causing this?

compact pebble
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Question: how can i attach preview mesh to control rig, i want to animate gun on hands but idk how to attach preview mesh to socket so i can animate properly

ashen junco
blazing wave
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Anyone know of a good tutorial for rigging a dynamic whip weapon that is not part of the charaacters skeleton?

ashen junco
blazing wave
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Ok cool so is there any good whip tutorials?

ashen junco
steep iris
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Hey Guys! Anyone knows how to make ik spline rig works in backwards solve, so that I could bake animation sequence previously created, into my control rig in sequencer? I couldn't find any setup guide by reading official documentation. Thank you!

tranquil pollen
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better for animation TV show : USD and Datasmith Scene Exporter workflow ( Blender and Maya or Both)

misty dagger
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Hi everyone!
I made a kind space vehicle for a cinematic video for work. Currently i have my ship in seperate objects and im animating them for each (grouped) part of the ship. Which is ofcourse tedious.

Is it common to use an armature (bones) for vehicles? Or is there an easier way? Im lacking "terminology" to find what im looking for.

So if someone could just shove me in the right direction or documentation, would be massively appreciated ๐Ÿ™‚

foggy heart
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Hello i want to start animating with blender for unreal engine 4 i want to make first person shooter animations so just maybe two arms holding a gun and then just simple walking animations at first would be glad if someone knows any tutorials or if someone did something similar and could now help me with that

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and maybe something that i can combine with weapon sway

ashen junco
ashen junco
foggy heart
jade bloom
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how do you retarget animations where some bones are disregarding bone lenths?

i made an animation for first person hands, where I moved the clavicle bone reaaally far from its origin point. now I'm trying to retarget this animation to another skeleton, and I've set clavicle bones to AnimationScaled in both skeletons, but the new system based on retarget chains ignores it.

jade bloom
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another question: why do fingers look okay in retargeting, but look horrible when using "compatible skeletons"?
i'm not using a custom pose for retargeting, i'm using the reference pose as is. skeleton options are all set correctly, etc.
it looks as if it's reliant on a bad reference pose, but it's not the case.

dark vortex
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I'm trying to animate an actor, then ragdoll him, then resume an animation - but I don't know how to reset the transform on the mesh - you can see here, i've frozen the pose after simulating physics - (the cube is to show the rotation of the mesh, it's a no-collide that's a child of the mesh, so we see the rotation is off) - when I turn off simulate physics and resume animating you can see the rotation has come along and messed things up

brazen wharf
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for modular characters, do i need a combined one to preview full body animations, or is there some other way to "assemble" them for preview from separate SKMs?

dawn mountain
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Hi all, does anyone have any experience with daz? I just transferred from daz to ue5 and there skeleton does not match ue5, maybe there is a magic checkbox I missed?

brazen wharf
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no there isn't. DAZ skeleton will never match UE skeleton

weary frost
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Hi all, Could someone please recommend a guide or something on how to setup a locomotion for a character I understand the basics of how to configure it for backwards/forwards but its things like how to know if the character is backpeddling or if the character is strafing that a lot of them do not cover, I was hoping to get something which operated similar to Freedom Fighters so a character can run and lean whilst aiming etc in a TPS environment.

tranquil pollen
winged violet
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If your game has a lot of character enemies, has using the animation sharing plugin noticeably reduced the performance cost?

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Also if using it, would all of those enemies be playing animations completely in sync? (may look strange)

woven peak
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anyone know if it's possible to swap in realtime the Anim Class on a character? (in C++ if possible)

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This thing, that link the Animation Blueprint to a character

ashen junco
ashen junco
brazen wharf
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the rig is full body. so i guess i have to export everything merge it, and reimport it for previews ;/

static falcon
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Have I done something wrong here

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Actually setting the depth to 0 worked. What is the depth? Not sure I understand it.

brazen wharf
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probably how deep it will go into the bone chain

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but i'm not 100% sure

static falcon
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That's what I imagined, but it didn't seem to work

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That bone has 10 children so I thought that'd work, but 0 works

ashen junco
# static falcon

I forgot what it does, but IIRC it distributes the blend weight with that depth

static falcon
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interesting... so if you wanna mask a bone chain except a couple you just gotta type em all in?

winged violet
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Anyone know why the "Bake To Control Rig" option doesn't show my control rig even if it's set as the default animating rig in the skeletal mesh?

static falcon
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Do you have the 'backward' solve node in your control rig graph?

outer siren
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Anyone know what this node does?

outer siren
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Thanks!

winged violet
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Just wanted to edit an animation that was created with my control rig but I didn't save the original level sequence that it was animated with so need to tweak the anim itself

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I got by with the auto FK posing in this case but I'd like to be able to use my rig in the future to edit anims

white galleon
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Hi everyone im extremely confused. So my anim BP shows up inside of my blueprint working just fine, but whenever in actually playing and not previewing its TPosing. I cannot figure out why.

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on the first few frames it starts off in the pose then its gone

slow timber
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QUESTION:

Greetings! And help:

What I would like to do is use my reference animations inside of the CHARACTER COMPONENT of their BLUEPRINT to be the transformation of the actor inside the game world once itโ€™s spawned. Iโ€™m learning to orchestrate/coordinate multiple animations.

The issue is when I call for the relative transform from the parent, it never spawns in the right place; the place Iโ€™m attempting to reference.

white galleon
slow timber
slow timber
# white galleon

Ah, in your character movement component, have you ticked "Use Acceleration for Paths "?

white galleon
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i notice when i disbale it, the ai doesnt move but the idle animation plays right

slow timber
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I need to actually see what your project is doing. Are all of the characters related (as in, is the player character and AI children of the same parent?)

white galleon
slow timber
white galleon
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Yes

slow timber
slow timber
white galleon
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yes ill just play regular

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still same thing

slow timber
white galleon
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no worries, i keep looking thru all my anim bps and stuff as well, everything is firing off correctly

slow timber
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?

slow timber
white galleon
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thats my begin play. The link anim class layers node is whats controlling my anims

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but this is how i originally had it. and it worked before

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now neither of the methods work lol

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interestingly enough, it does seem like its only when walking, and since the AI is almost always walking thats probably the cause

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hmmmmmm

slow timber
# white galleon hmmmmmm

INTERESTING. I've never used the "Link Anim", so I'm not sure how it works. However, your character is not updating their velocity to the movement blendspace.

slow timber
# white galleon hmmmmmm

When the character moves, its velocity is no longer "0", so Unreal has to pull the instructions from the ABP. But the instructions aren't being communicated. Can you check your movement blendspace?

white galleon
slow timber
slow timber
white galleon
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Only reason why im so confused is because it worked no issue before

slow timber
white galleon
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yes ik its very very odd

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i might just switch to another thing or make my own locomoation i was just lazy

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plus lyras look rly good

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fixed it for the most part some broken nodes, no i get an occassional A pose but i have to keep digging. Thank you very much!

stoic kiln
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Hope this is the right channel to ask about skeleton. I have bought a pack that has virtual bone attached to another virtual bone (pic1)
When I try to do that, I can't find the parent virtual bone in the list to attach it. Any idea what I am doing wrong?

rustic hearth
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I imported this animation from mixamo

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its trying to keep the pelvis bone stationairy

rustic crane
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im also interested in this fix

ashen junco
dry grail
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When people say "the Epic skeleton", do they mean the skeleton used by the default player character in the 3rd person template project?

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If so, how can I download it/import it to blender? Should I even be going out of my way to use it if I already rigged my model?

white galleon
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can using root motion causing changing Max Walking Speed not to work?

violet valley
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anyone know the difference between using this with just the source ik rig, compared too the second picture where i make a target and source, then ik retargeter ? first way is alot easier then setting up one for each skeleton i have to retarget.. but i dont want to lower the quality they seem to come out fine.. but just wanna make sure im not missing somthing by skipping the second pictures process

ashen junco
dry grail
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From what I (think I) understand, as long as the bone names/hierarchy is more or less the same, any rig can be an "epic skeleton"

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as far as animation retargeting is concerned

clear dune
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What I've done is create an animation montage, in which I split up the animation into smaller segments, giving different speeds for each. It's important to know the framerate of the source animation, because generally you're going to want to split it up when one frame ends and the next begins. In my experience, the animations I use are 30 FPS, so I end up putting an end time for one segment at something like "4/30"

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Here's an example of how I changed the ramp-up on one of Feng Mao's attacks in order to create a greater sense of the use of a heavy weapon. Don't even get me started on how much of a pain it was to retarget Feng Mao animations

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Unfortunately I don't know of a way to split an animation segment, so you'll have to re-drag it in from the content browser and manually adjust the start and end times. Also something to keep in mind, you can provide a negative play rate, which you to play the animation in reverse. This could be really useful if you're trying to make particularly creative use of a limited pool of animations. A hook punch can be reversed and its speeds changed to imitate a knife slash, if the knife is held in a blade-down grip.

slow timber
# white galleon can using root motion causing changing Max Walking Speed not to work?

I just saw your second message. No, it doesn't. NOT having root motion possibly (because the actor is leaving its capsule). Root motion, on the other hand will not affect walking speed or walking speed animations. I'd have to go through your entire code to see what's going on. (And I may never find it because certain functions could be hidden) Importing Lyra is good for learning how Unreal Works, but not for creating your own programming.

dusky jacinth
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Why can I not get output pins to appear on my control rig node in an AnimBP?

ashen junco
dusky jacinth
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I'm not understanding what you mean. I am inputting these variables fine into CR from AnimBP - I just can't get the CR-set values back out

misty dagger
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I just created an vehicle in blender and parented parts to each other. How can i do that in Unreal?? Cant seem to easily parent objects....

static falcon
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Make a blueprint and put the parts into it

misty dagger
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I made control rig
but now how to animate it with morph target and I made a sequencer and added a camera but with control rig it is developing it's own sequencer

vast canyon
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Is it possible to put a socket on a bone, move the socket around, and have the bones attach to and follow that socket?

ashen junco
ashen junco
misty dagger
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you wanna say I should add CR to the level sequence

ashen junco
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Yes, it's that straightforward.

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Although I'd recommend putting in the skelmesh in the map first, then make the control rig track for it

misty dagger
misty dagger
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I am really confused what to do

ashen junco
misty dagger
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but have not added morph

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I don't know how to add them

ashen junco
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Again, control the skeleton curves. If the name matches with one of the morph target, you can control it in CR.

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If that needs rephrasing, do let me know.

misty dagger
vast canyon
white galleon
ashen junco
vast canyon
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Agnostic skeleton ik where I can just put a socket on a bone and it'll have its lower bones follow but I'm starting to think it might not be possible without extension c++

ashen junco
vast canyon
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Can you go into more detail please? It's mainly, how can I identify which bones to start moving in children of the animation blueprint and when it's not got a starting skeleton at all, but the children will have a skeleton

ashen onyx
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Hello, I hope everyone is doing well ๐Ÿ™‚

I'm trying to import an alembic file with multiple meshes, but I get an error message saying that the import fails. Does anyone know how to import multiple meshes as an alembic in Unreal? (I tested with a single mesh and it worked perfectly)
Thanks!

spiral cloak
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Hi all,

Is there a way to get skeletal meshes with cloth sim to work with morph targets?

For example, a non-cloth part that wants to utilise a morph target, but let the rest of the mesh with cloth sim just sim as usual?

rustic hearth
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found the fix

jolly hatch
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Hey guys . Im having an issue here! I have a metahuman that I have a bool to switch the head bone control to a Control rig while active. But it was snapping the head and not smootlhy blending between. SO i ADDED THIS BLEND BY BOOL and it works When i activate it but snaps back when I deactivate it. even though I set it up to blend both ways on the same time.

misty dagger
keen harness
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is there no backwards walking animation for the standart mannequin?

frail snow
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I have an .fbx of a gun with multiple pieces. When I import it, it gives me a bunch of static meshes. How do I create a single skeletal mesh out of them? I want to animate it with control rig

ashen junco
frail snow
ashen junco
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Somewhat common misconception about Control Rig is that it can make a skeletal mesh from the ground up.

It's not.

What Control Rig can create is, well, control rig, rig of controls on top of existing skeleton.

frail snow
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Oh, wow thanks! So I actually have to rig it in Maya/Blender, then import as a skeletal mesh, and create a control rig that hooks up to that rigged skeletal mesh?

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I guess control rig is only for creating anims in game, has nothing to do with rigging

ashen junco
bronze osprey
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There's been a robot uprising and it's your job to stop it! What weapon will you choose? Why not make your own?

In this demo, given by Zak Parrish, Sr. DevRel Technical Artist, Epic Games, walk through the process of creating your own custom weapon mods for Epic's latest VR game, Robo Recall. Viewers will see how to easily create custom mods fo...

โ–ถ Play video
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here he sets up anim of movin parts for a robo recall gun

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also some other stuff, but the anim part is most def worth a watch if u gunna set up ur gun

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the gun he uses is from twinbast paragon char. he also shows how to grab it from the twinblast skel

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it has some neat tricks , doesnt keyframe the anims but uses timelines

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also links stuff like the finger and the trigger get moved by the same timeline

frail snow
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Very cool thank you!

bronze osprey
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yea, ur gun seems to have a ton of parts... i would recommend grabbing the twinblast gun and just follow along

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to get an idea how its weighted and how you might move the parts and how many parts you really need

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even tho its made for roborecall , the gun BP and anim BP are fairly modular so if you make those u could use em for any kind of character

frail snow
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Yeah this is perfect, looks like I just need to learn how to rig a gun, then I can hook it up to control rig along with the FPS arms to animate the gross motor control movement of the gun/arm manipulation. Then this vid will take me the rest of the way for animating smaller details that might be tied to programmatic variables, like maybe randomizing shell ejection direction/velocity

bronze osprey
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shells should prolly be particle with physics

frail snow
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Damn that's a good idea!

vale widget
dusky jacinth
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How is it possible to get any value information out of Control Rig, aside from the final pose, in an animBP graph? Been slamming my head against this for days and I can't get anything out of it

ashen onyx
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hey, i hope everyone is doing well ๐Ÿ™‚

Im trying to export an alembic animations with multiple particles but when I import it inside Unreal, I get this error message: Failed to create asset... (see in the video)
(I also tried to merge all the particles into one object, when i do that the import works in unreal but its not usable anymore because i merged all the particle into one objects)

Am I missing something? Thanks!

magic hull
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I have a character that has a bunch of Mocap animation with a Center Root bone, I need this character to move with an object and then get off that object.
I set up constraints, I keyframe the constraints. Anytime the constraint is off the character jumps back to the start point of the constraint.
What am I doing wrong ? How should I think about this better?

manic juniper
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simple question that's probably been asked a thousand times, so forgive me for asking again, and thank you for simply typing 'yes' or 'no'

Can I use animations from the old UE4 mannequin for UE5's manny and quinn models?

frail snow
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It can be a pain in the butt, but there are a lot of youtube tutorials for it

manic juniper
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mmkay, thanks! yeah retargetting is something i haven't delved into yet

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to youtube! ๐Ÿคฃ

clear dune
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I just discovered that you can customize an animation inside Unreal by keyframing bones within an animation sequence. This wouldโ€™ve been a game-changer for me, until I realized itโ€™s not available in animation montages, which I use extensively. Iโ€™d like to convert my montages into animation sequences, but the only way I know to do that is through recording, which relies on pressing the record and end button right at the start and stop, perfectly. Surely there is a better way. Any ideas?

PS: I am aware that I could keyframe the source animations that are used by the montages, but that isnโ€™t feasible in a lot of cases, especially when sequence speeds have been dramatically changed, or the animation plays backwards at some point in the montage. Also, I believe itโ€™s possible to trim a sequence, so maybe I could give a loose start and stop time and trim it after, but I believe the trimming is constrained to discrete frame numbers, and wonโ€™t work since the start time wonโ€™t be at an exact multiple of frame duration.

drowsy inlet
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anyone available as a tutor for UE? paid

alpine pelican
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just starting with animation in UE5

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I tried changing the standard idle animation to this:

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this is in the animation window

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but in the animation BP window it looks like this:

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i dont really understand why it does this

long olive
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which rig would be best suitable for models that include a RIG elbow bone from Blender?

ashen junco
alpine pelican
frail snow
ashen junco
alpine pelican
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thank you guys so much. I didn't even know this was an option

wheat badge
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Hi, does anyone know how to do rewind of gameplay/animation like the how Rewind Debugger works but ingame at runtime? I.e to do time rewinding effect.

ashen junco
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Theoretically you could make use of replay system, but I don't know much about the details, and it requires replication to work

frail snow
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Does IK Rig Retargeting obsolete Animation Retargeting?

ashen junco
jolly hatch
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Anyone know whats causing my metahumans hair to flip out when they see me, all im doing is making them look at me which works fine but the hair ๐Ÿ˜ 

gloomy hatch
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I duplicated an existing animation trying to edit it and the animation somehow plays, but there are no keyframes anywhere

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i have no idea what's happening-

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I tried even making an entirely new animation on it's own, but i couldn't even figure out how to change the length of the animation-

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it seems to me like they completely messed up the entire animation system in UE5 lmao

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"you can make additive edits and adjustments"
"tweak animations with additive layers"
.. so you can only add things to animations, and can't modify them..?

heavy pewter
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I've re positioned my skeletel mesh to be ready for retargetting and have saved, but when I make an IK rig out of it, it uses the original T-Pose?

ashen junco
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Usually that's up to the character class itself, but you can load the montages in advance.

tepid vessel
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wassup blender fam! how do i add old weights already inplace to a new bone?

tepid vessel
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woops lol

ashen junco
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What do you mean alternating?

wispy seal
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I have an animation that doesn't want to render from sequencer, it plays fine in my workspace but the export results in the blueprint model frozen in place. This is what my sequence looks like, I've been looking on forums for the past week and a half but haven't found anything that solves my issue. Any suggestions?

ashen junco
wispy seal
clear dune
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Is there any way to keyframe bones in an animation montage? Or convert a montage into an animation sequence, without using the Record functionality? The reason I want to avoid Record is because I lose the last frame of the montage due to it blending with whatever comes after (either montage start again, or default skeleton pose (T-Pose or A-Pose)). If anyone knows a way to record without this issue, that would also work. Any help would be greatly appreciated!

wheat badge
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I just read somewhere Take Recorder can run ingame so gonna test and see if it works in package

ashen onyx
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hey! did you manage to integrate cell fracture animation into unreal? I can't figure out how to make it work.
(Or if anyone find a workaround, a bit of help would be really appreciated ๐Ÿ™ )

gloomy hatch
wheat badge
ashen junco
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It'll work in PIE but doesn't necessarily mean it'll also work in standalone (cooked/packaged) build.

wheat badge
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It is actually not that hard, was just wondering if anyone had done it

mild blaze
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Is it possible to create an animation sequence in run time using blueprints?

frail snow
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Trying to wrap my head around the Control Rig workflow. Do you just set up the skeleton and do skinning in Maya/Blender, then all the controls for animation in Unreal? I'm worried I'll mess up the skeleton or skinning and only realize it after I've set up the control rig in Unreal and started messing with the animations, then have to redo it all

whole sphinx
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For a quick complexe setup, with Idle, Walk, Jog with transition animations between them, is it better to groupe them in one blendspace 2D, or switch betweeen multiple blendspace 1D with animstate ?

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Is there some exemple somewhere ?

hazy gorge
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Totally stuck on animation blueprint , I have a animation that flips direction intentionally in next state but when I play it it tries to flip it back to mesh in prior state , kind of like a walk cycle I want to ignore prior is that possible

winged portal
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Hi! one question about sockets
I have my skeletal mesh sword (I added 2 sockets for the trails)
On the character animation, i'm previewing the sword and trying to use those 2 sword sockets.

The trail works okey if i change the 2 sockets name to one in the character

hazy gorge
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This is with montage

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But in animation states animation blueprint it tries to flip the mosh I think to orient to first animation

slow timber
#

Good Lord. I would edit bones in Blender NOT Unreal.

slow timber
slow timber
whole sphinx
#

and Idle -> Start Sprinting -> Sprinting

#

etc etc.

#

as the 2D blendspace, if i'm not wrong, doesn't allow this.

#

but triggering the animation is not really the question.

#

the question is more the setup of the state machine / blendpsace.

winged portal
#

My Sword (Skeletal mesh) has bones for the start and end of trail.

#

I want to use a Montage on my character that triggers a Trail and access the sockets on the sword, so i can use different weapons and they all use the same trail reference

#

is it possible?

slow timber
slow timber
whole sphinx
#

5.0.3

#

To be more precise, i'm not unexperienced with unreal at all, got 6 years behind, i'm not sure i explain the issue properly cause... it's not exactly what i'm excepting as answer.

#

I'm not looking for blending between two animations, right ?

#

So, just let me try to explain more clearly, sorry if it wasn't the case :

slow timber
# whole sphinx 5.0.3

Okay, so if you were to take one of the default Third Person Characters, you can use inheritance to create a child that will have all of the aspects of that parent, including its movement Blueprint. This Blueprint includes a 2D Blendspace with Idle --> Walk/Sprint transisitions. Take a look at the Animation Blueprint.

whole sphinx
#

๐Ÿ˜„

slow timber
frail snow
# whole sphinx For a quick complexe setup, with Idle, Walk, Jog with transition animations betw...

Mike shows you how to import Mixamo animations and rigs into unreal engine (UE5) to create games, cinematics and animations!
Superhero UE5 rig: https://rendercrate.com/objects/RenderCrate-Male_Superhero
Download 3D Models for Games Here: https://www.unrealengine.com/marketplace/en-US/profile/ProductionCrate
How to use PRE-MADE RIG! https://www....

โ–ถ Play video
slow timber
whole sphinx
#

@slow timber i think it's more me who struggle to explain properly.

leaden helm
#

Hey all, I'm looking for some guidance concerning blending animations. I've got some animation montages that are assigned to an UpperBody slot, and I've got that slot plugged into a Layered Blend by Bone node in the animation blueprint. However, the secondary animation never plays, the base locomotion animation is the only thing playing. I'm not sure if I'm missing something obvious, I can't say I'm super experienced with the animation side of things.

whole sphinx
#

So, to be more explicite : We have an Idle animation.
On the end a Blendspace with all direction animation (right, left, sprint strafe, etc etc...)

But we have also an additional animation, "start sprinting", who give this nice and clean impulse of momentum. This is the setup for this one i'm looking for.

Hope this is more clear explain in this way.

leaden helm
#

Sorry, should have included that. I've got a "Source was visible but ignored" message, however I haven't had much luck finding a fix for that.

slow timber
slow timber
slow timber
#

LKMAO

whole sphinx
#

HAHAHA

#

๐Ÿ˜„

#

I think i should look on additive animation, but was not sure, it's why it was my ask.

slow timber
slow timber
whole sphinx
#

Thanks, let me know.
Also if someone know a technical animator/animation programmer, we are looking for one (see #freelance-jobs).

Just in case, as it will avoid my dirty ass to do this stuff i'm not made for.

#

(and thank you very much for at least trying to help me @slow timber !)

slow timber
winged portal
#

(The sword is a preview)

#

Maybe i need to clarify that the weapons can change

slow timber
winged portal
#

that's why i'm trying to grab the sockets of the weapon dinamically

#

that's the skeletal mesh of the sword

#

there's not much outside of those 2, just the montage playing and the trail not working

leaden helm
#

And I've been pretty much just following epic's guide on setting up slots for animation montages, so I'm honestly not sure where I'm going wrong

slow timber
# winged portal

What I mean is that you are assigning weapons to the sockets of a character, no? But to do that, it needs to be called in a Blueprint, unless, I'm not following you.

slow timber
slow timber
# winged portal

Even a montage needs to be encoded into a blueprint so it can be called.

leaden helm
slow timber
leaden helm
#

Ah well that would do it. So creating a new animation blueprint should likely fix things?

slow timber
leaden helm
#

Alright, that definitely makes sense. Thanks for the help!

winged portal
slow timber
slow timber
#

And making tea.

winged portal
#

yeah, I'm trying to find a way to do it like that, so i can equip different weapons and they all have their different "Trail_Start" "Trail_End"

#

np, thanks!

slow timber
#

Not at the same time.

winged portal
#

I'm no one to judge, I regularly eat while using the bathroom.

slow timber
#

Omg, your lines are hard to follow. A few questions: The spawned actor is the weapon? (With the sockets)? The target is the weapon, and the parent is the character? It looks like you're attaching the weapon to its own socket, which doesn't make sense. You have to attach the character to the socket(s) of the weapon, if anything. Not sure if the results would look good, though.

slow timber
grim acorn
#

I have a root motion animation in sequencer that resets back to it's starting point. How do I have the static mesh move with the animation? Here is shot of the last frame of the animation and then the next frame as I try and extend the animation:

leaden helm
#

Alright, I'm all sorts of confused. I've created a fresh animation blueprint, and I've still got the exact same issue. I based the state machines and logic on the existing default animation blueprint, but it should be completely fresh, so I'm not sure what the problem is.

winged portal
winged portal
#

If it's possible to do it dynamically, it would be great. even if it takes time to setp

grim acorn
mild blaze
brazen wharf
#

i doubt that there is an easy solution to this which doesn't involve a 3rd party addon

slow timber
# leaden helm Alright, I'm all sorts of confused. I've created a fresh animation blueprint, an...

Ay-yay-yay. The best course of action would be to post on the Official Unreal Engine Forums. There are a lot of devs there and you may get lucky. This is an issue beyond my scope. Probably a really simple fix, just that I'm missing the logic to point to it. This is an issue that's been persistent for a while: https://forums.unrealengine.com/t/source-pose-was-visible-but-ignored/78222/3

slow timber
brazen wharf
#

you can put sockets on the weapon meshs and use them to line up

slow timber
slow timber
brazen wharf
#

haven't looked at any code

slow timber
slow timber
winged portal
brazen wharf
#

i don't have time rn to get into it, sorry

slow timber
mild blaze
slow timber
slow timber
brazen wharf
#

from what i understood he wants to do some kind of screen capture and export it as encoded avi file...

winged portal
#

some pointer only would be ideal

slow timber
slow timber
winged portal
#
winged portal
ashen junco
ashen junco
ashen junco
# mild blaze Can it be rendered and exported?

You can't export video files in runtime.

...at least not without saving every single rendered frame into picture file, and sideload encoder to stitch the image sequence into a video file, which is not something built into Unreal without using any editor code.

However, there is a catch: if the framerate is not constant throughout, you may have frame pacing issues in your resulting video. Games like GTA V rectified this by using fixed framerate when exporting from Rockstar Editor, but no interactive gameplay can be done while rendering (which is fine since gameplay actions are recorded beforehand).

winged portal
strong finch
#

im trying to play a level sequence i made every 10 minutes (some birds flying in the background) but im not quite sure how to dit. Any help woudl be appreciated!

ashen junco
#

Particle systems have less things to worry about compared to level sequence, not to mention you can do cool tricks like dynamic amount, boids, etc.

Especially in the context of background avians flying around

brazen sluice
#

Anyone ever get this with retargeting ABP for Lyra?

winged portal
#

And this are the sockets on the Weapon skeletal mesh

#

it's going all the way up into "Begin Trails" (All is valid) but the trail does not starts

strong finch
ashen junco
frail snow
# strong finch Iโ€™m sure but I donโ€™t know how to use particle systems and I already built the le...

https://youtu.be/IDNi0plxIXE?t=3120 Here's a flocking birds with Niagara tutorial

In this inspirational video, Matthew Doyle demonstrates how to use animation tools in Unreal Engine to tell a story and add life to your projects. Learn how to use the Atoms Crowd framework to populate city streets with animated crowds and use the engineโ€™s core tools to add effects to people, birds, vehicles, and environmental objects.

Time cod...

โ–ถ Play video
slow timber
# winged portal

Hmm... have you simulated/run this code to follow the orange highlighted execution bars that travel through your blueprint nodes? As a debug, I mean. It does look good! But you'll only know if you don't see those orange bars making it all the way to the end.

winged portal
#

so i can make it work on the character mesh alone using it's sockets.
But can't make it work on the Sword Mesh alone yet, most likely a problem with the sockets

slow timber
winged portal
#

i'm going to fix that tomorrow and the system will be done I guess and it can put custom trails on any weapon dynamically.

slow timber
slow timber
winged portal
#

I also tried with adding some random cubes to the 2 sockets of the sword (while attached to the character)

#

and they either stay on the same exact position the two or they are all over the place in the map

slow timber
winged portal
#

so probably the sockets on the weapon are wrong, don't know why.

slow timber
winged portal
slow timber
ashen junco
#

<@&213101288538374145> phishing link

south gazelle
#

i got a problem,
my bones became cluttered when I imported the fbx file into unreal

#

Is it because of the group or the constrain?

misty dagger
#

Hi everyone, what's the recommended practice on

Playing AnimMontages through pre-defined animation slots
Versus
Using Animation Layer Interfaces and linking AnimBPs to play animations
?

Any advantages to using one over the other? I reckon Anim Layer Interfaces give you another layer of abstraction from the actual animation being played and allows for more control in the linked AnimBP? Any caveats to exclusively using Anim Layer Interfaces?

queen matrix
#

Hey, a friend of mine is having an issue with a his skeletal mesh he's made, even though it's made 1 to 1 for UE4 skeleton the final result is slightly offset in from the original mannequin. Any idea on what could be causing that?

#

they should overlap each other

#

same issue with another character here

ashen junco
ashen junco
ashen junco
south gazelle
ashen junco
#

At least in Blender you can unmark those bones as Deform, and in turn isolate only ones marked as Deform to be exported

south gazelle
#

you mean parent bone? i will try to delete some bone,thanks a lot

winged portal
#

The problem was the following:

When you set master pose component, you loose all the skeletal mesh and the ability to do physics.

#

The solution was: Not set master pose component for the weapons (Only for the body parts) and to trigger the trail, use a Animation Notify State that will tell the owner of the mesh to start a trail on the weapon.

#

That way, the trail will use the sockets of the weapon as reference and not the ones on the character

stoic kiln
#

Q: I have a "gun fire" animation which pushes the character's arms and shoulder back a bit. Worked great, but when I implemented the ability to look down and up, it still pushes the character shoulder "back" regardless of the gun angle.

Is there any way to make the fire anim montage rotate with the gun bone? Or should I make Fire_UP and Fire_Down and lerp between them?

mild blaze
formal sonnet
#

rigidbody dynamics or cloth sim which one is cheaper performance wise?

slow timber
strange island
#

i am working on an anim graph, idle/run state... how can the "greater than zero" give false when the input is way above that value?

severe pelican
#

Heya everyone. I'm transmitting some global transform variables from my player BP to my animBP, which then send those variables directly to a control rig for IK. At runtime, however, the control rig is flung a mile away from the playerBP. It works fine when simply using a control rig component, but when an AnimBP is involved it gets confused.

#

It's all global variables, this is really confusing

frail snow
#

Put breakpoints in the anim BP to make sure the values are what you expected

sharp coyote
#

So I bought a pack that contains a character with wings and it also contains the wings mesh separately to use as well. I'd like to attach the wings to my own characters and attaching them and making them play the appropriate animation is the easy part for me

'problem' is though the wings sort of float because of the way the animations were designed. Do I need to do some blender magic to make them not float up and down or can it be done in unreal 4?

#

like can i lock the spine or root bone from moving inside unreal 4 im guessing thats what id need to do but im not sure

visual igloo
#

what does epic use now that artv1 is retired?

strange nebula
#

it stops working in what way? those nodes have very specific rig layout requirements

#

it already does that ... did you even look at the node? you think you're smart except for the fact that you missed that this is exactly what stride warping does

inner oyster
#

not really sure where to ask this but I'll just ask this here

#

what's the difference between these two?

#

there're options to see the skeletal mesh and move it around to fit with my animation

ashen junco
#

The skeleton is the hierarchy of the bones, while the skeletal mesh is the skinned mesh weighted to some or all of the bones in the skeleton.

inner oyster
#

umm so basically skeleton is just more detailed?

#

sry I'm really new to this

#

but regardless of which one I use to change the skeletal mesh rotation by a bit, it'll result in the same effect right?

vague brook
#

After animation retargeting, Do I just need to create an animation blueprint for my new character skeleton in order to use them as my player character?

severe pelican
#

Hey guys, how do you use the FABRIK node? it seems to be different in control rigs vs animbp

#

what are the items?

random hatch
#

HI Guys, anyone know where to get ANimations of a player taking a npc fromthe floor , shoulder it ,walk with it and drop it?

vague brook
#

Any idea why this happens when switching my character mesh? (I have a camera mounted to the head)

random hatch
#

missing camera socket/Bone on the mesh?

south gazelle
#

i dont understand delta(rotator) node.mean actor rotation minus smoothed aiming rotation?

weary lily
#

I'm trying to import an animation with blendshapes but no luck. The skeletal mesh has the correct attributes because I can see them in the editor. I'm using Maya btw

mild blaze
#

Player side

ashen junco
# mild blaze Player side

Tell them to use screen recorders when they ask, if you don't want to go GTA5's Rockstar Editor route (which is basically replay system, and not immediate)

static falcon
ashen junco
frail snow
# inner oyster umm so basically skeleton is just more detailed?

Skeletal mesh includes "skinning" which is vertex painting that weights how much each part of the mesh (the triangles) is affected by skeletal movement of each bone. Skinning is typically done in programs like Blender or Maya, after the skeleton is set up

winged portal
#

Hi!
Does anyone know if there's a way to shorten the montage blend time based on the play rate?

Higher play rate = Less montage duration = less blend time

misty dagger
#

hey I am using morph to animate facial expression and wish to animate it with audio any tips on it because it isn't looking much cool

#

need help with lip sync

ashen junco
misty dagger
#

it is really confusing

#

can you tell me some ways I will try

ashen junco
misty dagger
#

it is so tiring it isn' fitting well

#

the problem is that

#

and it isn't looking convincing

ashen junco
#

Same goes with the whole process of animating, really. It can be tedious, but you gotta keep working on it and iterate upon.

misty dagger
ashen junco
stoic kiln
lucid meadow
#

Hey everyone I have a technical animation question. I setup an animation system and did a climbing logic where it checks the height of the wall and plays 2 different animation montages. At first when the animation was playing at the end of the climb the character would fall down under the ground and teleport back, so i lowered the Blend out in the montage to 0.1 for each. That solved the issue of falling down but now I have this weird looking animation at the end. The character kind of freezes and teleports back in position. Do anyone have any idea what could be causing this and any solution ?
https://i.gyazo.com/1c104a56f40cd6e01deba8b5ca9b570b.mp4

storm veldt
#

Has anyone here had in industry experience making diorama animation for crowd simulation games?

#

Looking for some guidance

past sphinx
#

Hi everyone, I would like to create a bicycle chain rig in unreal engine to use in the sequencer. The way I do this in blender or Houdini is with a geometry chain curve deformed along a path. I then animate the offset in relation to the crank turning around and it looks like the chain is moving with the crank. How would I do this in unreal ? I need it to be high quality to an animated texture isn't going to do it. Any suggestions greatly appreciated.

feral trellis
#

does anyone know is kubold animset pro works with ue5 metahumans?

rancid iron
#

Is there any reason as to why Blend pose 0 is not working? Checked joint names, checked input values, even set them manually and for some reason blend pose 0 NEVER engages. Even re did the animations. rebuilt the layered blend... The only thing was I deleted the old skeletal mesh and replaced it. Could this be the issue? Do I need to try making a whole new animation BP?

lethal blaze
#

Has anyone here gotten a crash from exporting retargeted animations? it seems to be a recent issue with few solutions (UE5)

fiery snow
fiery snow
ashen junco
misty dagger
#

Hi everyone, what's the best practice for dealing with IK bones when using "layered blend per bone" (LBPB)?
I've got IK bones on my Skeleton's legs, hands and pelvis. I have a punching and running animation imported from blender. I want to punch while running, so I used LBPB between upper/lower body animation slots. I had to add the spine bone, as well as all IK bones (since they're parented to the root bone) to LBPB to make it work, so that the punching animation can take control of the upper body and hands.

However, I also have a small "bounce up and down" in my running animation (by animating the pelvis IK bone). Since the upper body is controlled by the punching animation, the hand IKs do not receive this "bounce", which breaks the hands apart while running.
Is LBPB the wrong tool for this? Should I work with blend masks and additive blending instead? Appreciate any hints

#

Another idea I had is not to animate the "bounce" with the pelvis bone but the root bone, is that the correct approach maybe?

storm veldt
#

Has anyone here had in industry experience making diorama animation for crowd simulation games?
Looking for some guidance

proper token
#

is it possible to create from the scratch inside UE5 Animation Sequences? I know I have the key-frame animation option (this is how I'm doing a project right now), but I'd love to know if I can create the sequences inside UE5, without going out to do it

ashen junco
proper token
ashen junco
proper token
brazen seal
#

Hi everyone,
I am learning to work with UE5 and working on the third person FPS tutorial.
I am running into an issue where my character would shrink to zero and then back to one at the end of the jump animation and I can't seem to figure out why. The animations seem to play fine when I test them out of play mode.

misty dagger
#

hey I wish to animate my character writing on a paper can anyone help me out

ashen junco
misty dagger
#

so it's easy for me

misty dagger
ashen junco
misty dagger
ashen junco
#

You can get away with the character hand scribbling from left side of the page to the right side, then wrap down, while hiding what the character's writing away from camera until it's finished.

Though some games/animation will show the handwriting in process for few split seconds to convince the audience even more, but not the entirety of what's written

south gazelle
#

hi guys ๏ผŒim learning AdvancedLocomotionV4 systerm๏ผŒ
i feel confused about some question,why use three layer blending animaiton๏ผŸ People tell me that doing this animated blending effect is more flexible,Why?
Thanks for any answers

broken fjord
#

Hey, everyone. Just wanted to ask this. If I am creating a shortfilm on UE5, what is the process for creating the animation for characters, vehicles, etc. Do I create all the animations on the 3D software and then export it to the game engine? Thanks.

ashen junco
ashen junco
brazen seal
ashen junco
brazen seal
south gazelle
ashen junco
#

Even I learned it the hard way of reverse engineering, self experimenting, trials and errors

ashen junco
south gazelle
#

It's hard to find tutorials about animations, which is frustrating

ashen junco
#

I know that feel

south gazelle
ashen junco
median ledge
#

I'm animating a cable component by attaching its end to a component and then setting the world location of that component every frame inside a blueprint

#

now

#

should I have this code run in the animation blueprint?

#

this is what it looks like

broken fjord
frail snow
# storm veldt Has anyone here had in industry experience making diorama animation for crowd si...

Hey not sure if this can help, a video on animating crowds https://youtu.be/IDNi0plxIXE?t=1501

In this inspirational video, Matthew Doyle demonstrates how to use animation tools in Unreal Engine to tell a story and add life to your projects. Learn how to use the Atoms Crowd framework to populate city streets with animated crowds and use the engineโ€™s core tools to add effects to people, birds, vehicles, and environmental objects.

Time cod...

โ–ถ Play video
timber pine
#

hi guys, i tried making an enemy with a different model use the same animations as the regular manny manequin by retargetting the animation blueprint, yet it doesnt work. anyonw know why?

golden geyser
#

I'm trying to make my character fly in the air when get Hit by this machine , but nothing happened it's just push it a bit backward nothing more, any idea? I would appreciate any help

vague brook
#

If I have a bunch of animations set up for a character model, then I go and edit that model in blender (keeping same skeleton):
Can I just use the same animBP for the new exported model? Or do I need to redo the animBP and all of the animations for the new model

frail snow
#

Click on the mesh, then check simulate physics and see if it works?

frail snow
golden geyser
lethal blaze
#

does anyone know how to turn off automatic animation compression when exporting retargeted animations
exporting is causing crashes in the compression stage (UE5)

misty dagger
#

I am using blender with the "send to unreal" plugin. My custom rig that I have set up with IK in blender looks wrong compared to the "Manny" Skeletal Mesh in Lyra.
How do you avoid parenting deform bones to the IK targets? The top Skeletal Mesh (Manny) has a nice continuous hierarchy of deform bones and none below the IK targets. Meanwhile, my rig (below) has deform bones as children to the IK targets, which causes all kinds of problems right now.
If anyone could give me a pointer how to achieve that in blender I'd greatly appreciate it

weary frost
#

Hi, Anyone can explain why the animation retargeting looks so bad on this model please? I have only made chains for the hands and head/neck at the moment but as you can see they look different ??

weary frost
#

I worked it out, It was because I didnt create chains for the upper and lower twists on the arms.

marsh ether
#

Hi
I'm trying to use the blend per pose to make the upper part of the body move when a a montage is played but keep the lower half using the movements states
It works it's just the upper body is only using the single spine bone that i had chosen and not everything above that spine bone, so the torso moves and everything above it doesn't
How can i fix this?

stoic thorn
#

Hi, i'm making a montage but the transitions between sections are not smooth, i saw there is a blend out option but it extends the section duration, how can i smooth those transitions ?

uncut pawn
#

does anyone know how how to snap to keyframes in the animation editor?

lethal blaze
#

is the level sequencer the best way to clean / edit animations?

misty dagger
vague brook
#

any way to lower the scale of the preview asset? I am trying to get the orientation of the hand socket correct but its uhhh a lil impossible with this big ass axe

vague brook
#

even ones not made by me

#

I literally made that axe quick asf to see if it was an issue with the test assets I was using

ashen junco
#

Most likely your skelmesh having wrong unit scaling

vague brook
#

how would I fix that

#

it works fine if I attach an actor to a socket in a blueprint but not for previews

misty dagger
# misty dagger I am using blender with the "send to unreal" plugin. My custom rig that I have s...

Answering my own question here with a solution I found, this might be relevant for you too @marsh ether:
I exported my rig from blender to unreal as-is, without baking any animations. What I didn't know is that the IK bones I use in blender don't necessarily need to be exported to unreal as well, because they serve no purpose in the engine anymore.
The approach is this: You have your regular IK rig in blender, you create your animations. Then you duplicate your rig and delete all IK bones. Now you bake your animations on this duplicated rig with the "Clear constraints" option active. This effectively makes your rig into a plain and simple FK rig, and this is the one you export to unreal.

I still have some parenting issues after deleting the IK bones, but I'll find a solution for that..

#
rich quail
#

Hey guys!
I have a root motion animation with character moving forward. How can I rotate the animation itself, so character can move in different directions without turning the mesh outside of anim bp? Rotate Root bone just rotates the mesh itself, however movement keeps straight.

misty dagger
#

You can use "layered blend per bone" and specify just the thigh bone of the leg you want to isolate. Then anything that outputs a pose can take control of that when the blend value is at 1.
AnimMontages are just one type of asset that will output a pose, you can connect state machines, raw animation assets, linked animation layers etc.

winged portal
#

Hi everybody! i'm trying to randomly mirror my animations, i created a AnimNotifyState that gives a random bool, i also have a blueprint interface to change that on the animationBluePrint.

How can i access the animationBlueprint from the animation notify?

frail snow
winged portal
#

oh i like that solution, thanks!

#

also, you can implement an interface to make that call generic

frail snow
winged portal
#

Interfaces are like a "generic call" you can premade, if the actor that receives the call knows how to work out that "generic call" it does it.

#

you create an interface, you implement it on the actor you want and you set how it handles those "generic calls"

#

it's like "Bark!".
Both cat and dog know how to bark, but they do it differently

#

Actually, you can get the AnimBlueprint with "Get anim instance" on the skeletal mesh

frail snow
#

So in this example are you suggesting I make an interface like CanSetAttackInterruptableFrame?

winged portal
#

whatever action you want to do, implement it as a BluePrintInterface method

#

and within the AnimBlueprint you do the implementation afetr adding the interface

frail snow
#

Ohhhh duh you cast it to the anim blueprint. Anim blueprints ARE a subclass of AnimInstance! Thanks man!!!

winged portal
#

if you use an interface, you can skip the cast and use it for any AnimationBlueprint

frail snow
#

Ah so you replace the cast with a Does Implement Interface node (and a branch)

winged portal
#

you can just do the call to the method and it will call it only if it implements the interface

frail snow
#

Slick

wicked crag
#

How come Unreal Engine tells me that an animation file is 31 frames long?
I cut this animation in sequencer with exact 30frames time region.
And in the asset tab the timeline shows 30 frames.
Which info I can trust?

frail snow
#

Maybe the original anim file has 31 frames but you trimmed it to 30? So you could expand the limit back out to 31 just by changing the slider still? If you bake the anim out to a new anim file maybe that one will only have 30?

#

Just speculating, sorry if not helpful

wicked crag
#

The original was 60 frames.
And I baked the animation out to this new file that should be 30 as in the timeline. ๐Ÿ˜„

wicked crag
marsh ether
civic ginkgo
#

Hello, I'm a noob in unreal. I wanted to ask. I'm trying to implement hand animations to a VR project in EU5. When I watch tutorials on how to switch between different poses, most of them that I watched do something like in this blueprint. Is this right thing to do? I can imagine, that when I for example have 20 hand poses, eg, thumb up, middle finger, point finger etc.. etc.. the connection between the nodes will raise exponentially so when I add say the 20th pose, I will have to add a connection to all the existing poses + back? As you can see in the blueprint, there's 5 different poses, but 14 connections between them.

winged portal
#

Hi! does anyone have a reference or pointer on how to do channeling skills with animation montage?

#

i'm trying to get a loop with montage section, but it's a mess

winged portal
#

Okey, found it but it's still quite a mess

frail snow
civic ginkgo
#

@frail snow I think I still want to use the state machine I just found it odd, on how many connections I would need to create if I followed this tutorial. I've found another one, that uses a Conduit Node, that basically every animation connects to and back only. Which seems to be what I want exactly atm

misty dagger
# marsh ether Ah man that sucks... i literally just redid all my animations with the ik rig fr...

This video goes into more detail https://www.youtube.com/watch?v=1Xm1h700uhk and shows a pretty good solution for the parenting problem I mentioned before too

โš ๏ธThis video was the first one in what became a series about Blender & Game Engines. Some recommendations I made in this video have changed and they may keep changing. Check out the full playlist to stay up to date!
https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3

LINKS
โ— Free scene files
โ‡’ https://gum.co/cgdive_free
โ— ...

โ–ถ Play video
#

Tbh it should probably be pinned here for all blender users lol

misty dagger
#

How do i play an anim montage that's set in default slot? it doesnt play at all only the custom upper body slot montages play
Here's my anim BP

copper vine
#

hey guys i wondering if i could get some insight from someone on the state of animation in ue5 today

#

i donโ€™t have any experience as an animator and iโ€™m wondering how viable some kind of motion matching is in UE5, and how that would translate to not only locomotion but also fighting

hollow wagon
#

is there a proper way to save a control rig so I can use it in other .uproject's?? like a certain folder structure or "other" files that should be save at the same time as the control rig

ashen onyx
#

hey! hope everyone is ok!
I recorded an animation using livelink in a subsequence and I put in my main sequence. When I play it in the editor everything goes fine, but then I try to render it and something weird happens: my animation made with livelink is strangely lagging in the export video. Has this ever happened to anyone? I'd love to have some help with this! Thanks ๐Ÿ™‚

magic yoke
past fulcrum
#

hi, has anyone had issues with unreal engine 5 rotating root motion 90 degrees in the x axis? in unreal 4.27 or earlier this wasn't an issue because I could set the root motion lock to the animation first frame, but in unreal engine 5 this doesn't seem to fix the root motion, only the start rotation of the animation.

uncut pawn
#

does anyone know how how to snap to keyframes in the animation editor?

misty dagger
#

I am beginner in this animations and it seems UE5 models and UE4 models are not same and I don't know if character bone positions need to be set during retargeting. If I purchase some model that is based on UE4 will it work with UE5 mannequin. I wish to skip retargeting to UE4 mannequin for animation to work if possible.

ashen junco
misty dagger
finite sinew
# misty dagger thanks, I need to check it. There are some video tutorials where they use UE5 to...

You'd need to make a IK control rig ( don't get it confused with an animation control rig). You make 1 for both, basically you plot down points that say these are the arms, this is the spine, this is the head/neck, legs feet. If you want IK on arms you add it on the IKRig, if you want it on the feet you add it to the feet. Then you can either use the IK retargeter to swap animations themselves or to retarget an entire AnimBp to the desired skeleton.

#

If you're looking to make an animation control rig for your skeleton there is a cheat method. If your mesh was built off the UE4 skeleton, all you have to do is go to Unreal Marketplace, grab the free UE4 control rig and throw it into your UE5 project. Make a duplicate of the control rig that there, swap out the mesh to your mesh and boom you have a control rig that is compatible with your mesh. You may now animate with it, make cinematics or edit your animations.

#

If you're interested, I could show you a few things with retargeting on 5.

gleaming sun
# magic yoke any tutorial to make physical animation like that?

I am also interested in how to do that. My best guess is that the dev simulates physic to specific part of the body when hit. Like the body is reacting the same way it would react when physic is enabled. However, they're also doing something with their hands, almost trying to protect themselves somehow. I am assuming that during the window where physics are simulated, they probably move the two hand socket close to the hit zone (while the rest of the body, except the legs is in simulate mode?). TBH I have no clue, just throwing hypothesis so someone smart actually come and tell us how it's done lol

misty dagger
misty dagger
gleaming sun
gleaming sun
# misty dagger physical animation are interesting, however when would you use it? If your chara...

Yeah fair point. I am curious about it but don't think I'll use it outside of prototypes. However I still think it's worth learning because it opens up the door to more physic based reactions. This could be super hepful for hit reaction for example or when a character is falling and trying to grab a lifeline or something. Like the exact example is less important than the methodology that could be used for other stuff.

solar torrent
#

Hi, is it possible to move face expeession during runtime with keyboard input?

misty dagger
solar torrent
misty dagger
#

@magic yoke PM'd you

proper sundial
#

how do you guys fix this problem
subdivision surface only helped a little

#

Also do you need physics assets for ik rig?

weary yoke
#

Hi All!
I have downloaded UE5 ValleyoftheAncient, but I dont see a movie sequence there(in content files) like it is at UE5 documentation page for that project, does anyone know whats going on?

inner ibex
#

Hi, trying to get a general idea of aniimation of objects within Unreal. I understand that I can animate with blueprint nodes, but what if I wanted to create more complex animations. Like an object being picked up by player hands. I'd need to keyframe this properly. Do I do this with level sequences inside of UE5? Or do I bring in baked FBX from Max?

ashen junco
inner ibex
#

I'd think it would be easier to use level sequencer for that, correct? I'd want it to be a little bit dynamic looking, and to create that in BP, would be more of a hassle.

#

So no control rigs or characters involved.

ashen junco
inner ibex
ashen junco
inner ibex
#

Thanks. I think I'm correct thinking you can probably call the sequences in BP to trigger?

#

Thinking about this, you can easily edit alot of parameters with sequencer instead of BP. Hmmm.

inner ibex
# ashen junco Eh, not necessarily.

A simple example would be instead of animating a light's intensity in BP, you could do this with sequencer more easily, those kind of things.

wild dragon
#

Hi guys. Might be a noob question, but I've got a problem on my hands that need solving.

I'm using FABRIK IK to attach my characters left hand to the weapon. It works well if the character is firing or aiming the weapon, but I can't figure out how to rotate the hand when the character is in an idling position.

I have attached screenshots of the issue, the blueprint where I am getting and setting the socket transforms, and the anim bp where I am applying FABRIK.

misty dagger
#

hey I wish to create a writing illusion of a character any tips and help to do it

ashen onyx
jolly hatch
#

Imported custom mesh to use the same manny skeleton . as It had same bones. But Im having these kind of issues. I tried resetting transform's before Exporting mesh still like this .Anyone remember why this happens

vapid ibex
#

Any way to make it so a single frame animation with an explicit time value will be normalized, so I can pass it a value between 0 and 1 and expect 0 to be mapped to the start of the animation, and 1 to its end?

finite sinew
solar torrent
#

Hi, for ThirdPersonCharacter, does anyone have an example of blending animations for body + face?

noble pelican
#

I'm trying to enter a different state in an animation layer and it just doesn't work? Even if I check Can Enter Transition outright it remains in the original pose. Do state machines not work in animation layers in 4.27?

noble pelican
#

Nevermind I think it just bugged out on me

whole sphinx
#

Is there a way to synchronise multiple animation blueprint instance of the same animation blueprint ?

Having multiple mesh, with different instance of the same animation blueprint (not speaking about master pose)

finite sinew
whole sphinx
finite sinew
#

Two Blueprints, so lets say Character 1 & Character 2 that both have the same Skeletal Mesh & The same anim blueprint? Are you trying to make something like a shadow that mimics the players actions?

whole sphinx
#

not necessarly two different blueprint, just two SKM component. The anim blueprint is the same (not the same instance obviously).

finite sinew
#

I think it has to do with blueprint side vs animation, because you're saying that they are running at different times. It seems more of a BP delay.

whole sphinx
#

?

finite sinew
#

It sounds like the character BP interactions are off, not the animation bp interaction.

#

The mimic portion.

whole sphinx
#

i'm not talking about character at all =/

#

not sure what you mean here.

finite sinew
#

Can you make a video of what is wrong.

#

I don't seem to understand what you're asking otherwise.

whole sphinx
#

it's... simple.

Create a blueprint, set two skm, assign the same bp, play in slow motion, you will see they are not sync.

#

imagine if you do anything like rotating the bone at a constant rate, one of the two skm will be in advance (slighty) above the other one.

#

they are not sync.

#

i'm pretty sure it's cause animblueprint run on their own thread.

#

i want to know if there is a way to sync them.

finite sinew
#

You can try and make a child of the animbp. Inside the child you would use Copy Pose From Mesh. Your call would be the original SKM.

whole sphinx
#

No, that the trick.
No master pose, no copy, no mesh merging.

#

if there is no possibility, no worried, just want to know if that was possible.

finite sinew
#

If you're trying to do some sort of combat skill, I suppose you could just have your "shadow" (i'll call it that), as a niagara vfx that uses a weapon mesh within it. Then revolve your combat system as a trace hit. Sword hits target deals dmg.

#

Sorry if I was unable to help.

#

ยฏ_(ใƒ„)_/ยฏ

smoky shell
#

FYI in 5.1 Epic has broken inertialization for anim montages using blend profiles
Just saying because I don't know how to report it to anyone since they changed the bug report system and the people who respond to emails don't know how to use the engine and I don't have UDN access
Hopefully they will realize and fix it before release, but there's a good chance they wont encounter this specific use case

dry grail
#

Is there a way to alter the transform for an entire animation asset? I have some animations where model is facing the wrong way and I was hoping I wouldn't have to re-export/import them with the correct direction.

#

I was hoping this option would do it but it seems it only affects the animation in the asset view, not the actual asset

#

whoops, screenshot the wrong thing

#

"import rotation" option is right below it

brazen sluice
#

So, anyone know why Anim Montages will not play in Lyra ue5 after RTG, it's in our ABP asset list, default slot group, and default slot added after the control rig node.

I press the key to run the anim, nothing. No error, no nothing.

static shoal
#

I grabbed all the unarmed animations to create a strafing based movement

#

but this happens, what am I doing wrong?

#

it's forward left and backward right which just gets my character running in the opposite direction

static shoal
#

I tried with different grid sizes for the horizontal axis also

#

and other different animations from mixamo

#

although mixamo had my feet stuck to the ground

wheat badge
#

Hi, anyone know of a way to modify bone transformations of an existing animation sequence, or to bake the additive layer tracks? I have created an animation modifier to copy transformations from hip bone to root bone, but because my animation is very long, the result is that it lags alot. I would like to either bake the additional transformation curves into the original animation using blueprint or if there's another way It would be cool.

frail snow
wheat badge
wheat badge
#

So i can use to fix other animations automatically

wheat badge
#

But let me try ask in editor scripting ๐Ÿ˜„

frail snow
#

Oh dang sorry I'm out of ideas then with my limited knowledge. Good luck! ๐Ÿ™‚

raw bay
#

Hey gang, so trying to figure out the best way to achieve an interactive element to my game. I want an animation to play where the player opens a skylight window and jumps down to another platform below. I assume the 'jump down' animation is one large one? Is root motion what would tell it to move from one platform to another?

Any tutorials toward this would be appreciated, as I'm not sure where to focus my search. I have the basics of setting up an interactable animation (like the player character bending down to look at an object on the floor) but I feel this instance is a bit more complicated.

red topaz
#

Hey Y'all when to knew if using the physics Asset Editor of the animation editor is right why of doing a Hit rection in a game of this any there way around doing this and also any overhead do I need to keep mind like performance and fps down using Physics Asset Editor ?

quasi mulch
#

Hey All, is it possible to set up templates for chaos cloth sims? For different materials?

#

There is a chaosClothConfig path in the clothing properties, but you can't seem to change it?

hardy reef
#

(Sorry for my bad English)
Hello everyone. I have a problem with my forward jumping animation. It is a not in place animation and everytime it plays it just flips back my character and starts looping. I guess itโ€™s because my capsule component doesโ€™nt move with my character. Please help me. By the way, even though I activated Root motion, it didn't work, I set Root Motion Mode from AnimBP, it still didn't work.

trail elk
#

I have modular characters using Master Pose Component. I am building a control rig, however, all the tutorials show creating the rig from the skeletal mesh of a character. My character is made of several meshes. How does one go about creating a control rig for a master pose component character?

fresh shard
#

Hey folks, I'm stuck with an odd animation bug that I'm not sure how I got this bug to happen.

If I run the animation itself, it runs fine, but playing it in an anim BP/in-game looks completely off.

Also certain other animations stopped playing what so ever whenever it hits the "Play Animation Montage" node for the character's BP...

I've tried restoring the character BP/animBP and animations from a backup but even that still shows this odd bug, so not sure where I should start looking at for troubleshooting.

knotty totem
#

Can someone help me out? Why is this not detecting my AI?

#

The moment i post this i figure it out... Sorry, i had the character in-game with a pre-selected animation instead of the blueprint

supple rune
#

Can't seem to play the animation montage, can someone help?

stoic kiln
#

Is it possible to use Blendspace1D as variable? Same way as I am using sequence here

#

Basically that variable should be a blendspace rather than sequence

ashen junco
supple rune
severe pelican
#

Hey y'all, could I get some pointers on how to use blend spaces?

#

My goal is a hand in which each finger closes on an alpha, is blend space the best way to do that?

ashen junco
severe pelican
#

No, it's for VR

#

Index uses individual finger tracking, so it's gotta be each finger

ashen junco
#

VR is where I'm hands off

#

no pun intended

severe pelican
#

haha

#

I'm thinking individual blend spaces for each finger might be better?

ashen junco
severe pelican
#

Alright, I'll give that a shot. Thanks!

#

Hey sorry another question, does anyone have a tutorial going over using IK retargeting in realtime?

#

For instance if I want the player to be a paragon character, but keep my animbp

#

I've got IK rigs and retargeting set up and working between the two characters, I'm unsure how to implement it though

vague ingot
#

hey, does anyone know where the interpolation time option went in ue5 blendspace?

devout umbra
#

have someone already used vertex animation textures in their project?

lucid slate
#

Guys i need some help about animbp programming

#

any body can help me please?

silver bridgeBOT
tribal creek
#

How do i set up a "rotation" animation for a character?

Made an AI, my own model and its very choppy when rotating, I also did the [OrientRotationToMovement and enable UseControllerDesiredRotation]

I'd like to make a custom animation for rotating left & right, just don't know how to "use" them lol
(Also it's not a human model/bones)

waxen turtle
#

i was trying to rotate a running animation to make a running/leaning one i rotated the root and added a key, but even if my animation appears rotated in the content browser and when i open the animation in a new window, when i put it in the level or use it in a blendspace it doesn't appear rotated

#

does anyone know why?

#

or where/how i am supposed to rotate animations?

waxen turtle
#

Wait, I figured it out donโ€™t worry

craggy wing
#

anyone know why this is happening?

waxen turtle
#

now i need some other help to understand

#

why this additive animation i made (I've selected the A pose as base animation), works but when walking or running my characters have the foot on the back 10 centimeters over the ground, even if the additive and base poses both have their feet on the ground

vocal mango
#

Hey doest anyone here use Iclone live link plugin for animating in Unreal engine 5?

waxen turtle
bitter shard
#

In the UE5.1 roadmap it says they have an experimental motion matching plugin, has anyone tried using it? Kinda annoying how there's literally zero documentation

pure pebble
#

I've imported an animation set from Mixamo for having a 1h weapon equipped.

#

Trying to create an Animation Set that uses these animations.

#

I duplicated Lyra's ABP_PistolAnimSet just to have a functional starting point, and I replaced the walking animations it had with the ones I imported from Mixamo.

#

Now when my character walks I get tons of warnings like this:

#

LogAnimDistanceMatchingLibrary: Warning: Unable to adjust playrate for animation with no root motion delta (MM_XAI_standing_walk_forward).

#

(MM_XAI_standing_walk_forward is the animation I imported + retargeted for UE5 Manny, which works fine, Manny plays the animation no problem outside of the Animation Set that isn't working).

#

Any ideas what I need to do to the animation or to the animation set to get this walk animation to work with the anim set?

#

Please & thanks. ๐Ÿ™

split rose
#

Hello, I'm trying to get the Full Body IK solver to work, but it's being weird. Here, I would like to have the head_ctrl split the rotation along the whole chest, however all it does is set the head bone rotation to the control rotation and nothing changes up the chain, despite limits on the head/neck bones being set. Am I doing something wrong here? Is it more of a positional and not rotational solver?

lethal blaze
#

does anyone know how to save live link face recordings?

spice nova
#

What is a good tutorial for blending animations?

severe pelican
#

Hey guys, how do I combine multiple blend spaces?

grand needle
#

How do I change an animation without changing the entire skeleton? Because when I modify an animation from a skeleton it changes the skeleton with it.

grand needle
#

But there is another thing that I wanted to ask about

#

I can't drag in my animations to an aim offset. If I set it to a Additive type then the character goes invisible

covert stratus
#

goddamn, even with all the awesome addons, blender + UE4 + mannequin skeleton + its shoulders + animations are an extremely cooked area

#

please tell me Epic learned from its mistakes and the default mannequin/skeleton in UE5 is sane

ashen junco
covert stratus
#

awesome

waxen turtle
#

How do I make sure that in an additive animation in unreal my feet stay on the floor?

ashen junco
mortal cape
#

I'm trying to conditionally continue a montage depending on an ability, I think I can use a Notify with "Montage Tick Type" "Branching Point", am I on the right track?

#

I have added it to a notify track in my montage, and set the tick type but I'm unsure were to continue

#

Maybe I'm looking for sections

ashen junco
mortal cape
#

I'm essentially doing a combo for an enemy, but currently it plays the entire combo (montage) when the player is near and I want to stop it if the player is further away. Instead of stopping it though, I was thinking I could make it a proper combo, so that it doesn't continue unless the AI triggers the ability a second and possibly third time.

ashen junco
mortal cape
#

How do you use the sections?

#

You split into multiple montages and use sections too?

ashen junco
#

Well, I might using the wrong term, but inside the montage for one combo attack, there will be an area for allowing next combo montage to play if player hit the right time or AI hits it in randomized offset

mortal cape
#

Okay I understand, sounds reasonable

brave token
#

Pipeline using mixamo.com animations.

  1. Create character model and rig in Blender
  2. Upload .fbx on mixamo, rig in mixamo, download idle animation for instance
  3. Add model from step 1 to Unreal
  4. Add animation from step 2 to Unreal
  5. What next? Do I need to retarget skeleton or just retarget animation? I don't want to use mixamo model rig because it's not always correct
ashen junco
brave token
#

and mixamo animations are free - it's a big pro

ashen junco
#

For prototyping it's not that bad

brave token
#

i'm not animator ) it's hard for me to create animations

misty dagger
#

Does anyone know how to fix twisted lower arm on certain animations ?

final radish
#

By the way, has anyone had any success with getting curve values from Anim Sequences that target not one's own skeleton but one compatible with it? The Sequences play but GetCurveValue() always returns 0. The ABP and Sequences are straight-up imported from City Sample and I've applied all the same values for the Mesh and the CMC.

stone kite
#

Odd question, any idea why when I walk on my skeletal mesh (Using Character Movement Comp) with an ABP applied, my characters movement speed doubles?

jolly hatch
#

If I had an animation for a character to close the visor of a helmet. Im playing the animation in The animbp WITH A BLEND node but its looping. I would like to play it one and be able to play it backwards once too. What is best approach for this?

fiery ice
#

I have a running animation that moves the model forward when running. so whenever i run the model runs forward then gets teleported back because the animation ends and loops. is there anyway i can make the mesh stationary when the animation plays.

final radish
#

Look into your animation's root motion settings.

valid shard
#

can someone help me out, for some reason the montage plays on one skeleton but refuses to play on the other even though the skeletons are compatible

tribal creek
#

any non humanoid tutorials?

ashen junco
tribal creek
#

animation

ashen junco
tribal creek
#

and the pre-set animations*

ashen junco
#

The only real difference would be the animation sequences you're using.

#

Whether it's dragons, chocobos, catoblepas, felines, dogs/wolves... The basics from biped anim BP stays the same to those creatures.

tribal creek
#

oh sweet! thank you

Is there any tuts for a full set up? im a bit of a noob and use to unity

ashen junco
tribal creek
#

Scale problem in physics tab? moment i scale the piece, it goes huge and won't let me go any smaller

ashen junco
tribal creek
ashen junco
vast hare
#

is it advisable to make a run-animation WITH root-motion?

ashen junco
rich quail
#

Hey guys!
Is it possible to sync animations when you change layer? And how should you do it?

smoky bronze
#

Hello all! i'm trying to set up a control rig for a deer mesh. I set up an ik rig for the back legs but when i apply it to the front legs a twist comes up in the legs. I tried changing the primary and secondary axis but i cant find a solution there. All i know is that there is a difference in the feets default angle. Can i change this in the engine? I hope so! I can always export it to Blender to change the bones there but then i have to skin it again before importing it back so im hoping i can avoid that step. If anyone knows any solutions or has any tips please let me know!

zinc niche
#

how should i transform a bone without effecting children?

dry grail
#

I rigged a model to the epic skeleton (exported a default skeletal mesh from UE5 and imported the FBX to Blender) but I can't seem to import it properly so it can use the existing SK_Mannequin skeleton. I was hoping to just swap out the skeletal mesh in the default third person character BP and have it work with the existing anim BP, but the mesh is either severely deformed or not animated.

#

Is there a sort of "checklist" I can follow to make sure I import/export it properly? I thought as long as the bone hierarchy/names are unchanged it should work fine

dry grail
#

^ Figured it out, didn't have my bone axes set properly

spring karma
#

What causes the Play Montage node to follow the On Interrupted node? Another animation being played?

main lagoon
#

Why does my Animation that i imported from blender, slightly drift sometimes, like my hand has slightly more movement in it, for no reason at all

ashen junco
zinc niche
misty dagger
#

Does anyone know how to bake animations into textures (in Blender) for vertex animation?

opaque kite
#

Hello there ! I'm trying to import a rigged character from blender and animate it with control rig.
I struggled a lot with fbx export settings because my bones rotations keeps acting wrong in unreal (like rotating 90).
I tried a lot off things with armature axis export settings etc..
I finally managed to make my control rig work in its viewport.
however when i try to use it in animation sequencer, when adding a new key, the character part i try to animate rotate in a wrong way.
Can someone help me pls ?

ashen junco
warm garnet
#

I'm getting this issue with an AutoRigPro rig, the animations deform very weirdly sometimes in animations. This is not how it looks in blender. I believe it's something to do with the twist bones but I'm unsure how to fix it. Anyone else have experience with ARP?

#

My export settings are like so

ashen junco
warm garnet
ashen junco
#

Do you use the auto rigger? Or piggybacking existing rig?

warm garnet
#

I used the auto rigger

#

Ah okay just noticed something weird. I clicked "fix rig" and now the issues are present in blender as well

ashen junco
#

Ah, good to know.

warm garnet
# ashen junco Ah, good to know.

Seems like I have been animating with preserve volume on, but it should be off when exporting to game engines supposedly. Clicking the "fix rig" option is disabling this automatically among other things. This appears to change the behaviour so the arms twist control group's position is taken into account for the arm twist instead of only its rotation relative to the elbow joint. Does this make sense? xD

#

I'm not sure if this is intended behaviour, seems like I would have to perfectly animate that twist bone with the movement of the arm to preserve the volume

stone patio
#

I wan't to rotate the twist bone to point in the direction of a toe control in control rig. What would be the easyest way to do it (4.27)

#

nwm, figured it out. I used the aim node and toe target as secondary target

winter lake
#

Hi, i would really need some help to solve my issue on importing FBX animation into unreal.
I have a animated and rigged asset from Maya that I want to import in Unreal, but i can't manage to have it in 1 single assets. Every time i try to import it as FBX animation, it divides into multiple part, and any of this parts seems to have animation. I'm stuck on this since some days and i can't build my scene for rendering. Could you guys help me ? Thanks !
๐Ÿ˜Œ
๐Ÿ™

winter lake
#

what my rig look likes in Maya

round briar
#

Is there a way to make the Layered Blend Per Bone node only affect say, the spine, but then exclude the bones from say, the arms, so it will only blend the spine and not the arms or legs

ashen junco
round briar
valid kindle
#

Hey, i've been working with Vroid to make models. There's a nice plug-in VRM4U for UE5 to import VRM models. I've been trying things with one model first, and I was able to retarget the Mannequins animations.

But now I want to make a whole lot of parts, eyes, hair, clothes etc.

(Their original skeleton is all the same)

Better asked; Is there a good workflow for importing lots of character parts, having them retargeted, and having the animation all work 'combined' on one skeleton? Because I feel like i'm missing something in my process and i've not been able to figure out what.

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I can't imagine people doing all animations over for each file seperately every time they add something new, should just be able to link everything to the first skeleton or something, right?

oak bramble
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Hello, dont know is that right place or have "newly starting" sections also but.. how I make my character model doing animations as i move? I tried ReTargetingi but bone names are diffrent and so thats dont work out..

valid kindle
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Then add a new chain, and name them logically I guess

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That's done in the IK rig

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Then you can just set which chain corresponds to which chain when you're in the IK retargeter, both are found under right click > Animation > IK Retargeter/ IK Rig

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Hope that helps you, and that's the point where i'm stuck myself. Because I now have to do that for hundreds of clothes/ hair/ etc

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lmao

oak bramble
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Okey, I try again.. looked some videos and there said definitely should bone names be same becaus thats where new model takes animations..

valid kindle
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The bone-chain names should be the same for them to be copied over properly

oak bramble
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@valid kindle you are further than I am ๐Ÿ˜„

ripe gazelle
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I have been searching for first person melee animations high and low and there are not many game ready (or otherwise) assets available and Kubolds pack at marketplace seems to be the best and most versatile for the price.

My question is before i buy it, could someone share some insight into how i would make custom animations for first person melee? I have limited knowledge of animation and 3D in general but if the pipeline isnt too far fetched i could perhaps try myself. mocap out of the question ๐Ÿ™‚

oak bramble
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How i copy if one have neck_01..03 (EU4 manniquin) but my model have abdomen, torse, chest, neck named as bones.. thought maybe changing bone names but idk thats right..

valid kindle
oak bramble
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I think so... I have to look them up one-by-one then?

valid kindle
oak bramble
valid kindle
oak bramble
ashen junco
ripe gazelle
valid kindle
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May be a life saver

ripe gazelle
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third person animations tend to have many more moving parts including the head and it would be bothersome to have the camera constantly out of control

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among other things

ripe gazelle
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the shoulders need to be anchored properly

valid kindle
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so that not the entire animation is used

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but that would bring more things with it than you're asking for maybe ๐Ÿคฃ

ashen junco
ripe gazelle
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sure but let me point out another thing and its that the free third person animations arent even close to Kubolds quality and diversity

ashen junco
ripe gazelle
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and my question was more how to create animations on my own, what the process is like

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i need to speak to an animator ๐Ÿ˜„

valid kindle
# ashen junco wdym?

Well i'm a bit lost on these, so I would take my time to re-rig them and then after that's done i'd poke you about the process of linking a following item to the first. ๐Ÿ™„

ashen junco
ripe gazelle
ashen junco
ashen junco
ripe gazelle
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i will look at it and see if i can imagine results

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another question

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im curious if its possible to someone make good (or functioning) first person melee animations that are physics driven

ashen junco
ripe gazelle
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yeah

ashen junco
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Games cheated by cutting off the attack animation and change it with a rebound animation

ripe gazelle
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the prototype im making is first person dungeon crawler with focus on details of interactions. aiming right etc.

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so i always wondered if doing it like Exanima would be fun at all

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i guess there is much more to it than i think

tardy seal
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how can i add more frames to an animation?

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i got only one

ripe gazelle
ashen junco
ripe gazelle
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yeah thats what i ment

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and good

round briar
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Is there a way to get Root motion for actors not inheriting Character?

summer whale
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i still havent figured it out when i move forward my character instantly goes 600 and begin running i followed unreal documentation on setting up idle walk and run but for some reason it just runs the vector length squared is getting 3200 and then when i just do vector length it get 600 should i be setting the default walk speed somewhere else?

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idle work fine as well

frozen quartz
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Can blendspaces be used in Cinematic Sequences?

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I have some Mixamo animations and I would love to blend them in a Cinematic Sequence.

karmic rapids
tardy seal
broken bramble
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is there a way to remove any blending from montages?

jolly hatch
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I MADE A SIMPLE animation for a face guard for a helmet on my character to lift up and playing it in reverse for dropping it back down. But I cant seem To implement it. I tried in a state machine but it would only work from what ever state it was in . and I have tried to use a additive blend in my anim graph But every time I do My mesh explodes , What gives.. I know how to use layered blend per bone and it works But this is an animation not a pose and I need it to play

random hatch
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Hi Guys, somehow i donโ€™t get montages to work on my Playerโ€ฆ it has a fps and normal meshโ€ฆ ma that the thing. I do this instead right now. Whatโ€™s the proper way to run a animation on a character?

jolly hatch
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Is it Possible to play a montage to the end of the anim and pause on the end frame. Until a event makes it rewinds back to the first frame

left grail
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Hi everyone. I hope you are doing well.
I have a very specific and hard to answer question.
Im working with animated armatures in blender that are converted to Vertex Animated Textures in Unreal.
Its all working well. But the moment my animation includes scaling of the bone. Then thats when things go weird in the Vertex Animated Texture (only after the conversion).
To be more detailed im doing an archer shooting arrow animation.
Since its on a loop, shooting arrows constantly, I make the arrow disappear after the shot, by scaling it down so it becomes very small, and put it back in the arrow bucket, to be shot again.
Importing the animation to unreal, all works well, it shoots and all. But when i convert it to a Vertex Animated Texture it fails. And i tested and found the issue to be everytime i scale a bone.
Anyone knows how to solve this?
https://imgur.com/a/7rvQDBo
Image for reference ^

karmic rapids
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Upload a youtube video of the entire issue

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Then people might be able to help

bronze osprey
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instantly set the arrow in the bucket and not scale it?

left grail
bronze osprey
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i think my solution works.. i never converted skel animations to vertex animation textures tho

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but if you instantly scale it too 0 might as wel just teleport it back too the bucket

left grail
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that still moves it slowly

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i dont know why

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i think its an issue of the Vertex Animated Textures

bronze osprey
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use not linear interp but the other

left grail
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this is what happens when moving

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you can see the arrow moving

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its not as bad as when scaling

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when scaling it goes very weird

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and im doing the frame right after

left grail
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where is that? in blender?

bronze osprey
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u sure the move happens in 1 frame?

left grail
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the thing is, in blender it works well. the arrow goes instantly back to the bucket

left grail
bronze osprey
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constanty

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it will zap in blender.. but if 1 frame it should allready in blender

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but unreal does some auto interp

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constant frame does store in fbx so should fix it.. could also fix it in engine whatever u prefer

left grail
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thank you sir

bronze osprey
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i said.. use not linear but the other

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wasnt sure what it was til i open blender but its constant

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linear is default

left grail
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and its an issue in unreal

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because blender looks good

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the arrow goes instantly to the bucket

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its only in unreal that goes slow

bronze osprey
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just the vertex anim or also the skel anim?

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in unreal

left grail
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if only i could make the vat work like the skeletal mesh anim

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but it seems something is goes off when making it VAT

bronze osprey
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depends on what ur goin for ๐Ÿ˜›

left grail
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a blender server moderator told me this is a natural VAT limitation ๐Ÿ˜ฆ

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so it seems theres not much we can do

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there is another idea i just go right now

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make the archer without the arrow

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then make the arrow in niagara. since i will have to make the arrow go somewhere anyways

bronze osprey
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ahh yea thats an option

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but im 100% sure u can make the arrow snap in the normal animation. like i said i dunno vertex

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if u bake to fk controll rig and edit there should 100% snap, but you should be able to do that in blender also

left grail
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yup but your tips solved the lag in the skeletal mesh anim