#animation

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ashen junco
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You could just bake them when exporting, Blender has the option in the export settings.

narrow burrow
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mm okay ill look into it, im just not sure about constraints

ashen junco
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You can do all the constraints that you want, provided that the stack is also a skeletal mesh, and if baked when exporting, it should brought in fine in UE

Though make sure unit scaling is set to 0.01 and everything is compensated to scale.

narrow burrow
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mmm alright got it

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thanks!

short wasp
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Hi, got a question about my Anim Graph. Is this kinda how they usually can look, or is this growing to be an unholy abomination? Can explain why it's like that if need be.
Also how do Anim Graphs consume resources? I have this 'tree' structure up until now, does a bigger one like that consume more resources at all times, or does the graph use only what it needs, so the rest of the tree is ignored?

ashen junco
# short wasp Hi, got a question about my Anim Graph. Is this kinda how they usually can look,...

That's par for the course, but you can split it with cached pose and make it more manageable.

You should see the bolt icons on the nodes, that's Fast Path. If you can keep it all the way up to final output node (by avoiding doing direct BP logic there), your anim graph is multi-threaded. As for memory, I think all of them are loaded, but typically persistent gameplay animations are short and not concerning enough memory wise, and you can use montages for more one-off animations.

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I might be wrong on the memory side of things (Vaei pls fill me in on this one)

short wasp
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It only looks big because I need different slots which also overlap partly, like animation involving whole hand, or just the fingers, and it's a bit tricky. I recon it's not gonna get much bigger than that anyway, so if you think that's alright, then cool, thanks!
If someone does have some info on the memory, that would also be appreciated!
These two are the same, not sure if that changes anything in term of memory.

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eh I cached it so it doesn't now lol

ashen junco
ashen junco
short wasp
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Ahh just found 'Warn about Blueprint Usage'. Yep.
I don't see a way to do it differently though, I need to switch certain values dynamically during gameplay, and unless there is something else I'm not aware of, it seems like that only way.

ashen junco
ashen junco
short wasp
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That's what I'm doing for each one, it's still spitting out warnings

ashen junco
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Note that animBP's event graph (UAnimInstance) is not the same as anim graph (FAnimInstanceProxy)

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At least thread wise

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ALS isn't necessarily the best use case, but it does all the hard work calculating the locomotion in the character BP, and all the anim graph did is reading the value as is, keeping Fast Path chain intact.

There's also Control Rig that also allows for some operations without breaking Fast Path (as it runs on its own VM)

short wasp
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Well at least the speed value I set in the event graph, but it gives warnings anyway. Gotta say the rest are being set directly from BP.
But on the other hand those are simple one-time Set, so not like it constantly updates the values straight from BP, so maybe it's not too bad?
Anyhow if I can get rid of those, I'll try

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Just not sure it's worth the time for potentially very small return in performance

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(just realized I don't even use direction lol)

dawn kite
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now that AimAt is deprecated, can the Aim Constraint do the same function alone or i need more something if i want to drop the AimAt node?

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i cannot figure where to tell it which control is my up vector

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oh, need change Target to Location, and set it in Target Space

spring karma
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Can you have an animation blueprint child that just override animations from the parent? For example I have this animation blueprint that has transitions, states, comments, everything the way I like, but I don't want to have to re-create that for every anim blueprint I make for each character :(

rustic swallow
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hi, I have a skeletal mesh with a custom(non manny) skeleton

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is there some way I can assign/skin the manny skeleton in UE? it looks like I can use the IK Rig/Retargeter to convert animations to the custom skeleton, but I want to replace it

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we have an animbp which is working with the UE skeleton, so need to have the model rigged to that

spring karma
# ashen junco No.

So... You have to re-create every single one of them for all characters?

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And then I change one thing in the system I have to change every anim blueprint?

ashen junco
spring karma
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Whats a proxy mesh?

swift edge
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The related tutorials and documentation should describe it, linked anim layers and Animation Layer Interface are also related terms.

In the example they have an animbp for each weapon for example. And the specific weapon ABPs don't have animation logic, just references to animations.

rustic swallow
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managed to convert the animbp to the custom skeleton, but there is no way to reskin the skeletalmesh to the manny skeleton in ue?

dim jolt
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Is anyone else crashing when they try to scale controls using the spawn control node in the control rig editor?

unkempt comet
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Anyone else ever use the standard UE4/5 Mannequin Skeleton for a different mesh? Downsides/Upsides to using that versus a custom skeleton you make yourself?

lethal blaze
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Hi all - I'm rendering a 3:12 long animation at 1080p with 16x Anti Aliasing and Path Tracing at 60FPS - it's taken about 25hrs to render 25% - is this to be expected?

lethal blaze
lethal blaze
ashen junco
fierce crystal
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Does anyone know when importing textures why the import settings menu isn't coming up? I am trying to import some vertex animations but I need to change some import settings. Any ideas would be appreciated ๐Ÿ‘๐Ÿป

cerulean dew
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Same issue found when migrate my old project from 5.0 using the UE5 Manny skeleton asset from template to 5.1, the FastFeet blend profile seems like containing extra data of ik_foot_ball bone(which dose not exist) with index -1.

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Recreating the blend profile solved my problem ๐Ÿ˜‹

smoky shell
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Yep

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Haven't checked if they fixed it before realizing 5.1 or not

ashen ivy
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so I have a sit animation
how can I leave my character in sit pose (last frame of animation)?

misty dagger
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Oh, I see. Well, at least I could keep the weights.

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Oh yeah, that reminds me of something important? If I'm preparing a rig/character for the UE skeleton do I have to match the exact same A-pose angle?

reef agate
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Anyone questioned why the IKRig mannequin assets use the toes as the end of chain instead of the foot?

ashen junco
misty dagger
ashen ivy
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so I have a sit animation
how can I leave my character in sit pose (last frame of animation)?

hardy reef
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Hello, when I put my own created aimoffset, the scale of the mesh is distorted. But when I put the aimoffset I made from starterpack, there is no problem in the mesh scale.

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This is the aimoffset I created.

ripe yew
steep tapir
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hey all, does someone have a few useful number for the number of skinned vertices in stat gpuskincache?

hardy reef
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Hi, I want my character to walk on the spline path when he presses W/S keys. I can do this by making my character's location equal to the spline location, but calling it every second breaks the optimization. How would you do it?

scarlet saffron
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What is this?

strange inlet
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Hey guys, I'm having a problem when trying to bake an animation onto a metahuman

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My control rig is missing

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Anyone know how to fix this?

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I found this in a forum "Control rig needs to be set to Show Control Rig. Twirl down among the bones or check upper left control settings" but don't know where to set it

lofty vortex
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why is my run animation in slow motion in the blendspace?

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the other animations are normal

winged portal
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Hi! is there any way to cut a few frames from an animation inside unreal engine?
Videos on youtube recommend Sequencer, but i can't do it with it

rare slate
# hardy reef Hi, I want my character to walk on the spline path when he presses W/S keys. I c...

Hey
You could try this out
And you can make some changes to the movement graph so that it moves according to your input
Hope this helps๐Ÿ˜Š
https://dev.epicgames.com/community/learning/tutorials/ryL5/unreal-engine-follow-a-spline-and-report-distance-along-it-using-an-actor-component

Epic Developer Community

Tell any actor to animate along a spline using its default locomotion with this Actor Component.

winged portal
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Hi! does anyone know why I can't delete this keyframes?

signal tiger
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Hiya!

I'm trying to animate an actor which has no skeletal mesh- just a few static meshes.

What's the best way to handle this?

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Here's what my character looks like!

stone moat
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I've been having some animation "pops" during distance matching in a Lyra-like project using Lyra animations, and I can't figure out the reason. The playrate is clamped in the AdvanceTimeByDistanceMatching node, as verified when I print values to the screen, but the Rewind Debugger (and my eyeballs) are telling me the playrate is not clamped. Here is a video describing my problem: https://youtu.be/KV90He2jBwI. This video is of the forward-to-backward unarmed pivot animation from Lyra.

Does anyone have any idea where I should begin looking to find the root issue? I've been searching through code and my own project for over a day now.

magic hull
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Anyone have some pointers/tutorials for creating damage to meshes ? Lets say I have a tank getting hit by a projectile and I want it to deform/fall apart/explode. How should I go about doing this ? I understand that it will most likely be done in a different program.

merry loom
merry loom
merry loom
ashen junco
wet umbra
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Hi all... Got a retargeting issue... I downloaded the UE4 animation pack into a UE 5.1 project.
I created a new IK Rig for the UE 4 Manny.
I downloaded a character from Mixamo. (Abe)
I created a new IK Rig for Abe, there is no root bone on Abe, so I used the hips as the retargeted root (per instructions)
Created a new Retargeter using Manny Rig as source, Abe Rig as destination.

For some reason my Abe hips are locked in place, they won't move during any Epic Animation Pack animation I try to use in the Retargeter window. HOWEVER, If I open up the skeleton and play a Mixamo animation, those animations are fine.

I've seen someone else use Mixamo characters with the Epic Animation Pack animations and they worked fine.
Is there a possible step I missed somewhere?

I would LOVE some help been battling this since last night.

Thanks everyone!

swift edge
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Tuatec on youtube has a tool that he uses to add a root bone to the mixamo skeleton

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you can find it on his github

wet umbra
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Yeah??? Interesting... Do you think that is the reason? I mean, Stephen shows how to do this on a mixamo character that does not have a root bone. Followed his example But, as I mentioned, I didn't use the elf guy from the epic starter kit. I used ue4 manny as my source

misty dagger
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Is it just not possible to swap out the skeletal meshes on the third person template mannequin file anymore and have the animations work out of the box or what? Or am I just forgetting a step?

misty dagger
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Haven't really delved into retargeting at all since I remembered (in UE4 at least) you could go into the character blueprint, select the mesh, and just swap out the SKM asset for another and it would just work with the same anim classes and everything.

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Oh, I see. It might have to do with some meshes using the simple skeleton and some using the newer skeleton. The character I imported works fine with the only animation asset I can select (the forward jog) and I used sk_mannequin_Skeleton for that.

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I couldn't import the skeletal mesh with the bigger sk_mannequin skeleton though, that would just throw me an error saying it couldn't merge the bones. So it seems to work with the UE4 skeleton just fine, but not the UE5 skeleton.

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If I say yes to rebuild, it just ends up crashing the editor.

ivory bear
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anyone know how to fix imported animations from having broken scale?

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when exporting fbx animation from blender, the root bone is always scaled down 100x too small

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i can change it here

misty dagger
ivory bear
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i try that

misty dagger
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ARP does this in its export options

ivory bear
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however

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it doesnt have an effect

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also it happens when I dont use ARP

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like i set it here in the fbx export settings

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but it has no effect on the imported anim

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it always gives me this error

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I even tried upping it to 1000, and it still reverts to a scale of 1

wet umbra
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YOU ARE MY HERO.... I watch part of his video, downloaded his plugin and POOF! It worked...
Been struggling with this ALL DAY and part of last night.

ivory bear
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I even tried upping the scene units to 100 and it still imports as a scale of 1

swift edge
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btw, who is Stephan?

wet umbra
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Ha... I accidently posted that in the wrong discord channel. ๐Ÿ˜‰

misty dagger
wet umbra
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I got his plugin working in 5.0. Didn't seem to want to work in 5.1... So, now I just need to export this out and over to my 5.1 project

misty dagger
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The bone tree is completely different between the two, which I should have expected I suppose. So no wonder it doesn't work with ARP out of the box.

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Can I still download the uproject for the UE4 third person template anywhere or at least the animation blueprints?

drifting pendant
drifting pendant
wet umbra
drifting pendant
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I am also currently trying to fix this issue...

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sadly IK retargeting does mess up the curve names, this bug is present since UE4 ๐Ÿ™ˆ

drifting pendant
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well ... I stepped exactly into the same issue you had, but I can code in C++ and worked on a solution that really works! ๐Ÿ™‚

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sadly in the retargeting chain we have a lot of gaps and TTToolbox closes them, so far everything can work in ALSv4

night vortex
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stupid noob question here, how do I setup a single 'root bone' (in 3dsmax) for my skeletal mesh so UE will be happy?

random arch
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Hey slackers, anyone know the function signature / UFUNCTION specifiers required to expose a C++ function to the OnUpdate binds for an Output Animation Pose node? Added the meta specifiers 'AnimBlueprintFunction' and 'BlueprintThreadSafe', but no luck...

stone moat
random arch
stone moat
night vortex
sand cliff
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Anyone got any experience setting up nice locomotion with the paragon characters from the store? I have Wraith in a project, but I'm a little unsure on the right way to set it up with things like standard locomotion, directional movement, turn in place, and aiming. I'm a bit of a noob when it comes to animation, but it looks like a lot of it is setup. Just can't find anything on setting up Wraith online.

stone moat
sand cliff
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Do you know of any good beginner friendly options?

brittle cove
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I'm slightly confused about getting curve values, I'm having a cover turn system, and the animation sequences have a curve called RootCoverRotationZ, when they play, shouldn't the curve value be anything other than zero? Or am I misunderstanding how Get Curve Value works? The enum switching clearly works because the sequences play properly, does it have to do with the anim instance itself not recognising these sequences? I'm not sure what could possibly be going on. Or maybe it's due to not being thread safe?

drifting pendant
# random arch Oh - it's the const parameters that I haven't added, Unreal seems to be very pic...

Oh no, it's C++ that is very picky. Signatures need to match 100% otherwise you will step into issues. C++ is highly type and type qualifier driven. If you once say const, everything afterwards need to stay const. Except you cast the qualifier away (onรถy donthisnif you really know what you are doing, I already searched for this issue an entire day, it was a huge bug in a big code base).
https://en.cppreference.com/w/cpp/language/cv

drifting pendant
# brittle cove I'm slightly confused about getting curve values, I'm having a cover turn system...

Hmmm... honestly that is exactly how I understood them as well. ALS BP is using the curves exactly in the way you are using them as well. What I would do to debug this is issue is to create a anim instance and only play back ONE animation and try to get the curve value as well. Maybe there is a other animation sequence playing in your example that also had a curve value != 0. So far I know all the values are getting added together at the end when all animations are blended together.

ashen junco
ashen junco
sand cliff
tired garnet
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Why am I getting spammed with this warning from the control rig component?

safe ermine
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Hey when I import an animation from Mixamo, an error stating this. What do I need to do to be able to import an animation?

ashen junco
safe ermine
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Damn, if you wanted to get animations for UE5 where would you look then?

ashen junco
safe ermine
ashen junco
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Costs practically no dime, but took me a year to learn it

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Mainly because anime

vestal viper
drifting pendant
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I fixed many issues in the IK Retargeting toolchain for UE5.1. Now it is way more smooth for complex systems like ALS
https://youtu.be/uDtcb484DDI

I am currently moving slowly to UE5.1 and thought to give retargeting a try there as well. But I am still stepping into the same issues like in UE5.0. Within this video I will talk a little bit about those issues and show you a first preview of the fixes.

Stay tuned for the next videos, I will show you as well how you can get IK Retargeting wor...

โ–ถ Play video
merry loom
summer whale
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i need someone help that can help me. im trying to bleend a montage to be use on the upper body while still walking around. it doesn't seem to work and cancel the walking animation when playing the montage.

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i been stuck on this for like a week. any help would be appreciated

tired garnet
merry loom
tired garnet
merry loom
ashen beacon
pale mica
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In UE5 how are you guys doing a sunset keyframing? I can't figure it out

ashen junco
pale mica
primal fiber
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What is Animation Sharing vs Retargetting? If I add UE4 as a compatible skeleton to the UE5 character does it mean I do not have to retarget individual animations to UE5?

ashen junco
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I think it's more for same bone structure but having different hierarchy of additional bones, something that's common with modular characters.

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Ugh, is this crossposting?

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Please don't crosspost next time, @primal fiber , it's confusing af

primal fiber
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@ashen junco Yeah i saw Matthew W on the other forum so I had to ask him this. #crossposted

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@pale mica Just make an actor bp which moves the directional light rotation every tick.

ashen junco
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Unless someone redirects you to more appropriate channels, it's confusing to have post crossposted around. Be patient.

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This is a legitimate complaint.

primal fiber
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@ashen junco Okay thank you.

smoky shell
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@ashen beacon
Easy way to visualize this is like so (pseudo-code):

// When CharacterRotation.Yaw exceeds 180, for example, from 179.92 + DeltaTime 0.09 it would be 180.01 which normalizes to -179.99, and causes a flip
FRotator CharacterRotation = Character->GetActorRotation();
CharacterRotation.Yaw += RotationRate.Yaw * DeltaTime;
CharacterRotation.Normalize();
Character->SetActorRotation(CharacterRotation);

// This is the same math using a quaternion, there is no flipping, it simply continues around the "circle" the quat represents
FQuat CharacterQuat = Character->GetActorQuat();
CharacterQuat *= FQuat(RotationRate * DeltaTime);  // asterisk operator concats quats, so its basically adding, to subtract do CharacterQuat *= FQuat(RotationRate * DeltaTime).GetInverse()
Character->SetActorRotation(CharacterQuat.Rotation());  // This function actually takes an FQuat, but I want to point out that doing this conversion at this point, will not result in a flip
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This isn't just for animation, any time a rotator exceeds 180 it will flip no matter what it is, my compass needs quats instead of rotators for same reason (as an example)

south breach
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hi, does anyone know if there is a way to apply / bake all these additive layer tracks to an animation?

jovial kindle
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how would i animate a character in unreal 4

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not for a game

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but for a cinematic

ashen beacon
smoky shell
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But say, for example, you make your character aim a weapon while looking around - adding a spring interp gives it a nice effect

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Everyone starts with rotators because they're easy, but they're not the way forward once you get a bit of experience behind you (well, I still use them plenty, where appropriate)

ashen beacon
smoky shell
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Figured they're worth mentioning in this context

ashen beacon
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ooo

jovial kindle
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i just want to animate, pose, and render characters

random arch
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Hey all, anyone know how to get an anim node reference by tag in C++? E.g. from the blueprint side:

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Maybe GetLinkedAnimGraphInstanceByTag("StartLayerTag") since the goal is to get the linked instance anyway

gilded parcel
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when I stopped, the character animations doesnt fade, it comes to idle so fast. How can i smooth the transition from run to stop

ancient wasp
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Character rig and animation looks fine in Blender but look like this in Ue... How can i fix this?

brittle cove
# drifting pendant Hmmm... honestly that is exactly how I understood them as well. ALS BP is using ...

Thanks for replying, with anim instances, I'm unfamiliar with animation and I've looked this up, to create an anim instance that would require c++ right? Or is it just creating another animation blueprint then using that as the instance? Theoretically with how I've set it up, I'm not on my computer right now so I can't show what I'm talking about, these animations will only ever play when you're taking cover and I've made transitions to this particular state, with the check being whether you're in cover or not, so it shouldn't be possible for other animation sequences to be playing too because they'd only play if you aren't in cover.

drifting pendant
brittle cove
vocal cairn
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hey there, does anyone know how to extend the distance travelled by root motion ? i.e. if the root motion travels from point A to B, but i want to take it to point C, how can i do it?

ashen junco
vocal cairn
ashen junco
misty dagger
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Is it fine to use the third person template's mannequin as a placeholder player model with animations if you don't have a properly rigged model of your own to swap it out with?

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I'm still having issues with rigging my own models for the UE skeleton, even after going back to 4.27 and trying to put in my FBX and dropping in the FBX for that skeleton (and getting the same 'failed to merge' bones error) which convinces me it might just have something to do with my model not being re-rigged properly, so I'll have to go back and do some tweaks.

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So I'm just wondering if the regular mannequin (be it the more complex UE5 one or the UE4 one) coupled with some stock/marketplace animation blueprints/animation assets will do for the time being, so I can just go back to worrying about the coding instead.

signal nimbus
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For those who use control rig: isn't the Spring IK supposed to have an effector input like all the other IK nodes?

calm belfry
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Anyone know how to change which bone is seen as the root bone in unreal 5.0? I can't remove the duds in maya since they are needed. IDK why, I didn't make the rig

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I have root motion on Root but it's looking at Ghoul_Autorig

ripe mortar
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not sure im in the right section but i am having trouble getting my Top Down Character to face the way i have set in the Player Start, im sure its something simple i have missed

wintry hornet
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How can I reuse animation blueprint?
Like, something I can use to override the animations used in anim blueprints with other animation.
Example, I have an anim blueprint for human male character, how can I override the animation clips used in it with female animations set, without having to duplicate the male anim blueprint?

brittle cove
scenic sigil
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!stream

quasi vale
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hi yall

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so

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im trying to learn about

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i dont know the name of it

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but when animations can be blended so you can be aiming towards your mouse while your legs are turned because youre strafing to the right

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but then you can blend strafing right and running forward while your upper body stays aiming towards your mouse?

ashen junco
ashen junco
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UE5 has that built in, but if you're on 4.27 you can recreate it with Control Rig

quasi vale
quasi vale
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thank you

pure cosmos
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Hi, my ragdoll curls up into a ball when I use SetSimulatePhysics. It happens about 70% of the time and seems to be related to other skeletalmeshes being around when entering ragdoll. Has anyone dealt with this issue before? Ignoring pawns and other physics actors doesn't seem to help.

ashen junco
pure cosmos
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Unfortunately this asset comes from an asset pack, so I don't know for sure, but I assume it is blender.

pure cosmos
ashen junco
pure cosmos
wintry hornet
drifting pendant
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Hmmm... can you check that curve name is also added to the skeleton? It's an issue I always have with ALS. Curve names are not present in the skeleton I am using in the AnimBP. The thing is the strings have to exactly match in the AnimBP and skeleton. Otherwise a zero is always returned.

If I remember correctly here I am talking about it.
With helper scripts (a very short explanation how skeleton curves are setup correctly for ALS)
https://youtu.be/ON9gzv5WgNQ

More developer focused on how to develop the scripts.
https://youtu.be/yxjjbZDewo8

Always check if all skeleton curves exist in the target skeleton. Otherwise you will see a lot of issues later down the road...

Full Mixamo Retargeting Experiment - UE5 - Playlist
https://youtube.com/playlist?list=PLslFX7TZAr8_rp0_Oj5v6-8HlEvKU_JKw

For the entire series https://github.com/tuatec/TTToolbox/releases/tag/v0.4 was used.

If you wo...

โ–ถ Play video

Sometimes it can happen that not all curves are present in the target skeleton. Within this session we will cover how to work around this issue and implement a custom editor script that notifies us if something is missing.

ALS Secrets - UE5 Manny Integration + Git Workflow
https://youtube.com/playlist?list=PLslFX7TZAr8_kS1zdzEvrjBXI1gMRckZE

AL...

โ–ถ Play video
drifting pendant
# quasi vale but when animations can be blended so you can be aiming towards your mouse while...

Isn't it the blending node you are looking for? ALS is using these nodes heavily and also a additive animation.
Additive animations,
https://youtu.be/flHL3qJB3_I

Layered animations, https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimHowTo/AdditiveAnimations/

Or you might also want to dive into blend masks and blend profiles, https://docs.unrealengine.com/5.0/en-US/blend-masks-and-blend-profiles-in-unreal-engine/

Welcome to my new series, Advanced Animation Application [for UE4]. This fine evening we're exploring the use of Additive Animations - whether it is for purely aesthetic reasons or even for gameplay. The 3 examples I cover today are acceleration leaning, landing compression and breathing animations. Additive animations can be used for absolutely...

โ–ถ Play video

Demonstrates how to blend animations together, in this case, a character that can move and fire a weapon at the same time.

Exclude Bones or change their individual blend speed by using Blend Masks and Blend Profiles.

quasi vale
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oh layered animations i think was the word i was looking for

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thank you so much though

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<3

drifting pendant
quasi vale
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what is the difference between blend masks and the other 2?

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if i may ask

ancient wasp
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thank you @ashen junco

crude bloom
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Hey, i'm trying to wrap my head around animation sharing and I've reached a problem where, because it doesn't use anim blueprints and I can't blend animations dynamically. I need to bake out an animation that has the lower body using one anim and the upper body using another. Is there a way to do this in unreal? or an easy solution outside of unreal?

craggy knoll
flint portal
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Hi all!
I'm playing around with Animation Blueprints and am wondering how to make unique anim transitions, depending on how fast the control stick moves.
Unsure how to go about the logic of querying that.

e.g.
Gradually nudging the stick results in an idle -> idle-to-walk -> walk
But going zero to maximum range gives an idle -> idle-to-run -> run

Experimenting with using separate states without blendspaces.

craggy knoll
flint portal
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Ah, that's the first I've heard of that. Still pretty new, will look into it. Thanks!

ancient scroll
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anyone ran into floating weapon on Lyra, with a different sized char?

patent knoll
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Hey hey, I've a question regarding root motion animations and characters scale.
I have a character that have been scaled in its BP at 1.8. The resulting issue in-game is that all the animations are sliding on ground, from both montages and stride warping locomotion anims. Is there any solution to BP scaled characters to fix the root motion without duplicating the whole set of anims to the right scale?
I really feel like I'm missing something tremendously elementary here, I need help รง__รง

brittle cove
drifting pendant
# ancient scroll anyone ran into floating weapon on Lyra, with a different sized char?

Looks like you're stepping into ik bone (or unweighted bones) issues. Sadly they are not correctly retargeted with IK retargeting. I am working on this issue since quite some time now as this also breaks ALS. I came up with costum editor scripts and tooling.

https://github.com/tuatec/TTToolbox

I did not yet cover Lyra, but some of the users of my plugin reported that they have the same issue. Maybe you can reuse the work I did to get your characters working. ๐Ÿ˜‰

GitHub

TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine - GitHub - tuatec/TTToolbox: TTToolbox provides useful helper scripts to automate your cha...

dim jolt
#

.

dusk tendon
# dim jolt .

looks like ue5, so not sure, but did you enable the plugin?

dim jolt
ashen junco
dim jolt
sterile warren
#

Hi! I've been learning some of the ins and outs of animation for the past 6-9 months while working on a small project. I'm a generalist but I'm trying to truly get a better understanding of it how to be better at it. Anyways, I would really find it helpful to talk to someone who has actual experience for 15-30 minutes about my animations and some of the problems I'm having and just get some direction on how they'd approach these problems. Is anyone willing to do that on here or may know of someone or a service I could use?

sterile warren
ashen junco
sterile warren
# ashen junco I'm doing animations myself, though I'm far from expert. Still up for some anim ...

Amazing! Do you have experience animating realistic humans, specifically "MetaHumans." And also any chance you may use iClone? I have been using iClone for this project and using Mocap as well. I will likely transition to Maya once its over. I think my questions are agnostic either way though. A lot have to do with the workflow for taking in Mocap and making it look good and doing interactions with objects like cups and stuff like that. What do you think?!

ashen junco
#

I don't have any kind of mocap setup due to budget (and space) limitation, so I'm still going with the manual way

#

Though as far as object interaction goes, typically that's solved by constraints. Basically the idea is to have an object do something based on other object.

sterile warren
# ashen junco Though as far as object interaction goes, typically that's solved by **constrain...

No worries! It might still be good to talk. I have been using constraints but one of the annoying things I'm wondering about is that the mocap data has keys on the hand's fingers and so if I constraint those hands to objects, like a cup for instance, the fingers and move while the hand is constrained to that cup, and it's super annoying. Any idea how people solve this? Do they hard delete the keys on the fingers from the original mocap data? I thought the idea was to be non-destructive...

ashen junco
sterile warren
sterile warren
ashen junco
#

Some games already implement it, especially for characters squeezing through narrow openings.

sterile warren
#

It's something you enable?

ashen junco
#

Well, not in one flick of a switch, but something you need to setup. Depends on the 3D software you use, but in UE's Control Rig there are few multi-bone IK nodes that's good for fingers.

#

I haven't tested it myself as I'm currently prioritizing on other procedural animation techniques I'm applying to my project

warm garnet
#

What's the best way to handle things teleporting in animations? The linear interpolation unreal has on by default messes with that effect, but putting step on makes it look worse. I can increase the sample rate of the animation and disable interpolation to fix it but ideally I'd like interpolation for everything except the time where the thing teleports

ashen junco
warm garnet
#

Sounds like a lot of work

ashen junco
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Barely.

warm garnet
#

I just want to hide my weapon mag ๐Ÿ˜ญ

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Is there any way to scale thing to be invisible? I tried importing an animation with zero scaled bones and it errored

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Just hoping there's a smarter solution

ashen junco
#

At least with the magazines as static meshes or its own skeletal mesh, I can have the mags do their own thing for extra details

warm garnet
#

So your suggestion is anim notifies and a material parameter to toggle masked opacity?

ashen junco
warm garnet
#

I'm not sure how I would do that only for the mag

#

since it's all one material

past frost
ashen junco
warm garnet
#

For first person animations it does seem to be quite common to have the mag be part of the gun rig

#

I'm having issues because i'm making 3rd person animations now

ashen junco
warm garnet
#

Do know anything about the scale thing though?

#

Not being able to import animations with bones scaled down to 0

ashen junco
warm garnet
#

just weird how it can't be 0

ashen junco
#

If you hide it off camera, players won't notice it, unless they play at 170ยฐ FOV or something

warm garnet
#

It's multiplayer

#

So I can't hide it off screen

ashen junco
#

Oh right, in that case the magazine should be separate skelmesh/static mesh

I'm working on JRPG with TPS mechanics and I go with that method.

warm garnet
past frost
#

Posted something earlier, re-recorded the problem so hopefully my issue is more clear now. I re targeted an UE4 animation to work on my UE5 Skeleton. As seen in this clip: The animation looks & behaves normally inside the animation preview, but doesn't look like itwhen i walk around in game. Upper body moves as it should, but the legs don't move the way the should. https://streamable.com/qlwkif told to look at my animBP. I did, and honoustly have no idea where to look. Im not expecting an anwer on how to fix the issue, but maybe some insight from somebody more xperienced with animations on what could be causing the legs to behave this way could help me on my way.

raven sinew
#

Do you make the animations in blender then put them in unreal engine or do you make the model only in blender and make the animation in unreal engine?

past frost
#

It's an animation i got from an asset pack meant for a UE4 skeleton. However im using a UE5 skeleton for my main character, so i had to retarget the animations.

#

Its my lack of knowledge on animations etc that's probably causing this, but it bugs me because the animation looks great from the waist up, so im so close to achieving what i want, its just that the legs dont move with the footsteps :/ and i have no clue why. If the retargeting didn't go sucesfully, why would the animation look fine inside the animation preview

sterile warren
#

@ashen junco do you know if it's a common workflow to bake your animation with constraints after you've done some work on it so that all the keyframes are baked in, and then work on it some more but as a fresh sequence? I don't want to get in a bad habit, but it makes sense to me.

ashen junco
sterile warren
full pumice
#

blendspace 1d is legacy now? In 5.1?

ashen junco
quasi vale
#

hi gamers so im trying to figure out how exactly god of war 2018 does their movement it looks like some sort of animation blending but im not quite sure, also heres a reference video

vague mural
#

Hello devs! Need your help with an animation bp. I am new to animation and I am stuck. This should be very easy for someone that has experience. I have a blueprint that has a skeletal mesh as a component which uses an animation blueprint. In that animation blueprint I have an anim notify. I am trying to execute something in the original blueprint when the notify triggers. The way I found that works is to get all actors of class...however this doesn't suits my needs since there will be multiple actors in the level and I want them to play separately. The question is : How can I have that notify trigger the custom event without getting all actors of class?

smoky shell
#

Is there a console command to force animation updates in game thread only for debugging

brittle cove
# drifting pendant Hmmm... can you check that curve name is also added to the skeleton? It's an iss...

Yup, that was indeed the issue, I just decided to rename my previous curve to Rot(yaw) which is a curve in the SK mannequin, so it actually does grab the rotation now (I don't see why I'd need to make another curve). Also added the missing curves to the SK Mannequin skeleton to match Mixamo. There's just one problem, the character's not properly turning. I originally retargetted from Mixamo to UE4, not UE5 and in the Top Down Template project UE4's mannequin is retargetted to UE5, the last time I tried retargetting to UE5's mannequin directly, this abomination happened. Wait just realised I didn't actually add the utility in the blueprint and c++ yet, that should fix the issue I think. ๐Ÿคฆ

I decided to just retarget again using Mixamo and UE5's mannequin, it actually fully rotates this time. I think you might have solved an issue I had for months, so thank you.

brittle cove
#

@drifting pendant Ok, nope, still broken on one part. I tried integrating the animations back into the original animation blueprint, and yea it doesn't look right. If it's just the sequence being played by itself and passed as the base pose for the Rotate Root Bone node it's fine but when it passes through the blend pose it becomes wonky. I tried setting the blend time to 0 thinking it might be due to the animations blending causing this issue. I'll show you what it's supposed to look like vs what it is when passed through the blend poses node.

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@drifting pendant The feet aren't wide apart for some weird reason.

drifting pendant
#

I did this yesterday.

I combined Female Animset Pro with ALSv4 | UE5
https://youtu.be/jNUIoUtTUSY

I am currently moving slowly to UE5.1. So I am heavily testing if it is worth to move to this version. Today I thought I try to replace ALS animations with a kit from the marketplace, Female Animset Pro.

To get everything working I was using TTToolbox.

If you would like to join my journey do not hesitate to subscribe to this channel or follow ...

โ–ถ Play video
#

It took me some months to learn it properly. Keep moving you will figure it out. ๐Ÿ˜‰

patent knoll
#

Morning! Reposting for visibility ๐Ÿฅด I've a question regarding root motion animations and characters scale.
I have a character that have been scaled in its BP at 1.8. The resulting issue in-game is that all the animations are sliding on ground, from both montages and stride warping locomotion anims. Is there any solution to BP scaled characters to fix the root motion without duplicating the whole set of anims to the right scale?
I really feel like I'm missing something tremendously elementary here, I need help รง__รง

tired garnet
#

Why after I set bone transform trough my control rig component, it remains unchanged in game?

FTransform TempTransform;
    TempTransform.SetRotation(HeadRotation.Quaternion());

    UKismetSystemLibrary::PrintString(GetWorld(), HeadRotation.ToString());

    GetControlRigComponent()->SetBoneTransform("Head", TempTransform, EControlRigComponentSpace::WorldSpace    );
ashen junco
craggy knoll
#

I have a Projectile Throw animation and while holding I want to project a path beam effect to the predicted end location.
My problem is that the Start Point of the Path is the Projectile itself but while throwing the Start position is not the same as the Player aimed with, because the Character is leaning back before he throws and turns forward when throwing.

How do I predict Skeletal Mesh Socket transform?
I want to be able to pick a time within a Montage and read the Bone transform. With everything that has been modified inside my ABP like additive animations (leaning etc.).

ashen junco
#

As in calculating trajectory? You could have another weightless bone just to serve as reference for the start throwing point.

Or you can just fake the throw like majority of games do

craggy knoll
craggy knoll
hardy reef
#

Animation Assembly Can be mirrored with Mirror Data table?

steep tapir
#

I mean, if it's really like that it would mean that our animation programmer should learn a little C++ so we don't have BP logic anymore

ashen junco
#

But you can optimize it further by using C++ interface that the character BP also implement, and copy the values in the FAnimInstanceProxy

steep tapir
#

Is it really that much, performance-wise? Obviously I don't mean fast path, that for sure gives much performance, but I mean nativizing the code

#

I mean, I guess the blueprint extra cost in the event graph is the same as with blueprint cost anywhere, it's just that the event graph in the blueprint is executed every frame, usually

flint portal
#

Hi all.
You know how with most Blueprint nodes, you can hold CTRL + drag on a wire to reroute it to other nodes?
Can a similar thing be done with Transitions inside State Machines? And if not, if anyone has any tips for faster copy/pasting Transition logic, would love to know.

frigid mesa
#

anyone know what's changed in 5.1 with motion matching? I see the two Pose Search data assets under Animation/Motion Matching in 5.1 but settings in PoseSearchSchema are very different. I'm not seeing other pose search related items in 5.1

glacial monolith
#

how do I make it so my fingers dont change location after retargeting?

tired garnet
#

How can I set bone transform via control rig component?

#

SetBoneTransform doesn't work

raw bay
#

Afternoon gang, was wondering if anyone had leads on making children characters, as far as getting the mannequins set up and all that. I found a 'mannequin family pack' that has a child but wanted to see if anyone had some more resources. When I try to google search it comes up with the child actor class lol.

crystal imp
#

Anyone know why these bones are getting messed up when I export the skeletal mesh from Blender? It seems to look fine in blender but when I export it and re-import it back into blender it looks off

quasi vale
#

Raton

crystal imp
#

scratch that question ^ I didn't realize the guy sent me an old one

#

I'm still curious though as to what causes this if anyone knows

tired garnet
#

Why can't I break rotation in control rig?

dim jolt
#

@tired garnet See if you can get this to work without crashing. That's the only way I can think of adjusting a singular rotation is through a multiply

tired garnet
pure pebble
#

Asked in #ue5-general but nobody saw it:

Is it common, when starting Unreal Editor, to see 100s of messages like:

LogAnimationCompression: Building Anim DDC data for AnimSequence /path/to/animation

It seems like this data is never actually cached...
It computes every single time I open the editor for the same animations.
Did I misconfigure something perhaps?

tepid vessel
#

slackers how do i move the cursor closer to object or right on top of object? the little move/rotate/resize cursor

#

also is it okay to have 2 things using the same socket, like hair and hat? both on head socket

brazen wharf
brisk pewter
#

What's the easiest way to use the new UE5 mannequins on my existing skeleton setup

#

I have a fairly complex AnimBP and a bunch of animations

#

I don't care too much about all the fancy new IK features, I just need to migrate to the new stuff

quasi vale
#

hi again devs, im trying to figure out how exactly god of war 2018 does their movement it looks like some sort of animation blending but im not quite sure, also heres a reference video, yes this is a copy paste of my last question

quasi vale
#

Is it some sort of animation layering or blend space

honest phoenix
quasi vale
#

wdym

#

to achieve what exactly?

honest phoenix
#

You're trying to get the sideways backpedaling if you immediately go the opposite sideways direction, right?

quasi vale
#

no

#

sorry bad clip for what i was looking for

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it was just like how looking around and sidestepping works

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like you can look forward but side step but your character still looks forward

#

and vice versa

#

I actually think im overcomplicating how it is and i think its just a blend space Nodders

ivory bear
#

anyone know how to fix blender/unreal making imported animations for a skeleton 100x smaller than theyre supposed to be?

#

I keep getting this message even when I package the animation with the original skeletal mesh fbx file

quasi vale
#

maybe try applying transformations in blender?

ivory bear
#

I have

#

even before exporting the original skeleton

#

I dont get why it does it only most of the time, sometimes it works for one skeleton

quasi vale
#

hm

#

im sorry i dont quite know

#

maybe your skeleton is just small?

charred charm
#

Did the control rig Setup Event get replaced by Construction Event ?

ashen junco
misty dagger
#

I have a jog start animation with a few frames of build-up as the character leans forward. I want to only move the player's capsule after these few frames have ended (i.e., they press W for 0.2 seconds with no effect until the animation begins the actual run). Is there a way to do this without root motion, or am I thinking about it the wrong way?

tired garnet
ashen junco
misty dagger
tropic dust
#

I can't apply an animation to the characters and if I succeed it doesn't apply it during the video, does anyone know why??

main ferry
#

I'm having trouble getting a variable to a linked anim graph.

#

In the anim graph Bp there is a property called Main Anim Instance. From within the Main Anim Instance - Anim graph, I have this anim graph linked as shown above, now I should be able to provide a 'Self' node into this slot and have this anim graph within this Bp populate? Right?

main ferry
#

Am I supposed to be able to see action animations between these nodes when the game is running. Right now they just sit there even though I'm certain the animation is rolling through this section

ashen junco
vast canyon
#

This happens when I have show all bone heirachy, or just any selected bone. Appears after upgrading to 5.1. Any idea how to stop it making these huge circles and just show the interior bone sections?

#

Just that interior bone part so I can see what is happening instead of dealing with raptos, master of orbs.

azure elm
#

so im having trouble with my jump animation, cus the char jumps and while its in the air the anim plays and im not sure how to fix it, any tips?

#

ok fixed xD

jovial hill
#

Hi day 2 of trying UE. Looking for a really basic library of poses/anims (walking, running, sitting).
Does UE5.1 have this somewhere or do I need to put my char through Mixamo...?

ionic sequoia
#

anyone can recommend tutorial for fundemental of animation blueprint

#

it's too complicated I can't learn by myself

#

any link or keywords ? thank you

ashen junco
jovial hill
ashen junco
# ionic sequoia anyone can recommend tutorial for fundemental of animation blueprint
Epic Developer Community

In this course from the Epic Online Learning team, we explore the animation systems in Unreal Engine. Youโ€™ll learn how to import, retarget, and trim ani...

ashen junco
red eagle
#

Hellow people!
I am looking for appearently something incredibly special...
I have imported a rigged mesh (it does have the skeleton asset!) into a scene that I want to use for a purple cinematic shot.
But how do I animate that non-humanoid avatar within that scene?

#

I learned that it is not as straight forward as it is in Unity. Soooo~ what am i missing? D:

ashen junco
#

The process is indifferent, especially if you're not concerned with dynamic IKs and gameplay stuff

#

Also how does Unity even compare?

red eagle
ashen junco
#

Though you'll going to need an animation blueprint, and alternatively the whole IK setup can be done in anim graph directly (albeit a little clunky IMO)

red eagle
#

In Unity you'd create an animation, similar to the Sequencer, and then you simply keyframe your moved bones (Super annoying FK animations for non-humans but for this purpose it would do!).
But in here I can't even select the bones I want to animate in the first place XD

ashen junco
red eagle
ashen junco
red eagle
#

Sounds good! Thank you for the offer!
And yeah. I think I'll keep it super simple. He's supposed to hunker down over the body of water (not yet there) and take a sip. Either a short little clip or just a single frame render.
I've done one in Blender some month ago but I'd like to recreate the shot in much better quality using Unreal x3

jovial hill
#

When crossfading animations I'm getting frame rate drops at the very start and end of the crossfade (to 10fps or something like just for a moment).

Is this normal?

#

Anims are from ActorCore

ashen junco
coral sequoia
#

guys how to animate band deform?

#

in modeling mode.. or somehow else

ashen junco
coral sequoia
#

yeah thats what i see

#

@ashen junco i have page inside hands of character and i want to make it more behave like a page

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or is there way to add like simulation on this page

red eagle
#

I guess.. that goes here too...
https://cdn.discordapp.com/attachments/1045709284715012096/1052665331707039815/image.png
I just wanted to build a Controll rig and noticed that all bones are.. like... offset?
The Original mesh has Bone offsets which are ignored on Import. So I placed a real bone into that offset-gap and reparented those bones. Works great in Blender.
Imported that into UE and... now it's just.. overlapping the Structural Bones with the existing ones while still offseting the hiercharchy.
Been also playing with Export settings but that didn't solve any problems either @.@

junior drift
#

dunno if this question even goes here

#

but what if instead of animation, I wanted to constantly alternate between static meshes

#

kind of like a flipbook made of meshes

#

so for walking I'd have 2 or 3 "poses" and i switch between them quick

#

how could I do that?

red eagle
#

That's it for today...
If I wasn't so focused on knowing why that c** f** up every time I try to do something with it I'd pre-pose my model and build the environment around it.
But that doesn't solve the fundamental issue I have with this &%ยง$&&"&$
By the way: it moves perfectly in the Skeletal Mesh asset window. As soon as I pop that IK onto it, it mangles itsself, not even trying to point towards the IK target

tawny oxide
#

hey does anyone here have experience with combining IK and Control rig? I'm trying to find the bone delta transform from the control rig animation data and applying that transform vector to the IK but no matter what RTS Space I use it always gives me a value that's equal to the current bone transform + the delta

#

basically

  • how could I subtract the original bone location from the transform
    or
  • how could I only grab the delta from the second object?
#

any help is much appreciated! :)

#

hold on I may have found the node I was looking for ๐Ÿ˜…

#

:/ hmmm not quite

quick oar
#

Heyo, i was wondering if i could get some help, im new to unreal animations and im sure im missing something obvious.
I have a robot arm i want to pose to gold up 0-5 fingers based on the player selecting a corresponding button on a keypad. Where can I tell this Active Pose Index to update?

#

I thought i could do it via an interaction in the character bp for a quick test to go between poses 0 and 5

#

but i dont know how to get valid access to this value in the anim graph that the skeleton is using, any help would be much appreciated ๐Ÿ™‚

tawny oxide
#

get your component > then get the anim instance > then cast to your anim BP through that

#

(for reference I did that in the character blueprint at begin play)

quick oar
#

Yeah, my second screenshot is from within the fp character bp

tawny oxide
#

which you usually want to set as reference at begin play to save on casting costs

#

ah, then yeah, you'll need to get the anim instance in order to cast to it

#

give that a go

quick oar
#

oooh nice, ill test now

#

thank you

tawny oxide
#

๐Ÿ˜„ ๐Ÿ‘

quick oar
#

from within anim bp linking or execution content?

tawny oxide
#

anim BP linking

quick oar
#

ooh, we have a safe compile

tawny oxide
#

๐Ÿ˜Ž

quick oar
#

It all works great, got it linked up to some interfaces with buttons, thanks a bunch i knew i was just missin the one important node that id never find alone haha

ashen junco
#

Blender is screwing up the bone orientation and not what UE expects by default. Changing the IK axis can remedy that

brittle cove
#

Does anyone know why passing to the output pose directly actually gives the correct pose while passing to the output node for the locomotion state machine gives me wonky legs and arms rotating (I'm using the default top down anim blueprint template)? Also is it possible for an animation passed into a blend pose by enum to be played backwards while another be played forwards? I attempted to look at the documentation but didn't see anything about that unless I missed something. I'm not sure if it has to do with retargeting but rather how state machines work and me not understanding that.

coral sequoia
#

guys sorry to writing again. is anyone can help me to find a way to animate plane deformation .. Physics or Rig the object or any other method? thank you a lot

bronze fable
#

Hey, does anyone know why my IK Solver says it's "Missing Root Bone"? I'm using the default UE5 skeleton that has root and pelvis.

frigid mesa
bronze fable
misty dagger
#

What would be the most efficient way to set up a character/rig for use with multiple outfits? Are there any good resources that I can read or watch on the matter?

#

I'm mainly wondering if it's possible to use a primary rig for a characters basemesh, and then use separately rigged objects for stuff like wigs/clothes/items/etc instead.
Otherwise, if I do everything within the meta rig and then generate a control rig, I'll have re-do a lot of the weights every time I need to change the rig or something, or get rid of unneeded vertex groups.

#

my morph targets are flickering like crazy

#

and only on specific instances of my npc its wierd

#

I just set a certain morph to 1 and it starts flickering super fast

tawny oxide
#

in the control rig, does anyone know how to use pre-set curves for animation? Whenever i try and use a curve based function with a variable curve it says that you "cannot use non constants"

#

I'm aware that you can set the curve you wish to use inside the node itself

#

but ideally I'd like to set variables that can be properly adjusted

ashen junco
#

Maybe try promoting it to variable if possible

tawny oxide
#

also while we're on the topic of control rigs, do you think you might be able to help out with an earlier question I had? I'll link to it real quick. it has to do with getting the delta transform

raw dew
#

So, I'm a programmer, not really an animator, but there's something here I'd like to tackle using the animation tools.

I have a base pose (idle character) and an attack montage playing on top of it. I'm using a layered blend per bone, on the root, as it's a full body attack. However, the feet position is not really aligned between both of them, and blending by any other bone other than the root makes the blend look pretty odd.

So I'd like to lock the feet after the blend, using the original feet position from the idle pose. I believe the Modify Bone node could work or an IK rig setup, maybe? But how would I go about retrieving the original feet position, from the idle sequence so I can feed into those nodes?

tawny oxide
raw dew
tawny oxide
#

well its less to do with how the spine affects the foot and moreso how the spine doesn't affect the foot. If you modify the root bone then you're going to bring the foot along with it. This way if you just blend from the spine up ^ you can do your own seperate animation blending on the feet/legs

#

so in theory you could blend your attack from the spine up and then have whatever locomotion pose you want for the legs

#

again I'm not really able to touch on specifics so I apologize about that

#

but hopefully I can spin you in the right direction?

raw dew
tawny oxide
#

ahhhh gotcha. I wonder if you might be able to grab their bone location from a cached pose?

raw dew
#

as for blending from the spine, that's what I'm doing right now, but the legs being static makes the attack miss the "oompfh" you know?
So yeah, I was wondering if I could somehow grab the original foot position from the idle pose, before the blend, and add that info to the merged bones, after the attack is layered

#

as a programmer, my first idea was to create a notify on the idle pose that keeps capturing the positions so I can use them later on. But that seems very "programmer-y" haha

tawny oxide
#

order of operations FeelsFuckedUpMan

#

wait

#

there is something that could help

#

you can snapshot a pose and then save that to an animation thingy and then use that for blending

raw dew
#

o.O ooh yeah that seems very promising!

tawny oxide
#

its how you might have a character go from a ragdoll to a getup pose

#

say

#

friendo

#

think you might be able to lend a hand for my IK problem?

#

long story short I'm trying to get the delta transform of a gun bone and apply it to an IK arms rig. I'll show you the result I got when applying the transform to a 0,0,0 space. The problem is that I can't use that zero space for rotation and I'm being forced into using actor space and it janks everything up

raw dew
#

As a programmer (haha that disclaimer is very important), my first plan would be to render an invisible actor where you want the character to aim, and use that world location as an IK goal

tawny oxide
#

hmmm

#

^ thats the original message

#

I see where you're coming from. However right now I'm using the gun itself as an ik goal

#

the gun animates in its own anim bp that pulls from a pose then into the control rig

#

from there the hands have a matching pose and all they need to do is use the delta transform from the gun and apply it to the hand goal

#

I was wondering if it might be an issue of using the wrong RTS space transform

raw dew
#

Ah right. Welp, I'm afraid this is above my skills with the animation tools, unfortunately ๐Ÿ˜ฆ

#

sorry!

tawny oxide
misty dagger
#

has anyone had this problem

raw dew
tawny oxide
raw dew
tawny oxide
tropic dust
#

to start the animation, what should I put in the event graft?

tawny oxide
#

so grab a reference to your character and then set any variables in the "Event Blueprint Update Animation"

#

the event BP update animation acts as event tick. So every frame it will gather those variables. Really good for floats, vectors or boolean states etc.

#

otherwise though you probably want to start with a state machine and then plug that into the out in the AnimGraph

drifting pendant
tawny oxide
#

keep up the solid work

tawny oxide
tropic dust
tawny oxide
# tropic dust yes, I set the animation to the mannequin but when it starts with play it doesn'...

https://www.youtube.com/watch?v=1K-Hyu4Xn3g this ten minute video might be able to help you get a good foundational start

Hey guys, in today's video I'm going to be showing you how to create an animation blueprint and blendspace to smoothly transition between your animations in your game, such as idle, walk, run and jump.

Previous Video - Creating The Character And Animations: https://youtu.be/Ht0ekszftsA
More In-Depth Explanation: https://youtu.be/A6L_8vAx-M0

Un...

โ–ถ Play video
misty dagger
#

I do have other morph targets on the guy

tawny oxide
#

well so additive means that you take the base animatoin and then you add on top of it. Sounds like you're trying to run the entire animation through morph targets and that right there could be causing your issues

tawny oxide
tropic dust
#

Ok thank

misty dagger
#

maybe some solutions here

tawny oxide
#

honestly could be. I don't know enough on the subject matter to be of major assitance, but from what I do know, anything UE5+ is unstable as hell

proper token
#

Iโ€™m trying to export game animations from Maya to UE, and Iโ€™ve tried to see a lot of videos explaining of the export the model and rig and import it in Unreal. Nothing is working until now (I usually have issues with the rigs I download, the hierarchy seems to not be ideally made for UE, but I havenโ€™t found either a good tutorial about this). Anyone has any good workflow/video to share? I want to find the most efficient way to create a set of animations for a character (gaming) in Maya and move it to UE to create the BP and Blendspace after. ๐Ÿ˜ฐ

wild roost
#

After I run a montage, Source on DefaultSlot is no longer pulling from previous logic. It just won't grab that animation anymore once I run a montage. And idea what the problem could be?

pseudo oriole
#

retargetting and this is what I'm getting

ashen junco
#

(I exclusively use Blender btw)

proper token
ashen junco
proper token
wild roost
haughty sage
#

probably something simple but if someone could help me out, I would appreciate it. I create a rig in Blender (with root) export to UE, UE says there are 2 roots and it renames it, then I get this:

#

when I leave out the root from the rig, UE thinks it has one anyway and I get this

#

the issue is during retargeting, these wont work, any idea how to solve this?

#

this the blender export

tired garnet
#

Why can't I set up this? I would want to get output from the control rig

real thorn
#

Hey guys!! Can someone help me out with this please... Thanks๐Ÿ™‚

latent condor
#

Anybody know why all of the bodies won't display inside of the physics asset editor? I have no idea what I did but none of them are drawing any more. If I turn on show collision I can see their primitives, but I can't see the bodies the way they normally display

dim jolt
#

Does anyone know a good comprehensive alembic pipeline to ue?

Or using ue animation information in a dcc back to unreal. Say for simulation?

red eagle
dim jolt
#

Is this weird or is it just me? Trying to make a tank tread in ctrl rig. Won't let me edit the min and max, was going to use math to set it up so each time one minimum increased the maximum would as well so it'd be like a chain

ashen junco
coral sequoia
#

Guys can you help me to figure out how to animate deformation like extrude or band or lattice

covert onyx
#

somebody please help

#

Foot ik works only at like the head of the last bone

#

not the tail

#

i dont know how to explain but u can look at the pictures

ashen junco
covert onyx
#

its kinda a mess let me clean it up a bit

ashen junco
covert onyx
#

aha

#

thank you very very much

#

can you tell me any alternatives

#

i am still experimenting with control rig

ashen junco
#

CCDIK or FABRIK

covert onyx
#

thank you very much

#

still the same issue :(

ashen junco
covert onyx
#

i am kinda lost here nothing really works

#

fabrik ccdik

#

basic ik

#

nothing

sterile warren
#

Does anyone know why my skeletal mesh appears bumpy?

brazen wharf
#

bad weight painting?

sterile warren
#

It looks fine in Maya though...

#

Here I'll send a better image

brazen wharf
#

are those "bumps" at the bone joints?

sterile warren
#

Yeah they are

brazen wharf
#

and you are sure it's not a weight painting issue?

sterile warren
#

But in Maya there's no issues at those points

#

I'm a noob though so maybe

sterile warren
#

I'm such a noob at all this. I'm trying to make this form act like a snake. Does it appear I've done the skinning wrong?

sterile warren
tired garnet
#

Why does it always return constant values even when I move and space is set to be global?

coral sequoia
brazen wharf
#

there's a node to convert a transform to world space (if that's what you want...)

quasi vale
#

hi animators

mortal granite
#

hey everyone, im trying to retarget some animations to a new skeletal mesh which ive added face bones to, the prior mesh only had a head bone and no part of the body skeleton has changed in any way. but when I retarget the arms are all messed up, the initial poses are the EXACT same. im really confused on why this is happening. every other part of the body retargets fine but the arms in particular are broken lol

quasi vale
sturdy dust
#

I am trying to make the hands stay cantered when looking up and down, but 1. the starting hand value is down/0 so you first have to go on 0 to make them move with you 2. I can over look which makes it go over the limit

Anyway to Fix it / make it better

sturdy dust
#

Something like this [RE7 for ref], also i did see some stuff about AIM OFFSET but it seems i would have to make multiple AimOFFsets for different Item's / animations.

sterile warren
copper vine
#

Hey guys i know this question gets asked a lot but animations are extrememly important on my project. What is the best way to learn everything I can about the animtion blueprints and how they work? Looking for tutorials online it's ahrd to find cohesive stuff taht starts from the ground up

latent condor
#

Anyone experiencing anim curve issues in 5.1? I'm getting the correct values the first time the montage plays, but subsequent plays of the same montage don't show that the curve is active

gaunt mauve
#

Hey everyone! I am following a guide on making a game and I am running into an issue with the animation. My animation is not continuing with the animation after it plays though it. I guess it's not looping. Maybe there is something I need to set in 5.1 that wasn't required in previous version?

crude bloom
#

can you use an animation blueprint in sequencer? i want to blend 2 animations and then export it as a seperate new animation

crude bloom
#

okay managed to bake it, but i cant seem to control how many frames it bakes

#

allg got it sorted i think

ashen junco
worn osprey
#

say i have to have multiple copies of the same skeletal mesh to get around various rendering restrictions - is there a performant way i can have one mesh drive the animation of all the others?

sterile warren
#

Well maybe. I really need the heads to have this specific shape.

dim jolt
coral sequoia
#

@dim jolt what is the solution?

#

How to animate props? Like i have newspaper in hands of character and i want to bend it and move it more naturally

dim jolt
sturdy dust
#

What's the best way to make a TRUE FIRST PERSON AIM OFFSET ? For seeing your arms/hands and for them to stay in view while looking down and up

ashen junco
sturdy dust
ashen junco
sturdy dust
ashen junco
#

I'm sure resources on true first person out there tackles that

summer whale
#

any one good with animation? i blended a idle firing animation with a blendspace so it can be use when walking but the firing animation cancel it self even tho it using layer blend pose from the spine up? any idea what causes animation to cancel? i followed everything on blending in unreal documentation

#

i cant seem to fix this at all unless i just make a whole new animation of it running and shooting

#

which is probably what i'm going to end up doing since i cant seem to find answers to this

sturdy dust
# ashen junco I'm sure resources on true first person out there tackles that

hmm the problem is any and every video only that talks about this, its usually holding a weapon and that's all, nothing about what if he is having his fist's out or holding something else... how do you switch the aim offsets or blend space or animations.
i understand how to make animations and how to apply them but i don't know how to change them when holding different items or is in idle .. and HOW would i put that item into their hands while that animation isn't playing and so forth

sturdy dust
ashen junco
sturdy dust
#

or rather aim offset would be top priority and everything under it just applies to AimOffset

random sundial
#

Any advice on why an animation would be frozen and not animating when in the previewer?

random sundial
floral sky
#

Can you set rates within control rig?

warped bramble
#

Hi I was wondering if anyone knew about resources where u can see in game character animations for different games? sort of how interfaceingame shows UI in games

sterile warren
#

Can you combine Spline IK with something else in Control Rig. For example, I want to do some sort of "look at" constraint in addition to Spline IK.

sterile warren
sturdy dust
#

My engine crashes when i try to save a retargeted animation

civic vector
#

Hi guys. How am I supposed to create multiple animations in Autodesk Maya? I've been using blender with the nla tracks, and with multiple tracks, I was able to create multiple different animations. Is this possible in Maya?

craggy knoll
civic vector
#

Oki, thanks

sturdy dust
misty dagger
sturdy dust
#

I get no error it just crashes

spring karma
#

When making anim montages while creating notifies for niagara particles, can you preview them there?

nova owl
#

Getting this weird jitter when I change morph target at runtime.. any clues? ๐Ÿ™„ UE5.1
To elaborate slightly, there are different body blendshapes. Setting any initial values are fine, but changing any of those values at runtime results in this weird jitter.
Tried setting morph target both via character, anim bp and a runtime control rig, all give me the jitters ๐Ÿ˜ฌ

sturdy dust
#

Can't add animations into Aimoffset

#

fixed it

wet umbra
#

UE 5.1
Hi all, would really appreciate some help on this, I'm pretty stuck.

have an issue with UActorComponent not ticking. This is a C++ issue, where I've inherited from UActorComponent creating another class. But for some reason I just can't figure out why my inherited class will not tick. I've gone as far as to delete all generated files, re-generated Visual Studio project re-built. Re-ran the game in UE.

In my inherited C++ class, in the constructor, I've set :

  • PrimaryComponentTick.bCanEverTick = true;
  • Made sure that BeginPlay IS calling Super::BeginPlay()

My Header file override looks like this.
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

The overriden function in the CPP looks like this.
void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, FString(TEXT("UCombatComponent::TickComponent")));
}

I know the constructor IS getting called because I put a debug print statement and it's getting printed to the screen... As you can see, in the overriden version, I've put in a debug message there as well, but it's not printing which tells me it's not working.

misty dagger
#

If you're prototyping a third person character that isn't based off the UE mannequin, is it sufficient for most purposes to just use a simple cube or plane as a character mesh rigged to a single bone, and exporting all the animations based off that?

#

Or would uploading your character to Mixamo and then porting it over to Unreal be a better choice?

coral sequoia
spring karma
#

Hey, isn't there BeginPlay to anim blueprints? I see there is an event that is called when the owner calls begin play, but it is not working for me

#

Begin Play currently does nothing (owner does call begin play on itself) so I'll be using initialize animation for now

dim jolt
coral sequoia
#

ah i see. @dim jolt interesting.. do you have any tutorial to see how to do that?

dim jolt
# coral sequoia ah i see. <@292485425547837441> interesting.. do you have any tutorial to see ho...

I don't atm! Like I said I'm still trying to figure out how to do it myself. If anyone else has any useful info on the basics of animation blueprints I'd love to know what it is!

I'm curently looking at this new https://www.unrealdirective.com/ they have some great information, but atm it's about the basics of blueprints

Dedicated to providing Unreal Engine resources that are well researched, easy to understand, and adhere to best development practices.

coral sequoia
#

thank you great!

crude path
#

anyone here have experience with control rig?

#

super quick dumb question

ashen junco
#

Better not crosspost

crude path
#

started to ask in UE5 general, but decided this was more appropriate.

ashen junco
crude path
#

its gone, Im having a huge issue with just setting my root control, unless the set transform bone node has propagate to children unchecked, or the space is set to local the entire skeletal mesh shrinks to 1/1000th of the size, both of which breaks the ability to use the newly created control point and leaves it unable to relate any transforms

ashen junco
#

How about unit scale?

#

I'm asking about the unit scale.

#

Not the object transform.

crude path
#

two seperate objects the one selected in unreal is the one I used to reference the size of the character

ashen junco
#

Set to 0.01

#

Set the unit scale to 0.01, then scale everything up x100 to compensate for it.

crude path
#

wouldnt that make the entire mesh a 100x bigger in editor when not using the control rig?

#

that doesnt seem like an appropriate "fix" :/

ashen junco
#

It's been my "new normal" for Blender to UE workflow for years

#

Reason being Blender unit scale at 1.0 is in meters, while Unreal unit is in centimeters

crude path
#

So I dont have to reimport every single of my other meshes to make it look normal in relation?

ashen junco
crude path
#

luckily most arent

#

ah

#

I went the wrong direction with the math

#

that fixed it

#

but now its too tiny when not using the control rig :<

crude path
#

I really dont, know Tried a different skeleton from a different project and its scale isnt messed up in UE with the same steps so something about my skeleton must be off or my export settings. IDK

#

OKAY so I figured it out

#

Steps to fix this from blender to unreal without changing any wierd settings in either. Apply Transforms to the mesh. Scale your skeleton in blender until its the desired size. Apply transforms to the skeleton, then-> scale up by 100x then apply transforms to it. Scale the skeletal mesh back down to .01 then export.edited for fixing steps to reproduce correct Blender to UE5 control rigs

gaunt lintel
#

Hello I'm trying to retarget roll animation from maximo, but my animation is not working in game properly. Can somebody help with this problem?

knotty current
#

how to get direction when player stop to play different stop animation base on stop direction

#

i copy lyra but it always return forward,

ember tundra
#

I would like to transfer a trench coat from a detective character to another character (just the coat). So that it animates with the arms etc. of the new character. What is the simplest way to do this or are there any tutorials on how to get it done? Thanks in advance!

crude path
#

How do I fix this? My Y and Z are swapped for my spine controls in my control rig, I tried changing the axis of the skeleton in blender prior to export but to no avail.

#

Everything else runs fine. why?

#

The box shaped control rotates the skeleton as expected so i dont know why the spine control is giving me issue

#

Any nodes i can use to break the rotation to feed the y into the z instead like you can in blueprint?

#

That would fix it but the nodes for control rigs are different for obvious reasons

wet umbra
gaunt lintel
plain wyvern
#

hi, how to import alembic to ue5 with vertex color, or how to definition vertex color in alembic

glad adder
placid thunder
#

What is the usual workflow for animated game characters? Creating the animations in Blender and importing the animated character, or animating the character inside UE5?

crystal imp
#

Anyone know how to get Unreal exported Animations to load up in Blender?

#

nm

#

I assumed I would have that issue importing them but I didn't

placid thunder
#

Thank you. I was hoping I could skip the animation import step. At least in Unity it was quite troublesome, but maybe it's easier with Unreal.

bronze fable
#

Quick question: I have sync markers for left and right foot placement. I want to play a different animation based on left or right foot marker...is there an existing node in the anim graph for this?

honest phoenix
#

[ISSUE] I've searched high and low, and can't seem to figure out why GetCurveValue() (both blueprint and c++) returns 0.0

ashen junco
white plaza
#

Is there any way to loop an animation and blend the end to the beginning, in order to make it look more natural and smooth?

ashen junco
#

By duplicating the first keyframe to the last frame.

white plaza
#

it snaps it to the first frame

#

gotta make a try cause I was doing it on blender

#

the result may be different using UE

white plaza
ashen junco
white plaza
#

Never done it before ๐Ÿคทโ€โ™‚๏ธ

#

Gonna take a look

ashen junco
white plaza
#

Just blender being blender

ashen junco
#

I've done the same in Blender for years, goes to first frame with looping animations

#

Though maybe I should mention to keyframe ALL animating bones on the first frame

white plaza
#

Nah you shouldn't

#

I'll have to manually blend them somehow

ashen junco
#

I would be surprised if Maya somehow doesn't need to duplicate first keyframe to last frame

ashen junco
#

I'm having trust issues in this case.

white plaza
#

I'm doing some testing

#

pretty sure there's a way

#

"solution" was fairly easy, I just need to make some changes to make it more smooth

ashen junco
white plaza
#

Nope, that would cause a reverse-loop

#

I just gotta blend it to the first frame everytime

#

Kinda annoying

ashen junco
#

I would've keyframe all bones and duplicate it to the last for peace of mind, works every time (and costs nothing since all bones will be keyframed every frame on export anyway)

#

But eh, you do you.

white plaza
#

That's what I actually did, I've just added a few more frames as blend time

#

I mean, that's what I usually do, but in this case I've to give it more blend time for some weird reason

stray holly
#

how I can I use UAnimSequence* variables directly in my Anim BP?

#

I dont want to drag the animation directly to my Animgraph

#

I mean I have a UAnimSequence* variable in c++ that I exposed to the animgraph but I cant plug it in to any node poses

#

"Driving Animation" is a UAnimSequence* variable that comes from C++

misty dagger
#

hello, i can't decide whether to go root motion or non root motion based animations for locomotion system.
just wondering which one you normally use?

ashen junco
misty dagger
#

by art direction what do you mean by it?

raw cypress
#

A bit of a noob when it comes to animation and rigging. For something like Mirror's Edge, would I need to have three meshes on my character blueprint? Arms, legs, and a full third person mesh for shadows? I saw a tutorial that was doing that, seems like that would cost a lot on performance.

winter surge
#

Hey,

I have assigned an animation blueprint to the "Face" Skeletal mesh and am trying to access the method of the AnimBP, But the cast is failing to reference it.

Any suggestions or Solutions?

ashen junco
craggy knoll
ashen junco
#

Or if it's planar reflection, you could push the camera a little further in front of the visible face geometry (which is the case in GTA 5)

craggy knoll
#

Interesting, thanks Makoto ๐Ÿ™

sour raven
#

Hi y'all!
I was wondering how I could go about animating the facecap for MetaHumans. While I do not have an iPhone, I do have a HD webcam-- so I was wondering if I could use some form of marker based tracking in-engine, or if there are other alternatives? Thanks!

modest solar
#

Hello. When my game is alt-tabbed, or in other words when played at very low framerates (5fps for example), it takes forever, sometimes never, for a state machine's state to begin transitioning to another state after the conditions are met.

#

This results in transition events etc never getting called, and other nutty behavior.

#

Any remedy I can look into?

sour raven
modest solar
#

Not exactly any specific requirement not to, no!

#

Is there some dispatched event somewhere when focus is lost which I can pause the game from?

#

But also it's quite a bandaid fix.

#

I'd also like to know why state machines don't transition at low framerates ๐Ÿ˜›

faint oracle
#

Is there a way to import animations made with stretching from blender to unreal and not have it explode? I have a rope that gets pulled and stretched by an object in an animation, it works correclty in blender because I've set the bones to not inherit scale and rotation but importing that into unreal makes it explode...

faint oracle
#

The parts of the animation where it's just scaling the bones works fine, but when it has to both scale and rotate that's where it breaks Sadeg

little pecan
#

is there a way to rig a model in unreal, or do i have to do it in blender?

jolly folio
#

is there any way i can export an mixamo animation without a character or export an animation pack with in place animations?

ashen junco
static holly
#

is it possible to create skeletal animations from scratch in UE5? I've only found tutorials about editing them

ashen junco
static holly
cunning locust
#

does anyone know, how to access a Notify window in anim blueprint? or somewhere at all?

wide idol
#

Is it possible to modify the length of a AnimNotifyState by blueprint?

placid thunder
unborn depot
#

on the retargeting source this man can view individual bones but I don't have this. Does anyone know how to bring it up?

unborn depot
#

mine kinda looking like this

crystal imp
#

Anyone know what I'm doing wrong here? I resized it in blender and re-imported it in Unreal and now the bones are really big

#

This is after setting the Bone Size in the Viewport to 0.01

crystal imp
#

Not the skeletal mesh

dire lagoon
#

it happened after adding a bunch of meshes to the character blueprint it was working fine earlier

#

actually it was working fine with everything i think something went wrong reimporting a file or something

drifting pendant
crystal imp
#

Seems that simply Applying the Transforms causes it

#

If I export it without applying them then I don't seem to have that problem

grave drift
#

Hey guys!
Been scouring the interwebs for tips on how to make a first person system where the arms of the player will follow the mouse cursor's position on the screen. I.e if I press LMB, the attacking arm will begin animating towards the mouse cursor, and with a sword in hand that could make for some really cool procedural attack animations.

Does anyone have any suggestions on achieving this? I've been trying to use TwoBone IK, Transform IK (had no constraint so it wasn't viable), and Fabrik, but I don't think I used it correctly ๐Ÿ˜…

I'm getting the mouse location on screen with this code here, but alas, no dice yet - does anyone have any tips to give?
Cheers!

boreal lintel
#

Hey all.

I started working on an animation blueprint (I'm a coder and all this animation stuff is mind blowing) using the normal Manny Skeleton.

I've just imported some animations from the store, and although they too use the UE skeleton, I can't seem to use those animations on the skeleton from the starter assets pack. Is there a way to easily make them both compatible? (they appear to have the same bone structure).

compact escarp
boreal lintel
#

tyvm

crystal imp
#

Has anyone figured out what Animation Channels are for in UE 5.1 Control Rig?

boreal lintel
#

Any ideas why my aim offset looks like this?

#

๐Ÿ˜„

#

More specifically, as soon as I add the aim-offset to the output pose from my blend space, it looks like this...

vestal gulch
#

hello i have an issue where i manipulated my character's original walking animation but after i tested it it kept reverting to the original animation. I saved the animation after I repositioned the bones would anyone happen to know why this would be? Would be much appreciated help.

compact escarp
#

sometimes files that get saved over or renamed can cause issues

#

and, of course, restart the entire Editor if you haven't already

vestal gulch
#

๐Ÿ˜Š๐Ÿ’—

kind comet
#

doe's anyone have any idea how something like this full-body physics human would be set up, or know of any good resources that could help achieve something similar or point in the right direction?
https://www.reddit.com/r/unrealengine/comments/y91uuw/full_body_physics_simulation_but_its_goofy/
i believe they're using something like physics control, and setting different parameters for each bone, but when i set the pelvis to simulate, my character begins to float

coral sequoia
#

Guys! hi! doing animation of props for my character animation.. is there anyone who can help me to understand how to do that throw blueprint?

pale coral
#

Okay I'm not a modeler or an animator and I'm not sure if this counts as animation, modeling, physics, or a combination of all of them, but, is there any simple way to make one limb on a character model flop around with ragdoll physics while remaining attached?

fathom atlas
#

I have a question to all of you animators:
If you had an Animation object and it had a Play Forward function would you like the default behavior of the function to be:
A. When Play Forward is called it will first jump to the beginning of the Animation and then play it.
B. When Play Forward is called it will play from its current position.

dense marsh
#

Is there anyway to add the root motion of an animation to an animgraph? I mean extract the location of the rootmotion and add it via Transform Modify Bone or something.

dense marsh
ashen junco
pale coral
#

I will, thank you

robust dawn
#

Hey! Does anyone know of a good course or tutorial video series for advanced animation blueprint learning? ๐Ÿ˜… I've found one more basic course on Udemy and a long vod stream series from Epic that I haven't dived into yet, but I'm looking for something advanced that deep dives into animBP functions and such.

ashen junco
vivid steppe
#

Hello hello everyone, so if I have a blendspace for Idle/Walk/Run and a stationary animation of pointing with a finger forward, is it possible for me to blend both in an anim BP state?

#

so that I can have pointing while running/walking?

robust dawn
ashen junco
vivid steppe
#

Alrighty, thank you ๐Ÿ™‚

blazing wave
#

hello! I just upgraded to ue5.1 and noticed my characters physics weren't working now. I had some parts of my character simulating physics on some bones using this logic in the Animation Blueprint. It even works in the viewport still. But just not in game now.

modest timber
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Hi guys! Quick question - If I handle my player movement in C++, can I also handle skeletal animations there or I have to use Blueprints?
The way I see blueprints now is: quick in making, slow in real-time performance so I would like to make all logic in C++ and use bp only for creating assets with models materials etc.

crude moat
# modest timber Hi guys! Quick question - If I handle my player movement in C++, can I also hand...

You can take a look at this forum post; however, it makes sense to have your animations implemented in an AnimBP since animations are an art asset. It would be a pain to have your designer bug your programmer every time the designer wanted to change an animation. So an example of a good balance would be to have your logic in your C++ AnimInstance class and have your designer implement the logic and animations in the AnimBP. Up to you though.

https://forums.unrealengine.com/t/how-can-i-play-animations-strictly-from-c/330140/22

Epic Developer Community Forums

I find that this way montage and blend space are exclusive. You wonโ€™t be able to play montage in c++ after you play blend space in c++. I tried to call SetAnimationMode, it works. but you lose the blending (transition between the two). Any ideas?

past lake
brisk wing
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Hi I have a question, where can I put my idle animation ? Like I donโ€™t know how to input the animation and use it ๐Ÿ˜” I saw we should use Blueprints but can we use C++ instead?

crude moat
dire lagoon
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i have these two animation here in my blueprint, how do i smooth between them?

ashen junco
# dire lagoon

Why not use Play Montage? I think those have On Finished events

dire lagoon
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ah and then i can smooth in this montage

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?

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is there no node that can interpolate between rig positions

ashen junco
brisk wing
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๐Ÿ˜‚

dim jolt
dim jolt
# crude path Everything else runs fine. why?

I had this happen a few times while trying to get my sekeletons to work. Instead of adding different nodes in your graph, personally I found it easier just to orient the bones correctly the dcc

dim jolt
dim jolt
dim jolt
ashen junco
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You can apply control rig to any existing skelmeshes.

crystal imp
ashen junco
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If you're referring to the likes of VotA's Nanite golem, then that's just attaching static meshes to bones

dim jolt
dim jolt
coral sequoia
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@dim jolt cool but any of that require Maya. is there way to use Geometry Scripting?

ashen junco
coral sequoia
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@ashen junco yeah sorry about that.. just cant find any tutorial

ashen junco
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If it's predetermimed cutscene you can just use alembic data

coral sequoia
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so i have animation of the hands of character of metahuman.. i animated hands.. and person holding letter.. and i want to make a little deformation to make it more natural. during keyanimation.. and then i will render it in sequence.. it is not for game

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but i do not want to move it to another application and deform it there because main animation in UE

ashen junco
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And you animated it entirely in editor?

coral sequoia
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yes entirly

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entire cartoon animation i did in UE5 and it is looks great i just need to solve the props problem.. i cant make it deform

ashen junco
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5.1 roadmap mentions about those kind of deformation. Not sure if it really works

coral sequoia
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oh really? i working in 5.1

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is there a way over blueprint or geometry script? .. or just attach somehow chaos physics?

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@ashen junco is that you talking about?

coral sequoia
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@ashen junco and it is not working yet right?

ashen junco
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Again, I'm not sure.

coral sequoia
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@ashen junco ok thank you) i will try it out..

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i mean trying something.. wors case just animate in houdini and back with abc

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but yes i think for animators it is like deal breaking.

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@ashen junco also simple question.. is there a way when i copy something with Alt. to keep multiply it like array or pattern?

coral sequoia
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@ashen junco lets say i have building.. and i copy it with Alt.. and it is copy as 1 object.. then how to keep it copy with same distance i did it first object

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like standard Array on DCC tool

ashen junco
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That's out of the scope of this channel, I'm afraid

coral sequoia
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@ashen junco oh man) where should i ask it)

ashen junco
coral sequoia
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i already asked like few time.. let me do it again

raw grotto
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Has anyone else experienced an issue with AnimBPs not being able to see GameplayTags until the BP is manually recompiled every time the engine restarts?

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Thatโ€™s how Iโ€™m handling the check. Every time the engine restarts, IsDodging always returns false until I recompile the AnimBP.

tired garnet
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Hi, how can I make so when my spider character rises its legs, it will rise body as well? I want to make is purely from the animation side

ashen junco
ashen junco
tired garnet
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Will it also allow me to make so when my spider push its back legs, it will push body as well?

ashen junco
ashen junco
raw grotto
static falcon
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I'm trying a little blueprint posing experiment, using control rig to set the pose, however, when I stop setting the pose it resets, is there a way to hold the pose?

blazing wave
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Anyone know why my physics arenโ€™t working in 5.1 now?

static falcon
finite girder
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Anyone know how to automatically transition an animation to another? E,g transition landing to walking again?

ashen junco
finite girder
floral sky
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Ok so for character movement is it better to use root motion or not?

blazing wave
# floral sky Ok so for character movement is it better to use root motion or not?

Depends on what you need. Like for combat you donโ€™t usually want the character to be able to move while throwing a punch if the animation doesnโ€™t have any leg movement. So there youโ€™d go with root motion. But for a running kick or something you might want them to still be able to move forward while doing that so Iโ€™d turn off root motion.

floral sky
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So for locomotion (or at least lower body) root motion is good?

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Does the CharacterMovementComponent respect the distances in the animations?

static falcon
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Yes

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The root motion moves the capsule so it's 1 for 1

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But you have to set it up right

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Anyone want some animation help? I'm feeling frivolous.

limpid robin
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Hi, so I have a ton of animblueprints that do not have anything connected to the entry node. Is there any way to fix all these without opening them all and manually doing it?

static falcon
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Not sure about that one I'm afraid

limpid robin
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Or is a state even required in an animblueprint?

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Could I just delete that. It compiles happily if I do. I just donโ€™t know about the ramifications.

static falcon
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Well it all depends on what you've got set up and what's relying on what, but generally speaking, you don't need anything in an anim BP

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You can just have the empty output pose

static holly
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Anyone knows what's up with this error when I try to import fbx armature from blender for animation?

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The model is the exact same, it's that I'm trying to import more animations to it and can't bake them into the model itself

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Here are my export settings

river osprey
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So, all I want to do, is put the Paragon Riktor asset in Unreal Engine. And do his ult in a green screen room. But the effects of the stuff coming out of his chest isn't showing, and I also haven't been able to change the world texture to green, if anyone is willing to help, please send me a DM. thanks.

jade vale
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Hi!
I have used take recorder to record a camera animation, with the "Record Parent Hierarchy" checkbox checked. So when I want to export the camera as a fbx, the camera transform is from his parent. Is there a way to get the camera animation from the world (same result as if the box was unchecked).
Thank you for your help!

novel viper
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What would be the best way to blend between two meshes? Like have two different meshes and a 0 to 1 value to lerp between the two? How can one achieve this in the easiest / cheapest way?

drifting pendant
static falcon
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Particles maybe

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I am trying to get this bone to match the rotation of the cube but it's not working X_X

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I am putting the cube's world rotation into Control Rig but it jumps sideways somehow

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Does anyone on here actually use CR?

past lake
crude moat
past lake
crystal imp
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In Cascadeur anyone know why I get this when I try to go into Autopose mode even on their own demo models?

You probably have more than one characters and didnโ€™t select whole set of characterโ€™s points```
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It does it with their own characters as well as mine

crude moat
past lake
broken adder
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hey folks... is anyone here familiar with AnimBP post process

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i've set my Skel Mesh to use AnimBP post process

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i've plugged input post direclty into the Output to test things out. my character is now suddenly doing T-pose only

ashen junco
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Show the anim graph

broken adder
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that's it.. i'm testing it

broken adder
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I merely created a new animbp. do that.
goto the skelmesh and add Post-process Anim Blueprint

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Do i have to involve the new fancy anim linking( animlayers?) thing?

i've use PostProcess BP before in UE4. it was a really long time ago. i recall it was as easy as this

broken adder
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@ashen junco are you able to assess? any idea?

dim jolt
crystal imp
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I mean I was doing that without those so I'm not sure what the difference is between that and a Control bool

dim jolt
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Maybe it's to not make the rig so congested visually

crystal imp
crystal imp
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got to love the new Retargeter

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I modified the pose to try and match them and now every time I try to play an animation it crashes lol

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This is the error I get on the retargeter...not sure what it means by this....isn't the root bone Supposed to be at ground level? The source retarget root bone is very near the ground plane. This will cause the target to be moved very far. To resolve this, please create a retarget pose with the retarget root at the correct height off the ground.

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It could be because the feet are slightly lower...but in my defense I really can't do nothing about that since I'm trying to match the poses and I can only move the root not the pelvis

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I'm not sure what's going on now this must be a bug...

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It's working now but I still get that message....when I switch to the other pose and then play an animation it crashes

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well apparently even if I switch it with an animation running it crashes

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It's hard to tell what's going on here, but I'm pretty sure it's some kind of bug

static falcon
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Anyone know why I can't seem to get this control rig to rotate my bone properly in worldspace? It keeps going sideways when I feed the rotation value into its rotation

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the same rotation value seems to work on "Transform (Modify) bone"

static falcon
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eh found a workaround

static falcon
crystal imp
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Say does anyone know why someone would create a rig...with a bone seperating the Root from the Pelvis? or why it seems like the rig basically has 3 pelvis bones (CG/Pelvis/Spine)?

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Doing a rig like that basically makes ZERO since to me at all

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Just wondering because I can rotate all 3 of those bones and they all basically rotate the entire character

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I'll be honest...I've never seen a rig done so bad in my life...and this came from the Unreal Marketplace

static falcon
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It's pretty common for rigs to have a CG/cog/ (center of gravity) and a Pelvis that are stacked on top of one another, I believe it's so you can move the hips without moving the upper body with one of them

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But it would rely on having your IK system setup for it to function correctly

sand cliff
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Really stumped as to why everything in my animBP works perfect while previewing in editor, but in standalone I have the issues below.
Issue #1 is when aiming down, the player upperbody jolts around non-stop for no clear reason. I'm using an aim offset and it is only triggered on the aim_down animation, but I can't see anything out of the ordinary between the up and down and down aim animations. Removing the aim up and down aim offset (name AO_up) stops the stutter.

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Issue #2 is that my root motion animation montage does not move the player in standalone, but it does in editor, really stumped by this one too.

short wasp
sand cliff
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Thanks for pointing that out though, hopefully I can find some answers

blazing wave
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I did some constraint animation on my character with a prop using the new 5.1 feature. Is there a way to bake this down to an animation? I tried to bake it and export it every way I canโ€™t think of but the baked animation isnโ€™t moving the prop.

sharp gyro
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What would ya'll recommend for cinematic animations, an AMD or Intel CPU (assume its linked with a good graphics card)?

sharp gyro
blazing wave
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Is it possible to use live link face to control facial bones? Like are blend shapes required or can I just use the bones I have?

near yacht
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why is my animation not working ?