#animation

1 messages · Page 11 of 1

static falcon
sonic trout
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I have a model of a knight that has the sword and the shield attached to the skeleton mesh
and I don't know how to add separated collision to them in order to make them deal and block damage

gusty rivet
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Hey everyone

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I have a question

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I want to adjust my characters arms to hold the vertical grip. But even after adjusting those animations, the hand is shifting away from the grip (it's not snapping, to be precise)
I want to snap the hand to a particular position right below the barrel of the gun i.e where the vertical grip is attached. I've read about TwoBoneIK node in AnimBP and I've tried using this node on Virtual Bones but apparently UE5 has a bug and Virtual bones tend to reset or just not work. So is there any alternative to TwoBoneIK ? I'm not very good with IK animation nodes so I wanted to ask you guys.

Any suggestions? Which node is best for this scenario?

PS: I do know about FABRIK node but I'm not sure how to properly set it up in my case.

gusty rivet
vapid halo
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I've just imported my skeleton from Blender. Why am I missing arms and a leg?

digital jasper
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Hello!

Trying to recreate an animation sequence very similair to this here:
https://www.youtube.com/watch?v=3j8J1NfDBv0&t=383s

I had some help yesterday and just trying to wrap my head on how to go about this.
So I would start by creating an anim montage to begin the casting animation,

Then I would use a OnBeginPlay event from that montage to start 2 seperate anim montages:

  1. a montage of the spawned actor climbing from the ground up
  2. I would need another anim montage for the ground breaking like the video.

So far does this seem to be the correct way to go about this?
Where i'm struggling to understand as well is how do you go about animating the spawned actor cilimbing from the floor to actually have him follow you or start attacking?
Do I need to wait for the animation to complete to then spawn the actor or is there a more seemless to go about this?

Patreon - https://www.patreon.com/1MAFX

https://twitter.com/pmargacz - Here I post most of my VFX
https://www.artstation.com/mgepm - Artstation
https://gumroad.com/1mafx - Free Noise Texture Pack I use in most of my VFX

https://ko-fi.com/1mafx - If you would like to get me a coffee because you find videos useful! - THANKS!

▶ Play video
vocal owl
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in my first person melee game I am using a thrust animation, the thrust looks nice, but the sword takes a very low trajectory, how would I go about forcing the sword to travel such that it stabs through where the users cursor is aiming at a specific point in the animation?

eternal elk
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I am having an issue with an animation inside of my sequencer. It will not play fully? The animation runs completely when i open it but once I bring it into the sequence shot it is missing the last 10% of the shot? can anyone help me on this

scarlet moth
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Please someone help me with this, I don't get it, drives me nuts.
I set up an object which follows a spline. So I added the default Arc to the spline. It will always create it laying flat on the ground, and everything works fine.
But if I rotate the spline like in the second image (red arrow is what I want, like a garage door opening), it always also rotates the mesh (last image).
I seem to miss something about splines.

static falcon
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There should be an alignment vector setting somewhere

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How did you attach it? Sequencer or blueprint?

scarlet moth
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Blueprint

potent scarab
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IDK if this is the right channel but does anyone know how to get AnimSequence bone animation tracks in UE5 C++, in UE4 I was using UAnimSequence::GetRawTrackToSkeletonMapTable but this got deprecated

marble ingot
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Once my pawn dies, I play my death montage which literally at the moment just tilts dude 90 degrees on his side, which is fine, but.. ( I disabled looping ) however it plays through and does work, but after its "duration" its back to its default pose which is ... up again?

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guesing I need some type of state machine at this point to say if dead, keep in this frame?

fading drift
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hello, can someone help me edit the direction of my animation's root motion? I don't really use blender or any animation apps so I can't do it

scarlet moth
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@static falcon What did you mean by 'alignment vector'? I can't find anything like that right off the bat

upper robin
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anyone know how to get a baked cloth animation from blender into unreal 5?

ashen junco
upper robin
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urgh im a noob ngl

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i have this:

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then its just static here

static falcon
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Not sure this is what you're needing or not, but it may help. I think this is more of a #blueprint issue

gloomy lintel
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Finding it hard to manage this issue... Does anyone else keeps getting the editor to crash randomly with the control rig?

wide cedar
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i'm trying to bake an animation i made using the controlrig but no matter what i do, once i bake it, i go to the sequence and it's completely blank as if i did nothing, i saved the anim before baking too, so i'm just confused what i'm doing wrong?

rustic blade
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retargeting in 5.0 - 5.1 seems like a huuuuge pain, does anyone have any tips, tricks or tools to speed up the process? Im just trying to retarget identical UE4 Skeletons from multiple marketplace packs to one single UE4 skeleton but it seems i need to make this IKRig asset with like 50 bone chains for every single unique skeleton...

grave drift
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Hey! I wanna make my player to play full-body inplace animations while standing still, and upperbody animations when moving about. The montage I'm using for attacking is using an UpperBody blend, but when standing still I need to use default slot - whats the best way to approach this? Just check when attackign if Im moving, and if Im not moving, play the in-place anim montages? 🤔

tranquil lark
pliant acorn
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So idk why, and idk if it's a bug or something else, but, I've got this mixamo skeleton, rigged for UE, and I'm working with IK. I was testing Modify Transforms function, and all axes are inverted, ZYX, I tested out UE mannequin, and it has regular axes XYZ, some know maybe why?
when I'm changing Z, it's goes forward

wide cedar
pliant acorn
wide cedar
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nevermind i am an idiot

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did it by myself

dawn sail
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Hello, I need some help
I have a skeleton that is used for all characters of the game. I realized the hierarchy of the dress for a character was not good, it was parented on the leg instead of on the hip. My goal is to reparent it on the hip but keep the same bone names.
In my maya rig I did that, but now, I know that when I'm going to reimport my SKM in unreal, it's going to try to add the bones as a new hierarchy to the skeleton, but because there's already a chain of bones with the same name, but in another hierarchy it fails to merge bones.
What is the solution there? I can't delete the old bones as they are used by the specific SKM I reimport and can't seem to find how I could rename them before reimporting to delete them after.

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I also can't delete the SKM and recreate it (Well, I could, but that would be a huge pain in the butt and the other tech animator would not be happy)

ruby swallow
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I'm exporting and then re-importing a model rigged to UE4 skeleton. I'm using blender (ignore leaf bones+dont add leaf bones) and selecting everything from root down when exporting. However, when exporting back the weighted data for "head" disappears. Any idea what could cause something like this? It only happens to certain models:

dawn sail
ruby swallow
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Hmm but why does it say that it does in the original (pre-export)? The actual issue is that the helmet appears offset when imported back in

dawn sail
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I don't know enough about blender export settings, but I would look into those

flint idol
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Hello everyone, i m havign a problem with my character animation on the wrist, it seems that is having a gimbel lock and rotating weirdly inside unreal after i import it from maya, it seems that is happening inbetween frames

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does anyone ever had this problem? and how did they resolve it?

dawn sail
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Check your rotate order

flint idol
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in maya?

dawn sail
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Yeah, I think unreal has only one option

dawn sail
obtuse fox
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I NEED SOMEONE TO DM ME AND LOOK AT MY PROJECT. Basically I’m trying to redo the entire locomotion blend space animation as well as put in third person shooter animations to be combined with the locomotion….. once that’s done… it’s gets tricky. The game I’m making is third person but can be toggled to first while keeping the same arm animations for a fps view. I also need to somehow sync the arm animations with the weapon animations. Im calling all animation gods out there to help me figure this out

dusky void
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Does anyone have any good tutorials for smooth animation interactions with buttons and levers. Ive tried a few but most of them are very jankily put together, and don't really function well.

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At the moment im trying to get a first person interaction where the arm goes out and swipes a key card

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im trying to find either a tutorial or documentation on how to reliably get the character to seamlessly go to a specific point and play the animation

dusky void
crystal imp
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Anyone know any tricks to debugging Control Rigs? I really hate it when you get compile errors and yet the Compile Results shows nothing but Compile successfully

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lol

ashen junco
dusky void
tranquil lark
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It is pretty easy to setup honestly.

vocal owl
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I have a noob question. I have a static mesh that i am using as a sword in my game (its the longsword from the kubold longsword animation pack in the market). I want to do a few things that I think would work better if it was a skeletal mesh (if I am wrong about that lmk). First I want to use IK to make the players offhand stay on the handle of the sword throughout all the various animations. Second, I want to use ray-casting for hit detection at various points along the blade so that I can tell if they hit with the handle vs the center of the blade and have precious hit detection. Third i want to do some physics calculations. I converted the static mesh to a skeletal mesh and a physics component, but it is just an empty skeleton with a single bone. I think that I want to add a socket for the left hand and a few bones along the blade, how do I do that?

ashen junco
vocal owl
# ashen junco 1. You can get away with the sword as static mesh just fine - just the matter of...

for #3 I like to get the velocity of the part of the blade that hit so that you do less damage with the very beginning or end of your swing, or more damage if you are rotating your body with your swing (those could be calculated separately i realize), Regarding #2, I guess I want to do multiple traces from different parts of the weapon (hilt vs blade eg), but i could just do the math from a static mesh

vocal owl
# ashen junco VR?

no but first personal melee slasher in the style of mordhau or mortal online

vocal owl
# ashen junco 1. You can get away with the sword as static mesh just fine - just the matter of...

ah, the one other thing where maybe having a bone matters? I want to use motion warping (I think) to adjust the swing animations to make sure that for a thrust, eg it pulls the tip of your blade through the cursor and for a slash it pulls a point about 2/3rds of the way up the blade through your cursor. the point to pull through will be in world space, but I think I'd want a bone on the blade to tell to go through the point?

shy vortex
young olive
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I am using a Bone Driven Controller to trigger a corrective shape key when the right arm is rotated in Y to a degree. This works fine. Problem is, i need it Not to trigger if X is between a certain range. I cannot see anyway to do this type of calculation in the AnimBP. I imagine i am just missing something obvious. How or where can i do this?

young olive
# shy vortex https://i.imgur.com/hASG9gS.png Quick way to restrain my bones so I can try and ...
shy vortex
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Ok so basically don't use the Translate gizmo on FK controls

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Should I make my own rig or is this default one OK in your opinion?

rigid robin
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How do you guys import animations for a mesh that already has a skeleton and skeletal mesh inside unreal? when I try to import an animation it ends up importing an creating a new mesh, and physics asset even though I specify which skeletal mesh this asset should use

shy vortex
rigid robin
young olive
young olive
rigid robin
shy vortex
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check FBX import options

young olive
rigid robin
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Yeah i have the animation working inside unreal, i guess my question is what is your guys process for re exporting animations? Like do you name it a new FBX name called something like Alien_Run an Alien_Idle or

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wait

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the video has it at the end

shy vortex
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Hunan is top G googler

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for something simple like chests and stuff try animating in unreal

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doors, etc

rigid robin
shy vortex
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unless you built the model in blender

rigid robin
shy vortex
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ya nice 👍

digital dock
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wrote in general allready, but this is probably the better place to ask: has anyone here got an example of how to create a custom AnimBP node in c++?pepe_hmm2

ashen junco
digital dock
hallow elm
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Hi, I need help
I have a gun animation using "play niagara particle effect", and the ejection effect will rotate if I turn.
Although other weapon's animation with this effect works with correct rotation, this weapon will not.
How to fix it??

sterile otter
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Hello, I have an issue when retargeting animation, the target skeleton's feet are under the ground!

wheat badge
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has anyone tried to use Control Rig Component to procedurally control facial animation at runtime in blueprint? I experience extreme lag from just setting 2-3 controls from the rig using SetControl2D and SetControlFloat

ashen junco
wheat badge
swift remnant
dull sun
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Is there any place to scale the influence of root motion on an animation asset?

marsh crescent
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I just wanna make amazingly basic animation with moving object. It will be IDLE animation. Is it possible in UE5? I just wanna choose frame and then move the object.

steady orchid
steady orchid
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layered blend per bone is the way to go

coral sequoia
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is there a way to create VAT animation texture from metahuman right in UE5?

red jungle
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hello guys, i was wondering if someone here successfully retargetd City Sample Crowd animation into a MetaHuman ? I Cant find any topic on this, for cinematic/sequencer purpose

real orchid
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Is there a way to easily copy a blendspace and all referenced animations?

spare pulsar
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anyone using mixamo animations ?

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There is problem with the animation with using the ue5 mannequin

steady orchid
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yes thats how it works

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there are a lot of tutorials on this topic, just search for it

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basically you put your upperbody animation statebehind a layered blend per bone so that the resulting pose play that animation on the bones you specified

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you probably did something wrong, i cant tell

orchid topaz
# coral sequoia is there a way to create VAT animation texture from metahuman right in UE5?

This video shows how to use the AnimToTexture plugin in Unreal Engine 5.1. The video uses an Editor Utility which is available at the link below. Also provided is a basic crowd instancing blueprint which will scatter a static mesh with VAT texture and put a random animation on each instance. The video walks through how to use both of these bl...

▶ Play video
coral sequoia
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thank you.. is that best way to animate crowd sim?

jovial aspen
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So does retarget base pose just not work in UE5.0?

shy vortex
cinder linden
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I imported this character into lyra is using the old UE4 mannequin as reference

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I cannot get the space between the hands right or the weapon to attack nicely

shy vortex
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Well i found i just cannot add a socket to VB's I thought it was an IK bone. Oops. But in your case did you have to retarget the skeleton?

hallow elm
safe star
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Evening all, I hope you guys and gals are having a good one... I've got a newbie question and I hope this is the right chat to drop it in.... Would anyone know a good tutorial on how to animate a model to match a film scene?

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I am using UE5.1 and I do have the film footage and the model I want to use.

ashen junco
# safe star Evening all, I hope you guys and gals are having a good one... I've got a newbie...

https://www.youtube.com/watch?v=fMSrQc-LocQ
The tut uses Maya, but the basics are pretty much the same even with UE5's Control Rig + Sequencer. As far as video ref goes, instead of the archaic Quicktime, you can use MP Keyframe to get the frame numbers down.

sterile otter
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I want to export it with the offset value!

minor ginkgo
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im having this error

shy vortex
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How do I attach something to my hand that will stay there and move throughout an animation when using a control rig?
The mesh I'm attaching wont animate with the character in sequencer, even if I parent it to the socket. Sorry, new to animating and yes im doing this inside unreal, any help would be much appreciated.

ashen junco
shy vortex
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world outliner

ashen junco
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Maybe it isn't attached to the right socket/bone?

shy vortex
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hmm looks correctly parented to correct socket

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tried the new constraint tools too

gloomy pike
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hello! 🙂
does anybody know a fix to the fingers being twisted/skewed by default when using the RTG_UE4Manny_UE5Manny?

ancient wasp
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(ue5.1) open retargeter and set Rotation Mode 'Interpolated' to 'one to one' and set rotation alpha '0' to '1'

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if u using ue5 you need to select fingers from the skeleton tree on the left

gloomy pike
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I'm on 5.1

ancient wasp
ancient wasp
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@gloomy pike thats all i can do :D i hope it works

wise lava
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hey im new to inverse kinematic, im trying to use Two Bone IK on left hand, but when i move the joint target location, the elbow is not moving, but when i move the effector the hand is moving.

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when i try to change this value, it didnt do anything to the hand elbow character

gloomy pike
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but in some cases that probably works

wheat agate
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Is anyone here familiar with shape deformers / pose editors? -

I've created a character rig that has deformers on it that blend the shape of the legs and butt when the legs bend. This all works fine in Maya, but the issue is I need to have multiple different clothing options that will sit as separate objects on top of the base body. These new clothing objects no longer follow the deformation of the base model due to these deformers.

What is the best workflow for having a base model with shape deformers and then adding multiple outfits that need to match these deformers on top?

vapid quartz
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PlayAnimMontage()```

is not working for me, after looking at at least 10 forums they all say to look at which slot is playing, but I never set up any other slots, only the default one, if anyone knows that would help a bunch
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it's inconsistent, it works sometimes, but not others, and only on one specific animation

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which is set up exactly like how the other animations are set up

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is there a different common cause as to why play anim montage might not work?

marble ingot
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trying to follow the 5.1 documentation on Animation_BP, but when I get to the part about creating state, I dont seem to have that option?

azure roost
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Quick question, I have to work with some alembic geometry cache file that has its pivot waaaay off...is there a way to center the pivot on a geometry cache, or does that only work for static meshes?
Please ping in reply!

ember tundra
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Hey everyone, I am in need of an animation where a character falls to its knees. Where can I look for ready-made animations besides the marketplace? (There is no such animation in store, or at least I couldn't find one even after intense searching.) Are there any other platforms that sell Unreal (Epic Mannequin) compatible animations that are trustworthy?

azure roost
ember tundra
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I've only heard the name, what is it 😅

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Ah I got it, thanks for the advice!

ember tundra
torpid bane
# ember tundra Hey everyone, I am in need of an animation where a character falls to its knees....

This Stephen Ulibarri video seems to include animations that include a fall to knees. You might have to sub to his Patreon though... https://www.youtube.com/watch?v=L9gd7gbqCJw&t=253s

UE5 Blueprints - Assassination with Motion Warping - Two Person Animations

Learn how to use Motion Warping to sync two characters with two-person animations! We sync up an assassin and a victim to perform stealth kills like in Elden Ring!

Discord invite: https://discord.gg/qVqSSmp3ZD
Patreon: https://www.patreon.com/DruidMechanics

Unreal Engi...

▶ Play video
sonic trout
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when im casting to an enemy character what must i use as an object ?

ashen junco
tawny oxide
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hey, simple lil question here - doe anyone know why I cannot edit the preview in my animation blueprint? Anytime I try and edit the variables they just reset to their default value and I can't see whats going on with the numbers behind the scenes

compact onyx
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Can someone tell me the difference using UE5.1 between Blendspace and Blendspace1D?

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Because the tutorial I'm following is using blendspace1D and I used normal blendspace. Could this be why my character isn't moving?

ashen junco
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Likely Epic deprecate BS1D due to maintenance

compact onyx
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I'm not using blendspace 1D the tutorial is, does this change how I set it up?

ashen junco
compact onyx
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is just "Blendspace" BS2D?

ashen junco
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Yes

compact onyx
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Sorry, I'm new.

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Okay. I'm trying to figure out why my AI isn't moving, when it is in my other project. I'm thinking it has to be the animation I setup, because it's the only thing different between the two.

graceful basalt
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anyone got any tips for retargetting animations in UE5.1? Every time i try to retarget anims like holding a pistol aiming with both hands, left hand goes haywire

wise lava
strange oasis
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Is there an optimized way to achieve this transition?

scarlet sapphire
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Hello! How can I see the targeted bone that was chose when a virtual bone was created?

scarlet sapphire
# graceful basalt anyone got any tips for retargetting animations in UE5.1? Every time i try to re...

Hi! The retargeting system was changed in UE5. Have you tried to follow this tutorial? It worked for me
https://www.youtube.com/watch?v=N7WdyAeeDrw&list=PLA4lmF9X9b0HL0ijw8toNNlQdIq4QYYO_&index=3&ab_channel=MattAspland

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

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

▶ Play video
compact onyx
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Hey guys having a issue, noob here. The Animation Montage is called and passed through but not playing.

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Not sure what's going on.

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it plays when I open the montage

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but not when called in BP

brazen wharf
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How would i call an function/event when a sequence player has finished playing?

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trying to swap out idle animations every time they finished playing

ashen junco
graceful basalt
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while general animations work fine...anything that has fine movements of the hand and arm, don't get properly retargeted

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i'm looking for more in depth info on how to make them match better.

graceful basalt
graceful basalt
brazen wharf
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ah thank you, not quite what i need, since the idle animations can't be swapped out on runtime ;/

graceful basalt
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why at runtime?

ashen junco
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Or montages

brazen wharf
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different animations for different characters/situations

ashen junco
brazen wharf
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yea, but i dont know when it is save to swap it

graceful basalt
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then you have to use montages i guess

brazen wharf
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😭

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so i have to convert every sequence that i want to use to a montage...

ashen junco
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Anytime, really, at least I don't have much issues changing the variable on the fly

brazen wharf
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the thing is, i might have for example 4 animations for a happy idle movement

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they should play random, then the character get's neutral, and it swaps out my array of idle sequences for neutral idle animations

graceful basalt
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what determines the "mood"?

brazen wharf
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the animation bp isn't aware of the mood

graceful basalt
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you could have an enum and blend poses on that enum

brazen wharf
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thats controlled from outside

graceful basalt
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tell the BP then 😄

ashen junco
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In my case each character have predefined set of idle animations in the actor BP, then the animBP make a copy of the variable to be used in the anim graph sequence player

brazen wharf
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well, i would like to avoid to tell the AnimBP the mood 😄

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and rather handle that outside

ashen junco
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I also use montages to have idle animations like shifting the feet, or doing hand stretches

ashen junco
graceful basalt
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tbh i'm pretty new to animations but from a programming perspective i see nothing wrong with feeding an enum of the mood to your anim BP and change accordingly

brazen wharf
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i rather would like to have that logic in one place, to keep track of what happens

graceful basalt
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anim bp just has to listen for the change

brazen wharf
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then on top of that, idle animations between male and female differ...

ashen junco
brazen wharf
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so then i have mood + gender logic

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instead of an array of idle poses, which i just want to poll in the right moment for a new idle sequence

ashen junco
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You can still have the mood dictated by the actor BP, and call event in anim BP about the mood change to copy the anim sequence variable again

brazen wharf
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all meh...

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i rather put anim notify events at the end of each idle sequence 😄

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i would just need something like this from the sequence player...

brazen wharf
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i have that

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i just need to know when it's done playing so that i can update the IdlePose sequence

ashen junco
solemn kite
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why is it not facing the right direction ? any guesses what could be the issue ?

compact onyx
ashen junco
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Yes

compact onyx
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okay i just added that, do I need to make a new montage?

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hm made a new montage, still nothing

graceful basalt
compact onyx
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This works, playing the blueprint, but the montage does not.

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I need the montage for the animation delay

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I just know it's something simple lol

ashen junco
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Is your character using that animBP?

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It strikes me odd as the blocking stance is its own animBP instead of just a state

compact onyx
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it's using a different bp for idle/walk/run

ashen junco
compact onyx
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?

ashen junco
compact onyx
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teach me wise one

ashen junco
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Ideally you'd want one animBP to contain all the locomotion states

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animBP isn't something meant to be replaced often

compact onyx
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so one animbp should have my idle/walk/run and combat(in this case punch, but also need gun poses shooting etc..) animations?

ashen junco
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Yes

compact onyx
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Well that's probably my issue

compact onyx
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only for a different character all together?

compact onyx
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okay got it

compact onyx
graceful basalt
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something like that yea

compact onyx
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ty

graceful basalt
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the same way you put your default slot before output pose i n that screenshot, you can do it in your locomotion BP

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if its for playing a punch tho, you might want an upper body slot only

compact onyx
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you mean add the other animations?

graceful basalt
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anims are so complex X_X

compact onyx
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it's sort of a full body movement even though it's a punch

compact onyx
# graceful basalt anims are so complex X_X

oh shit okay so I want my BP to run my blendspace animations. Now I am assuming I would want idle/walk/run as one blend space then add the combat that groups together in another blend space but then both to the same anim bp. Is that correct?

brazen wharf
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@graceful basalt your way worked, but i couldn't get a nice transition between different posed sequences, however... i found another way

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this method is bound to the updateFunction binding of the sequence player (so called pretty much every tick)

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checks if the sequence is at the end, and if so blends in another sequence

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guess the cost of this is pretty much similar to the automatic transition check 🤷

compact onyx
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I think i'll take that information and watch some animation tutorials now that I have the concept better understood. Thank you.

winged violet
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Is it bad to scale bones when animating? As in to do disney drawn style over exaggerated poses (such as inflating when jumping)?

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Or is it completely fine to use scale as you would rotation on a bone when animating?

ashen junco
#

Just not done very often

#

FWIW same squash and stretch effect can be achieved by moving the bone

winged violet
#

Yeah I normally haven't touched it but have a cool use case for this animation and the end result looks better with it, just scared it would mess stuff up

#

I assume the physics asset shapes also scale with the bone that is being scaled

ashen junco
#

I don't know about physics assets, but it's safe to assume you're not going to do ragdoll while you do the cartoony effect

winged violet
#

Yeah! Would reset all scales before doing that (it's more just for regular gameplay traces since physics asset collision is used for those)

#

Thanks for the help

sterile otter
# ashen junco One thing: provide more context.

Thanks for your reply. I have created an Ik retargeter to retarget animations to UE4 skeleton, the source skeleton is fine, but the bottom part of the target skeleton is below the ground, although it's above in the edit pose mode! The animation works fine, the only problem is being immersed in the ground. thanks again.

static holly
#

Imported animation from bledner (Up) has a different root location than un-animated model (bottom). Anyone can tell me how to fix this?

scarlet sapphire
#

How can I find that node?

#

It has something to do with arrays and Inputs to a sub-animation graph from a parent instance

static holly
shell sparrow
#

Question! I am scaling bones in the anim bp so I can have weird and fun stylised characters. Everything works well EXCEPT when I enable some physics component stuff for floppy arms etc. Then it all goes to hell and stretches quite a bit.

Any ideas?

ashen junco
tranquil lark
#

Doing a OTS game. I have unarmed/armed/aiming states. I plan on doing all of the base locomotion (idle, walking, etc..) as the primary locomotion stuff. To handle the armed_idle and aiming_idle, I plan on using additive animations. This way I really only have to animate the base stuff.

If anyone has done this approach - did it work out well for you? Is there something that I'm not thinking about? What are some pitfalls?

compact crane
#

Does UE 5.1 make animation easier? I notice they put out an Unreal Fest video on it.

#

And is body motion capture the most efficient way to do it? Say if I want to animate characters in cut scenes.

ashen junco
static holly
#

I don't want to nag, but I really need to get this sorted out before I finish the player controller, so if anybody knows what's happening I'd be most grateful 🙏

ashen junco
static holly
# ashen junco what

Imported animation from bledner (Up) has a different root location than un-animated model (bottom). Anyone can tell me how to fix this?

ashen junco
#

Probably transform not applied

tranquil lark
#

If we can get the additive stuff working as intended, it could reduce a lot of animation authoring

static holly
#

There's even an "apply transforms" options in export settings which I ticked, so there's no chance for that

#

Also, static model is positioned correctly, which it wouldn't be if transforms weren;t applied

meager thorn
crystal imp
hollow orchid
#

I still couldn't figure this out
tried doing the euler vector thing but not really sure how?

brazen wharf
brazen wharf
#

then i got no idea, sorry

#

ig mesh origin is there, too.

deep geode
#

Does anyone have any experience iwth IK rigging with animations? / player control

#

specifically with VRM models

errant glen
#

Should I skip IK on retargeting Mixamo's animations to UE5.1? I can't get that to work and I can't find new links or videos to make it work.

compact onyx
#

Just an update from yesterday @ashen junco I finally got my animations figured out, just now got it working. Thank you for your help.

#

I figured out how to use the anim BPS and state machines for separate animations unlike idle/walk/run which can be put into and configured in one blendspace. Switching outside of that was my issue. Got it now! woot!

#

As you can see, he now throws a punch at me which is all I wanted to get it figured out initially.

#

but he also idle/walks/runs just fine

brazen wharf
#
errant glen
tight acorn
#

Hi everyone! Can someone help me with my problem?
I'm adding i sequencer body, add animation to this body and it not work - body just stay in A pose

#

but if I use backward solve in rig blueprint - it works

digital dock
#

Anyone know how I can get the local space transform of a bone in AnimBP node (c++)?

ashen junco
tight acorn
ashen junco
tight acorn
# ashen junco delete either one of them in the sequencer.

Done. and after add track with animation again - nothing changed. I'm trying to add existing animation as pattern and create my own animation based on this. Guess I'm doing something wrong. On youtube videos they just add track with animation and it works.... I'm doing the same - and not working

#

sorry to worry you

digital dock
#

dont directly drag it into the timeline

tight acorn
#

@digital dock I'll try it, thanks

unreal zenith
#

Hi , i need a help guys, do you have some experience with Caching the CLOTH Simulation ? in 5.1 release notes says its possible but for it doesnt work ... i can record object but no the cloth simulation ... any solution how to record it or get it into cache ?

#

our team is like rly desperate ... bcs only solution that i found is use uDrapper plugin but that is not solution for us

ashen junco
sterile otter
ashen junco
unreal zenith
# ashen junco How about prebake it elsewhere?

that would mean make it somewhere else than in unreal ... i wanna make cloth simulation in that unreal but then i need somehow bake it for no more changing ... thats why i hoped for take record function

ashen junco
static falcon
#

Yeah to my knowledge it's not possible in Unreal. Can def do it in Blender though, and export alembic or vertex animated texture

unreal zenith
#

yea, i trying to find fastest workflow and this would be huge deal for us

#

for sure , its possible make it in Marvelouse or blender but still , that mean export alembic and when became change you have to repeat that proces , thats time consuming

ashen junco
unreal zenith
#

yea, it is , and our last solution will be this way but for optimalizations this will be super good , so im just asking if somebody has a same problem or know how to solve it

static falcon
#

Ah, I haven't gotten to 5.1 yet, so I'd just look for the latest docs

tight acorn
#

@ashen junco @digital dock thx guys! after your help I googled right questions and fount solution. Just when I start tracking SKM - I need to delete default control rig and after that - + animation and after that on SKM need to "edit with FK Control Rig"

strong barn
#

Hey, i got a question :

I need to work on a skeletal, it will be modified a lot along the mesh. (character can be adjusted along the project)

But i need to work on the animation (anim blueprint, rig, etc...)

What is the best workflow ?

Tag me.

TY

strong barn
#

not so much, only the head can change, i use CC.

The best solution in my eyes would be to make a 1st mesh empty except the skeleton to keep it.

lethal egret
#

Probably a very simple thing but. In my animation previews I somehow ended up with 2 of ym character but 1 is stationary (only in the animation previews).. And I have absolutely no clue how to get rid of the stationary one. Does anyone know?

sterile otter
stone moat
#

I'm trying to retarget animations from the MVN Puppet to the UE5 Manny using the UE5 retargeter; however, I seem to be running into issues I can't resolve, as explained here: https://youtu.be/urXtRHZVNPA. When using the FK-only option in the retargeter, I have a good retarget except for foot sliding and foot-on-ground "mushiness" (see video). I applied speed planting in an attempt to resolve the issue, but speed planting requires the IK portion of the retargeter to be turned on, which creates its own set of issues (see video).

Does anyone have any ideas for how to resolve these issues in the retargeter?

rustic swallow
#

Hi, I have a question about IK retargeting: I have a custom skeleton which has a bone for this Cog mesh
When I retarget it, the bone delta is different resulting with it floating behind the player
Is there some way to set it as a fixed transform relative to another bone?

wary burrow
#

hey, i've been stuck for a while trying to fix my rolling animation in my game (im using the Flexible combat system asset). The problem i'm having is that if root motion is turned off in my animation, the animation looks good but when i try it in game the character teleports back to where they were after having completed the animation. If i however have root motion turned on the character does a weird movement without moving.

vocal owl
#

I am making a first person melee game and am trying to have it such that my attacks always go through a point in space that is in the direction of the players cursor and a certain distance away from them at a specific point in time in each attack animation. Similar to what mordhau shows right here: https://youtu.be/p-B4AwgArwA?t=165. Currently if my player does a "stab" they can move or spin to change the position of the attack but the animation will not change significantly if they look up or down and so they always hit roughly the same vertical height regardless of mouse input. Can anyone point me in the right direction on how to morph or warp (I don't know the right word) the animation so that it forces a specific part of the weapon through a specific point in world space at a specific time?

Buy Mordhau Steam key from the webshop (developers get more money): https://mordhau.com/shop/
Buy Mordhau on Steam: https://store.steampowered.com/app/629760/MORDHAU/

Get Mordhau Merch: https://mordhau.com/shop
Mordhau is an upcoming medieval first-person fighting game with a strong emphasis on skill-based competitive play.
Visit http://www.mo...

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chrome holly
#

Hello guys, i am a very beginner:
Why when i retarget my animation from mixamo the UE5 skeleton arms are stiff in the animations?

#

got it, the t pose of the ue mannequin has bent arms

#

xD

potent cradle
scarlet moth
#

Quick question for the Blender/UE guys: I'm importing a rigged mesh from Blender (via FBX) into UE. When importing into UE, it creates a skeletal mesh, a skeleton, and a physics asset. The physics asset is empty tho, it has no collisions. Do I have to create these myself? If yes, where?

tame crypt
#

is there any glaring pro/cons to making an first person rig and removing the unused bones?

For example I will only have arm meshes, will deleting the chest and lower bones jebait me later down the road, or is the gain not worth it and its just easier to leave the full rig in there attached to nothing?

ashen junco
tame crypt
potent cradle
covert onyx
tawny thistle
#

I am trying my hands on ue to rigify but I am having problems with the fingers

#

I used the simple Quinn mesh from the template and the downloadable template from github for the addon in blender

#

The bones match up and the weights seem to be also fine but for some reason the fingers are getting squashed 😨

#

It's only happening for the ring finger and pinky and I can't figure out why. Anyone solved that and had a good experience animating in blender or is maya still 3x easier + better for animations?

potent cradle
tawny thistle
#

that's the weight for the pinky

#

that's the one for the index

potent cradle
#

That looks like the pinky tip had the weights removed, hard to say. If you click the skeleton, then shift+click the mesh, and go to weight paint mode (ctrl+tab), you can ctrl+click any bone to see the weights associated with it, might help diagnose the issue

native mist
wary burrow
#

hey, i've been stuck for a while trying to fix my rolling animation in my game (im using the Flexible combat system asset). The problem i'm having is that if root motion is turned off in my animation, the animation looks good but when i try it in game the character teleports back to where they were after having completed the animation. If i however have root motion turned on the character does a weird movement without moving.

cunning compass
#

Hi guys my montage is looping thats weird , how to stop it from looping?

cunning compass
wary burrow
cunning compass
#

Idk how to change slots in ue5 but usually when it doesn't move for me it might mean u didnt use the correct slot

#

Oh i am talking about montages btw , i use them for rolling animation

wary burrow
#

okay... i still dont understand hahah, im a beginner. where do you find the slots, is it in the montage?

scarlet moth
#

@potent cradle thanks!

languid mason
#

Guys I have a question.
Idk if is the right section but, how I can recreate the floating the"book weapon" of Lisa in Ghenshin impact ? I'm creating some animation and I was thinking of add a wep socket on UE5 and parent a flying book, but in this case it follow my hand so I cant animate it.
So how I can achive better resoult?
Thanks in advance
https://www.youtube.com/watch?v=NBw3bcDwODM

appreciating the animations of characters in genshin impact

like and subscribble if you want to support me

twitch:
https://www.twitch.tv/kamikazeyo137

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ashen junco
hardy cypress
#

I have a basic pawn with no skeleton and I want to make it scale and move a little, I figured I'd need to make an animation using keyframes but I can't find any tutorials online, does anyone know how to do this or could link me a video? I'd also like to activate the animation using blueprint

static falcon
#

Look up timelines in blueprint

unreal zenith
#

@ashen juncoso i found out that you can record the simulation and playback it by Chaos cache manager ... it has to be in actor but it works great , so just giving information that is it possible 😉 thanks for advices

ancient wasp
#

hello guys, is that rootmotion true?
imagine the camera is attached the head, it will be fps.

my programmer says it doesn't affect the movement of the camera and the direction of the camera.

dawn sail
#

Hello! For a while, we used a selection set containing the bones and mesh to export the FBX from Maya to unreal, but I realized, in unreal, we always uncheck "import mesh" option anyway, so would it make a difference if I did not add the mesh to the fbx export in maya? Or would it break something in unreal? We don't have blendshapes

ashen junco
#

You'd need to at least bring over a dummy mesh assigned to that skeleton

dawn sail
dawn sail
#

It's so long to export from maya, I just feel like if having the mesh in the selection set I export is unnecessary, I will just remove it from animatuion exports and just keep it in SKM exports

#

Usually, I uncheck export mesh and select my skeleton

#

If I try with a version where I exported my animation from maya with just the bones, it looks the same, but I just don't have the import mesh option

hallow elm
#

Hi, I need help
I wanna make weapon left hand IK with using Basic IK in control rig, but I cannot find how to do it...
plz give me hint?

fair dragon
#

I was wondering do you need to use Blendspace for animations where the character is not technically moving. For example, if the character is only standing still in the idle animation, then throws a punch or block and then goes back to idle. Will using a blend space help with the transition of going from idle to block to idle animations or idle-punch-idle, etc.? It's just that every time I look up anything about Blendspace or tutorial it's talking about movement (walking, running, jumping) and not animations/moves.

fiery snow
#

Experimenting with Pose Drivers, How do I get a driven bone's rotation to move in the opposite direction when driven by another bone?

#

I am using the Bone Driven Controller

mystic remnant
#

Not sure if this is BP or Animation related... I have a modular character, I setup the leader pose, but when I call an animation montage (skeletal mesh) on the leader mesh nothing happens.

fiery snow
wary patio
#

Hi can someone please help me, I have been trying to find a solution online but nothing seems to work, why does my metahuman not properly do the animations? Look at his legs in example below... the weird thing is that if I look at all animations individually they all look great until I actually go in game and try to walk around. I am using the third person character blueprint and retargeted all his animations

#

as you can see in the second video, the animations work and legs move normal, but not when I actually press play and move he starts SKIING.... so frustrating 😦

astral cypress
#

Good evening,
I'm pretty new to IK. Just wanted to replace the default idle mannequin animation and now the IK control rig messes the pose up.
Any idea what I should change to make the IK compatible with new idle/walk animations? (without IK everything looks good with the default skeleton)

dim flume
#

Hi, i have an animation with root motion, but i want a character to move further then it is right now. Am i able to edit the animation within Unreal Engine to do so?

astral cypress
wary patio
true marsh
#

Hey so does anyone know how I could go about making a question block type thing like in Mario Bros? I want the block to sort of bounce up and down when hit from the bottom (like when Mario collects coins).

tranquil lark
#

Pretty much - animating static stuff has a fairly lame workflow when you want to reuse the animation.

brazen wharf
#

if you don't need collision you can use WPO in the material

tranquil lark
#

I feel like that'd be more trouble than just a timeline

brazen wharf
#

why?

tranquil lark
#

Because I suck with materials

#

😅

brazen wharf
#

😄

#

this is pretty easy tho, you pretty much feed a sine to the wpo and mask it on the z-axis so it only wobbles up/down

#

and a parameter to control the effect (can use custom primitive data, so you don't need to spam 1000 dynamic material instances)

tranquil lark
#

If only sequencer could work in local transform only 🤔. That'd be nice. Not sure if it can though. But the actor sequencer plugin does solve that problem.

brazen wharf
#

can anim notifies carry a value?

languid mason
#

Guys How can I plug these 2 node to the output?
I tryed with the "Blend Node" but the "ALPHA" input ruins everything
Thanks in advance.

wary patio
astral cypress
wary patio
languid mason
ashen junco
#

Except Kawaii Physics doesn't need to be cached

languid mason
ashen junco
languid mason
cedar zodiac
#

Hey all, working on getting aim offset to work in my game and realized that the blend doesn't seem to apply to montages. Does anyone know of any guides to set this up to work with a montage that I can reference?

gritty heath
#

Hey everyone, I've been trying to fix this issue, during this animation/Montage my character's legs go into an awkward squat position instead of the intended animation (This is my first time trying to make an animation so the quality of it isn't perfect) I'd appreciate any help I can get on this one, everything I've looked into talks about the foot IK but I'm still new to this all and don't fully understand tbh

cedar zodiac
#

Fixed my issue, Had to put my montage in before I did my IK and Offset commands.

compact crane
#

Does Mesh to Metahuman accomplish the same thing as the official Daz to Unreal Bridge plugin? If so why use one or the other?

grim orchid
#

Anyone know how to make this render look crisper ?

warped sand
stoic lynx
#

Hello All. I'm having this weird problem with UE5 retargeting animations. Basically, when I retargeted from the main skeleton to this cyborg ninja skeleton, the new mesh floats in the air when playing certain animations (specifically montages). I created a leg IK system that (sort of) fixes this during walk and run animations, but I can't seem to get this to work with montages for combat.

#

Does anyone know what would cause this? The target skeleton is just not lined up with the ground for some reason. This only became a problem when I decided to stop using the default UE4 mannequin. Thanks

warped sand
karmic acorn
#

Hey everyone! I have a group that I've started for people struggling with motivation issues. You basically partner up with another animator or artist around your experience level, set a goal for yourself (in my case I am working on a storyboard for a short film, but it could be legit anything), tell your partner about your goal in the first week, set a time to meet and chat every week about your progress, and update your partner via text chat each week on what you've gotten done that week. I made a reddit post about it if anyone wants more details, but PM me if you're interested!! https://www.reddit.com/r/animationcareer/comments/10ao03z

pale coral
#

Sometimes the failures are the most funny, and psychologically damaging

warped sand
# grim orchid

Check your monitor res, your capture res, texture res, your GPU settings, and animation rate.

remote mica
mossy kernel
#

how can I turn off the IK rig when I do a custom animation so it doesnt look like this?

hardy reef
#

Hello, I was watching a video made by Unreal Engine and there is a system that I could not find when I searched. How did they use EQS to create dynamic sync points?
Sorry for my bad english. In the 35th minute of the video, they show the system I was wondering about.

ashen junco
#

Not going to sit through Inside Unreal due to awful live pacing, but in essence, you just have to feed the location vector to the Control Rig IK

compact crane
#

What is the recommended way to do fight scenes? Motion capture?

tender elk
#

hello, I have two animation instance blueprints, I want to copy over the state machines from one to the other

#

is that possible?

#

i right clicked on one and there was no copy option

weak beacon
#

Anyone got insight to share in regards to what would be the better approach to UE5 animations?
I'm split between using a monolithic AnimBP with AnimLayerInterface for all state machine nodes so linked anim instances can define their own behavior in those,
OR
Utilizing a bunch of LinkedAnimGraphs to drive locomotion through linked anim instances.
I'm really not sure if there is a difference, and if so, what it would be. I feel like option 1 is more in line with Lyra, while option 2 is more like ALS_Refactored.

ashen junco
stoic lynx
remote mica
muted monolith
remote mica
muted monolith
#

ohh

remote mica
#

I noticed that some bones are technically not used such as some of the corrective bone roots in the arm. Could that be an issue as well?

muted monolith
#

have u checked the pose ?

remote mica
#

The A pose? This model is set to A pose by default.

muted monolith
#

yea

#

like the pose are same ?

remote mica
#

Yeah the pose is the same. I think it is something to do with ARP's rigging method itself. The only other thing I could think of is twist bones but I typically don't use those

tranquil lark
# weak beacon Anyone got insight to share in regards to what would be the better approach to U...

Actually, option 2 is what Lyra does. That said - I prefer option 2 because it is more efficient on memory (doesn't have to have all anims loaded at once) and allows you to easily compose/work on specific areas. For example - I have a weapon layer for my linked anim layer. My weapons have their own BP that use their own animations. Adding a new animation set is as simple as creating a whole new ABP and then linking it to the weapon, so when I equip it, all the animations just work™️

#

I don't need to go back and change anything with the original ABP

#

It controls the logic on how to navigate around the state machine that is actually being used.

#

As for what is "better" - well, it depends.

#

The anim layers adds additional abstraction and complexity. Your game might not even need that.

compact crane
#

Easy compared to manual animation though so I don't mind

weak beacon
# tranquil lark Actually, option 2 is what Lyra does. That said - I prefer option 2 because it i...

So, do you use ALI and use StateMachines in your main ABP which then calls those states from linked ABPs?
In lyra all locomotion is set with ALI and then in linked ABPs all animation logic is placed, where as ALS_Refactored uses main ABP only to reference linked ABPs and does not contain any StateMachines (Sorry if my explanation is lackluster, just started diving into the new ABP system about a month ago)

tranquil lark
#

(I originally was reading it like option 1 was split up...not one continuous thing, lol. So like it was "monolithic ABP vs using linked anim layers" pretty much 😅 )

#

You can change which anim layer is linked at runtime. Can't to that with a linked anim graph to my knowledge.

#

That is much more useful than being locked into a specific graph

#

My current setup is as follows:

1: Linked Anim Layer which has my "Fullbody Locomotion".
2: Layered Blend Per Bone with the first one connected as the base pose and then another linked anim layer for my "Weapon Layer" as the Blend pose.
3) Then afterwards I connect to a IK node that also connects with a "Weapon IK" linked anim layer

humble trout
#

Hey! I am working in 5.1 and encountering an issue with the LookAt node in the animation graph. It appears to always use the starting input pose for all its calculations. If a "modify bone" node rotates a bone further up the hierarchy, it adds it to the lookAt node, making it no longer work as it should. this happens no matter which node comes first, even if the lookAt is the last thing that is done before finishing the animation frame. Is there a way to work around this issue or fix the LookAt node behaviour, to use the pose, that is put into the node, instead of the default starting pose?
Example: Using the modify bone node on a head will break lookAt nodes, that control the eyes.
Even when doing a blend per bone and completely separating the eyes, it breaks.
If the head is rotated 45° on the yaw via modifyBone, it will add that to the lookAt, no matter what I do.

weak beacon
# tranquil lark I went back and re-read what you said. My mistake, I read it wrong 😅. Yeah, Lyr...

I appreciate the detailed response!
I have a pretty decent idea of how I wanna approach this now, I'm reading into it heavily which makes me uncertain at times haha😅 ..
I'll most likely be following Lyras way of implementation as well! After looking at it closer, I think the ALS version shares movement locomotion between all "overlays" which might be undesirable when creating something like an RPG with multiple weapon types..

static holly
#

I have this very simple setup in my animation blueprint for walking animation, the issue is that the animation plays no matter whether the movement is made by the player or if the character is pushed. Is there something like "Is key pressed" thing I can use to determinate if the movement is player or environment triggered?

orchid topaz
past lake
#

so I have these 2 dashing animations. One ends with idle animation and the other one ends with running animation(the dash itself and endings are in the same animation, it is one piece). How can I make it end with running animation only if the player is running?

hushed gull
#

hey to retarget a character skeleton to another what are the conditions? the two skeletons should have the exact same number of bones or what?

#

they should have the same T or A pose necessarily?

uncut pawn
#

hey folks, i'm having a retargeting issue where the wrist becomes totally deformed and separated from the arm of my character. the poses of the source and target are both matching and i don't see this issue with any other bone. is there something i'm missing?

pale coral
#

How do I control what things my IK collides with?

#

My character's foot keeps glitching every time his pickaxe swings low while walking

brazen wharf
#

do you line/sphere trace your IK targets?

pale coral
#

I don't know, I'm using a UE5 mannequin with default animations

brazen wharf
#

ok, i have no idea how they're solving IK positions

pale coral
#

Me neither, heh

brazen wharf
#

they most likely also trace somewhere, so that's where you should consider adding weapons (which are attached to your actor) to the ignore list

pale coral
#

Hm, alright

brazen wharf
#

the trace might hit the weapon and therefor it tries to adjust the foot location

pale coral
#

Yeah I just have no idea where to look for that

#

the animation blueprint maybe?

brazen wharf
#

yea, or the control rig (if it uses one)

pale coral
#

It uses three control rigs and an IK rig

#

okay I found a sphere trace in the foot IK

#

channel trace on visibility

#

ugh

ocean needle
#

Can I fix this in Blender? I think I just have to adjust something in the arm to fix this but am not sure how (Same skeleton - different meshes - same anim) .

pale coral
#

You could add a socket and adjust that

#

Or export the animation and change it

valid grove
#

I exported my rig to FBX. However, after importing it the lantern/arms are separate. Any idea why this is happening? (I recently bought a new rig, trying to figure it out)

ashen junco
valid grove
ashen junco
supple oyster
#

Hi, I'm retargeting my character in Blender with a motion from rokoko suit (grabed on their Discord to have a try). Everything works just fine in Blender. I can import my mesh, skeleton and physics in ue5.1.0, all seems OK. But, when I import an animation (with skeleton imported who works fine in blender) as fbx i've got this ... any idear to unlock me ??? thx 😉

brazen wharf
#

has anyone used the Contextual Animation stuff yet?

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i'm confused on what's the correct way to begin a scene, and the purpose of the ContextualAnimSceneActor component

tranquil lark
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How do you handle different sized skeletons? Both characters have the same bone hierarchy and I want them to be able to use the same animations so I don't have to author/retarget the animations. (I'm aware of the compatible skeletons feature btw). Just one character is overall bigger (like slightly taller and chunkier) than the skeleton that the animations were authored for. Is this where stuff like virtual bones come into play or something?

crimson tinsel
#

quick question but how do I stop my units from playing their animation at the same time?

nocturne abyss
#

I have a very quick question.
In Unity or Godot you can animate anything, and easily control when those animations are played etc.

Going to Unreal I can't figure out what the best way of creating animations is. Can you create animations like in Unity or Godot? YouTube isn't very helpful, but god have I tried finding out how this works for a while

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Any advice would be greatly appreciated

#

To add a little more concrete info to this:

say I have a FPS controller, and I want to animate a flashlight sway when moving or something, what would be the correct way?

ashen junco
nocturne abyss
#

@ashen juncoThis one?

ashen junco
#

And on that note, you can also do procedural animation stuff with Control Rig as well

nocturne abyss
nocturne abyss
#

@ashen juncoI'm obviously not done watching it, but let's say I just have a simple FPS character with no skeleton or anything, just as basic as it gets, and let's say I wanna add a sway animation for whatever is attached to the character (like a flashlight), does this video still apply when it comes to doing that?

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I must be missing something here, since every single video on youtube assumes you have some grand player skeleton full of bones

ashen junco
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Though it's not ideal and hard to control

nocturne abyss
#

@ashen junco yeah I've used timelines before, but like you said, it's hard to control. If unreal requires some sort of skeleton to make such animations, then that's disappointing

ashen junco
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You can have one dummy skeletal mesh with one bone, attach the weapon to it, and call it a day

nocturne abyss
brazen wharf
valid grove
native umbra
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I have an animation montage of a person sliding, and I want to split it up into a start/loop/end situation just like the Jump ability. Is there a way to do that within the montage itself (I'm new - aren't those supposed to have segments you can call whenever?) or should I just split it the old fashioned way?

next kindle
#

Hey guys so I'm having an issue with my character that's using the unreal mannequin skeleton. I want to be able to just share the animations with animations made with the unreal mannequin, which is working fine, but it seems that my new imported character is hovereing above ground level. I'm not too sure what's causing it, but the size it more or less identical (between UE4 Mannequin and my new character).

clear dune
#

Hey all, quick question. I have animations which are InPlace, and I'd like to make RootMotion versions. What's the best method? And, is this a feasible task? Or is this like asking for an "undo" button as a marble sculptor?

short wasp
vestal summit
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So I have a mesh I want to use. The mesh is rigged to the UE man, but has Eyes and Jaw bones, so I can not swap out its skel for the UE skel.
Is there a way around this?

nocturne abyss
#

Damn it

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And also that I didn't have to write a player controller from scratch, that was a big one aswell

ashen junco
digital dock
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how can I make a turn-in-place system without using curves, and have seperate anims for 45degree steps?asvalDrinkingVitaminD

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I can only find systems that use curves for the anims and/or they use only 1 animation and repeat it

hallow elm
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Hi I need help
how to get this node in UE5.1?

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I cannot find this node in UE 5.1's control rig

copper charm
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What causes this warning? Track with name finger_01_l already exists

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Ah, resaving the asset fixed it.

flint crane
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hello all! I'm learning some animation basics, how can I move this bone using blueprints or the animation blueprint? Thank you so much!

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I just want to move it in the Z axis like in the picture xD

#

I don't find the proper way for accesing the skeleton bones -.-

late burrow
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i make blend space when i rotate 45 degree the backward animation are broken

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it only happend on backward movement..

vocal owl
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can you use motion warping in state machine or does it have to be through montages?

flint crane
#

noobs are not welcome here, I see sweeney_activate old_man_yells_at_unreal

rancid sparrow
#

Hello all! Anyone know how to migrate control rigs between projects? I get this msg when I try migrating, and have no idea how to "make" a control rig folder...

Some selected assets don’t have a corresponding content root in the destination.
/ControlRig

ashen junco
ashen junco
slim topaz
slim topaz
fiery snow
#

Is there a way to move a control rig along a spline?

velvet lion
fiery snow
#

Issue is there is no way to attach a control rig to the camera rail rig in sequencer. I tried using contraints. It doesn't work. Surely there must be a way to animate a control rig along a spline?🙂

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This camera rig rail has some limitations. Seems you can only use it for one object at a time, rather than several objects following the spline as a motion path.

karmic bobcat
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so ive done an ik rig for my accurig skeleton, and have two different characters sharing that skeleton, and retargetting animations from ue4 mannequin. in one of them works fine, the other one, the arms are too close to the body. whats a good way to fix this? im kinda lost because i think if i change something in the ik retargetter is gonna mess up theone that is good potentially, right?

fiery snow
azure quail
#

One question to more experienced animation folks: I copied the Lyra GA_Hero_Dash ability and only replaced the animation to a roll forward movement as new ability. The result is here: Triggering works fine, but the role ends ignores mesh boundaries and elevation and get a rubberband effect at the end. So it seems to be a problem of the animation - I tried to enable/disable root motion on it with the same results, also tried another roll animation with no success: Anybody has a clue what I do wrong?
*I actually used the one animation from a tutorial video coming from ALS4 - this works like a charm - my animation (from an RPG pack) does not. Anyone ones what could be the difference between these animations?

still forge
#

Do anybody know what is the technical difference between IK Rig and ControlRig and what is better for what cases? Both can be used runtime and in editor as a tools. Obvious one is control rig can have controls for sequencer etc.

errant solar
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Hi all, I am in the process of migrating animations from the Animation Starter Pack from the marketplace. It is on UE4 so I had to use the included RTG UE4 to UE5 Manny in UE 5.1. I made a blendspace of the jogging animation which looks fine in the preview but as soon as I hit play, the feet animations do not work (again this works in preview). Looks kinda similar to this: https://forums.unrealengine.com/t/retargeted-metahuman-legs-not-moving-when-running-sliding-on-the-floor/523050. Anyone run into this issue before?

minor marsh
#

How can I make my character non stuck on jump animation when I reverse the gravity?

balmy kettle
small heart
#

Is it normal that you can only change bone rotations but not location in the Aim Offset?

#

So, only the rotation gets applied but the location resets

random arch
#

Quick question! Can anyone tell me if Sequence Evaluators are supported by Orientation Warping? My Orientation Warping stopped working after switching from Sequence Players

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(+ Stride Warping, also stopped working)

random arch
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Answer - it is! I can see Lyra uses orientation / stride warping with evaluators as well

unreal linden
#

Hello good morning

i'm searching about the way how can i make animation for meshs like satisfactory machines and how that optimized

what should i use for this

solemn charm
plain drift
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Why has epic made retargeting such a pain in UE5? In 4 I could just retarget one anim to another skeleton and it worked without any extra work if the bones have the same name -_-

proper sleet
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You should use the mixamo converter from terriblis studio, worked fine for mixamo characters, I just dont know how I would do it with a custom character made in Blender

#

https://youtu.be/a4FoujGQPp8 this guy made a good video about it, he even got it to their website

This episode covers my entire process for getting Mixamo animations into Unreal Engine 5 and completely set up and working with the Unreal Engine 5 Third Person Character Mannequin. I go over how to test the animation in the ThirdPersonCharacter AnimGraph after importing, as well as common issues experienced when playing animations, including i...

▶ Play video
static holly
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This error shows up when I try to import an animation. Using the "snap to closest boundary" option wipes out all animation keyframes

vocal owl
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Can anyone help me understand how to dynamically force my attack animations to go through the players cursor (knowing that the cursor will be moving as the players runs and looks around during the attack)? I am using a thrust animation with an aim offset from the kubold longsword pack. Even at neutral offset, the stab goes slightly below the cursor. As the offset gets more extreme when the player is looking up or down the difference between their cursor and where the stab actually hits increases. In this gif the desired behavior is that the first and second attack miss and the third hits the player in the head. Instead the first misses (good), the second hits the player in the head (bad) and the third hits him in the arm (bad). Similar effects happen if you are looking at the ground but in the opposite direction (eg stabbing when the cursor is on the enemies toes will hit them in the knee, aiming for the knee hits the groin, looking straight down at the floor doesn't stab the floor, etc)

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even just high level advice, like if it should be done with IK or motion warping or if the aim offset just isnt being used right, or whatever would be greatly appreciated

proven hound
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Hi! I have animation that shrink specfic bone to scale 0 for 0 seconds. It should be started right when I teleport actor: teleport + bone sized 0. But seems it working little late - after tick or some like that after teleport. Do you know how to fix that without changing bone's object visibility, just with animation?

static holly
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I'm trying to import from Blender, but my keyframes seem to not actually import over? The length is the same and the keyframes work just fine in blender, but do not appear in Unreal

proven hound
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This will work fine while your character without hands

vocal owl
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right around 2:56 they show it there, it is how it works in mordhau, you can start stabbing rotate your cursor to the ground and you will stab the ground, rotate to sky and you stab the sky, you can retarget your aim mid swing and the whole body animation morphs to accommodate that

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a certain point in the stam animation always goes straight through player cursor

proven hound
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Or I just not understand your problem

vocal owl
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i guess what you are saying makes sense but i am not sure how to do it so that the body animates properly, it is a multiplayer game so other people see your body moving with your swing

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i was sort of thinking I need to keep hand and weapon attached and know where hand needs to be (both location and rotation) at specific point in time and take my existing body animation and use IK to get the hand to go there? but i don't really know exactly how to do that either

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in mordhau you can retarget your aim mid swing and the whole body animation morphs to accommodate that (eg start stabbing towards sky and drag cursor onto enemy head midway through the stab to head shot them), visually the player will appear to other players to be thrusting into the sky but then bring his arms down and stabbing forwards

proven hound
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Check for "Aim offset", looks like it is what you want

vocal owl
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okay, thanks. I am using kubold longsword animation pack from marketplace and it does have an aim offset that seems to get things close but not really precise so i will work with that / ik and try to get it to be perfect

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very much appreciate the help

proven hound
# proven hound Check for "Aim offset", looks like it is what you want

So:

  1. Create character, put sword on his hands
  2. Add aim offset to character, and stab animation
  3. Rotate offset vertically until it starting to hit cursor - that will be your base rotation
  4. When your character move up or down - add or remove rotation to "aim offset" to make it visible for other players
  5. Same if you want horizontal offsets

Something like that @vocal owl

vocal owl
#

think that will work, thankyou

clear dune
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Hey, quick question. I have animations which are InPlace, and I'd like to make RootMotion versions. What's the best method? And, is this a feasible task within Unreal Engine?

vocal owl
warped sand
lofty granite
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I want to blend Curve of animation montage to current slot
but don't want it to effect anybone
it is the face talking staff
I try to use -1 in blend per bone for head bone
but the head still move to base pose/T pose
anyway to blend only curve not bone?
I know I can use curve directly but use animation SQ and montage
make the work easier Visualy
so is there a way to do this?

misty dagger
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is this good beginner state machine?

brazen wharf
#

is the crawl supposed to be a oneway street?

misty dagger
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i think so, i dont want it to go from crawling back to idle

#

is there a way to make an Idle_Crawl within the animation blueprints that is just zombie_crawl but without moving?

#

sorry im new to animation stuff with unreal

sacred cloak
#

By chance does anyone know a way to fix rotating objects that do a full 360 when you only wanted it to rotate 5 degrees?

warped sand
static holly
#

Does anybody know why my bones don't all import from the fbx file? Only the main root bone remains

plain drift
#

Anyone knows a reason why my animation looks different after importing in Unreal? In this animation I opened the jaw and adjusted the position of the mouth corners. In Unreal it just shows the open jaw but toally ignores the mouth corner and cheeks. I am importing from Blender.

ashen junco
plain drift
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Ah, let me check that

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Yeah, that was the issue -_- Thank you a lot 🙂 Here is the script I wrote to quickly delete all constraints from selected bones:

`import bpy

for bone in bpy.context.selected_pose_bones:
# Create a list of all constraints on this bone
copyLocConstraints = [ c for c in bone.constraints ]

# Iterate over all the bone's constraints and delete them all
for c in copyLocConstraints:
    bone.constraints.remove( c ) # Remove constraint`
limpid raven
#

If any of you are using Valve Knuckles for fingers tracking, I made a tutorial regarding blending realtime data from the Knuckles together with predefined fingers poses.
The setup shows my Full Body Mocap plugin, but it can be easily adapted to any setup you're using

https://www.youtube.com/watch?v=LPMtjNP22w0

In this video we show a setup on how you can blend together realtime fingers tracking from Valve Knuckles together with hand poses from an animation clip.

▶ Play video
warm creek
#

Does anyone know how to export collision data for a skeletal mesh from blender?
I was looking at their pipeline
https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/SkeletalMeshes/

I see no mention of it.
I did see it mentioned for static meshes.
I was thinking maybe it was similar? create the base shapes name them UCX_ObjectName_#
Then make sure those shapes are bound to the bones?

Setting up, exporting, and importing Skeletal Meshes using the FBX content pipeline.

ashen junco
#

As for collision, you have to make a physics asset

warm creek
#

Got it thanks!

dull sun
#

I have an animation asset that has a long-gone source fbx (so it can't be reimported).
Is there a way to revert this frame trimming back to how the asset was originally?

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I duplicated the original asset just in case, but would be nice if it was possible to revert anyway

random gyro
#

Having an issue where the character vibrates instead of completing the animation, I can't find my error.
Does anyone have any ideas? Datafiles seam to be in order

neat dock
#

Howdy, how can I use control rigs for procedural animations for my FPS?

#

I was thinking of using 2 control rigs, one for arms and one for guns

#

but I want to be able to get a control position in the gun control rig and attach the hand bone to it

#

or is there another way to handle this?

hushed gull
#

hey when i import my character animations alot of them arent aligned correctly, how can i fix that? I use blender and here are my export settings, in blender the rotation of the armature is changing alot depending of the animations but its always X at 90°, its the Z axis that changes, i think i should copy the z axis rotation to the root bone but i cant find a way to properly do it
any other idea in the import/ export settings that could fix that ?

misty dagger
#

and is there a way to make an Idle_Crawl within the animation blueprints that is just zombie_crawl but without moving?

cosmic dock
#

i like to ask for some help making my movie if this is ok to ask on here
i do not know about the unreal engine 5

misty dagger
#

and how do i "split on entry"? conduits?

ripe yew
#

So if animations has curve movement speed and forward velocity information, how can I use that?

ashen junco
misty dagger
#

and is there a way to make an Idle_Crawl within the animation blueprints that is just zombie_crawl but without moving?

ashen junco
#

The easy way would be just to use the usual state machines

misty dagger
#

tfw assigning a skeleton insta-crashes ue5

misty dagger
ashen junco
misty dagger
#

i dont care if it is like frozen at the right time i just want a frozen anywhere

brazen wharf
#

so i got a bunch of sitting animations, and some are from the right side of the chair and others from the left side, however, they all keep their root position locked next to the chair, and therefor i can't mix them well with other sitting idle animations. what would be the best approach to solve this?

ashen junco
brazen wharf
#

collision isn't the problem

#

having the root in another place is

#

so the idle animation for sit from left are different than the ones from sit from right

#

as their root-hip offset is totally different

#

i guess i would have to use root motion to my advance actually

#

and move the root to the actual sitting position

soft hinge
#

Noob question here.
So I have this animation, I made this creature, and I am trying to attach the eye to the character in the animation.
What's the easiest way of going about that?

soft hinge
#

I mean. I just started in unreal like a week ago. I brought it back into Cinema 4D and just placed the eye in the rig. Brought it back in to Unreal and works great.

#

Thanks

#

Yeah, sorry. I still am learning the interface and such.

#

Unreal is definitely looking like it'll be the future of animation / rendering so get ready for a bunch more noobies! lol.

#

Yeah. Hoping to get more into developing games after I learn the basics (aka animation lol)

bronze fable
#

Anyone know why the automatec transition rules would work in every combination (client to client, server to client) EXCET client to server?

ashen junco
#

Also for the record, don't listen to the troll.

#

As for the eyes, if it's part of the skeletal mesh already, which usually the case, you can simply animate the bone that is weighted to the eyes

zealous maple
#

I'm looking for a way to stop a montage played from anim notify when parent montage is stopped (by parent I mean the montage used to call the notify). Any idea on how to achieve this?

clever shard
#

@acoustic leaf Ripping assets, asking how to do it, etc... Without developer's permission is against the server #rules

Either way it's frowned upon here

acoustic leaf
somber light
#

how can i get this to work for negative speed also?

#

i am new and don't know many nodes yet haha

ashen junco
thin pawn
somber light
#

i want my character to play the walking backward animation when walking backwards and forward when walking forward

somber light
#

he already can move forward so this seems to work no?

#

idk

ashen junco
#

And crosspost is confusing

somber light
ashen junco
thin pawn
somber light
#

i mean an animation blueprint is still a blueprint ...

#

anyways, that can't be such a big deal. There must be a simple node for this

thin pawn
#

i mean, u posted an animation problem, just then we found its in the blueprint part, and he told you to go here for help, cause u alrdy crossposted by mistake, making another crosspost when 3 ppl helping in blueprints CH_Kek

#

but thats the solution non the less xd

ashen junco
#

Also it's not something specific to the anim graph

somber light
#

*sigh

thin pawn
#

nah, he just feeding it velocity, not forwards velocity, so backwards no wurk xd

somber light
thin pawn
#

search like this, dragged out from the rotation variable to get things that hab to do with rotation xd or remove context sensitive

somber light
somber light
somber light
thin pawn
#

this is in ur actor blueprint no? xd

somber light
#

CHAOS

thin pawn
#

put in character xd

somber light
#

oh that makes sense

thin pawn
#

maybe character > get actor > get actor rotation xd

#

maybe it will do it byself CH_Kek

#

idk im new too CH_Blob

somber light
#

BROOOOOOOOOOOOOOOOOOOOOOOOOOOOO

#

it workes

thin pawn
#

happy be of service CH_Blob

somber light
#

now now, i do have a different problem but that's nothing to do with animation so imma go to general

thin pawn
#

i just done got the same suuuuuuuper annoying problem seemingly taking 3 hours to fix at first CH_Kek

thin pawn
#

then i looked for 30 seconds, accidentally found a bool ticked wrong and it worked CH_Kek

#

i didnt even think that was the problem cause it seemed to unrelated but who woulda known, next test it wurked perfect CH_Kek

thin pawn
thin pawn
#

aww sadcat thats the entire reason i bought it tho

stone sundial
#

how can i make an anim montage play when im holding down right click? No tutorials have helped/worked at all, and no matter what I do I can't figure it out.

#

ok

misty dagger
#

Anyone know why this is happening, I have my base pose with the modify happening after.

I have this code. The idea is I take the body part of the mesh the White capulse and rotate it towards the player or where the enemy has seen the player. This being done with interp

#

the above is the result I'm getting and I'm confused on why it's happening

#

any help would be appreciated as I don't have a clue why it's spasing like that. Obvs it's going between two different values but yeah I'm lost

warped sand
# misty dagger how come?

On Entry, it looks like the zombie will first go into the standing idle state, then go to crawl. Can you confirm that? What do you see?

misty dagger
#

If I set modify bone like that I get this

frank vigil
#

Lol

neat dock
#

Howdy, how can I use control rigs for procedural animations for my FPS?
I was thinking of using 2 control rigs, one for arms and one for guns
but I want to be able to get a control position in the gun control rig and attach the hand bone to it
or is there another way to handle this?

misty dagger
#

#animation message Anyone have any idea on this. I don't have clue why it's not working how I would think it would ??

misty dagger
#

it'll be deleted soon haha I just can't seems to understand why it's not working as expected haha

#

AI ??

#

i'm abit confused what your refering to ??

#

The issue I'm having is I'm trying to rotate the Body bone of the Skeletal mesh so the top half of the bot follows the player so looking at player

#

but when I try this it's not having it

#

nothing to do with AI pathing etc

#

I think the same but not sure what in my function coding I'm doing wrong. I have tried setting current rotation once but it seems to not want to work like I'm obvs pulling from wrong place but

#

so it's a transform modify bone

#

to rotate the specific bone on the skeletal mesh

#

thanks, it's not going to be easy

digital jasper
#

Hello,

Having this really weird issue, just trying to implement a Sprint animation. My condition to get into my Sprint state is met but I end up in a A pose.
I double checked my blendspace and each animations and everything animated correctly outside the animation blueprint.
Tought it was my Yaw offset value created in C++ but couldnt see anything obvious so I tried recreating it in blueprint but still the same issue.

#

Anyone see what im missing?

hushed gull
#

hey i have some small problems with the hand retargeting, the fingers are not correct and im wondering, is it really possible to retarget for a 2 hand weapon animation? the 2 skeletons should be exactly the same to be working?

#

its more visible here

misty dagger
ashen junco
ashen junco
ashen junco
misty dagger
hushed gull
#

i still have the finger problems but worse, any idea how can i fix that?

misty dagger
#

Or at least I think that's what happened

misty dagger
karmic bobcat
#

if i put extra bones (for hair, and those bones would not change the main chain of the skeleton)) on my ue4 skeleton and import that model (assigning the regular ue4 skeleton) will it mess up anything? will i be able to use the regular animations from all the other ue4 skeleton animations, or will i need to retarget all of them?(or have to use it as a unique skeleton)?

brazen wharf
#

as long as you don't modify the existing bone chain you are fine

#

only adding extra bones is not a problem

ashen junco
#

Omitting bones is also not a problem

Just make sure the same bone names aren't located elsewhere in the chain

ruby swallow
#

Is there any tool or method to slow down parts of an animation within Unreal?

waxen turtle
#

Guys… for attacks I should use montages, right? I find stupid cluttering a state machine with 90 states and 90 bool variables

young olive
#

Those curves on the far right.. How do you transfer those to another mesh? (Not morphs targets)

ashen junco
fierce terrace
#

I have copied a female ai character and changed their mesh and animation but the character slides. Any ideas about what could be causing this issue?

mental mountain
#

Hi everyone, I have a question about face rigging if anybody can help with some advice, I have created material that contains small pupil and flipbook with two sprites, closed and open eye, the pupil is controlled by U and V offset parameters through material instance, I have managed to retarget mannequin rig to the character and everything is working good, the last thing I want to achieve is the simple face rig, with let's say two bones, two for eye movement "look at" and one for eye blinking, how to connect curves to the bones in control rig so the parameters respond to the bones? If anybody has any clue how to achieve this, also the nodes get and set curve value doesn't recognize the imported curves, can it be done? Thank you 🙂

neat dock
#

Does anyone know the best way for handling FPS animations? For example, I am using a control rig for my arms but I want to add the gun holding part. I was thinking of using another control rig for the gun but idk and was looking for other peoples suggestions. Thanks!

tiny trout
#

Hi there, I've been looking at Lyra's animation system lately and noticed that each weapon has its own locomotion animations - that's a lot of animations. Now I wonder why would they choose to do such a thing, instead going for some sort of upper/lower layering solution (letting weapons override only the upperbody)? I understand that it may be less flexible in terms of visual outcome, but it seems far more scalable than remaking each locomotion animation for each weapon. Is this what the big games actually do? Thanks.

tranquil lark
#

Either or is fine. Resident Evil, as an example, does the layering approach that you are thinking of. You can tell by just how the animations work.

#

I don't think there is a hard fast rule on which to do.

tiny trout
tranquil lark
#

I don't really play FN, so couldn't tell you.

tiny trout
#

OK, thanks anyways. I think I'll give a try to the layering solution which will save a lot of time if works.

young olive
opal meteor
#

Hi,

I've run into a strange problem when exporting and importing a skeletal mesh to 3dsMax.

Last year I worked on this pipeline, everything was working so I documented it and moved on.

Yesterday I wanted to update some skeletal meshes and found out I can no longer export and import without breaking the bone hierarchy.

I figured my character was broken so I exported a standard mannequin from the editor and when I import it back one of two things happens.

Either the bones are there, but an new root bone has been created (from a dummy in 3dsMax) and my skeletal mesh name as been added as an additional bone (?!).

The solution that worked last year was to delete this dummy but when I do that now I end up with a skeletal mesh containing 1 bone.

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Any help would be appreciated, I've spent all day looking trough documents and forums but I can't find a solution

misty dagger
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Any ideas what could be causing these broken weights? The rig works perfect in C4D, but importing the FBX into Unreal gets all janky when I move joints

urban raft
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This model is made in Blender, rigged to the UE5 mannequin through a plugin. However, when it is imported into UE5, this is the result

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It seemingly works fine in the preview, not so much the gameplay

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here's the leg area

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Might be missing Deform armature now that i think of it

honest hatch
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had something similar a bit back and noticed the bones that had weird weights were because they were parented to a group instead of directly to the parent bone.

misty dagger
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This might be the culprit. Will report back

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thank you!

misty dagger
stone sundial
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hey is there a way I can make this code only execute when im holding a certain mesh in a socket?

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i just want to be able to aim my weapon only when i’m holding it

vocal owl
lunar warren
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Can you have an if statement on the sequence player? How

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I have 2 sequence for idle with weapon and idle without weapon

stone sundial
stone sundial
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@vocal owl I have this weapon drawn thing but it doesnt do anything

stone sundial
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nvm i dont

urban raft
brazen wharf
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is rotation of the root bone used for root motion? if so, how is it extracted?

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will it use frame delta?

urban raft
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It uses the UE5 rig with the ABP_Manny anim bp

modest jacinth
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Hey everyone ! Does somebody knows a bit about blender rigify exported to Unreal ?
The bone hierarchy of rigify isn't correct even though I haven't changed anyhting.
The result on unreal is that I can't use root motion and all.
The character after a roll animation snap back to its position at the end of it for instance .
I have been stuck on this for sooo much time

wintry timber
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Hello guys. What would be best way to achieve something like alembic/geometry cache in unreal? I am reading data from custom file format, which contains bones and positional vector per bone of skeleton, but I am not sure how to plug that into Unreal? Animation sequences doesn't make sense, and creating anim. poses and blending between them seems like too much work it may impact perf. I have the exact positional spatial data of the character, now I just need to set it to those values per bone and move one (data is simple database of positional through time of skeleton of character). Should I just get each character position updated on Tick by using some method from USkeletalMeshComponent or using simple VertexAnimData to store positions into it and apply them to Mannequin skeletons?

tl;dr: I want to pose skeletal mesh in runtime, not sure what would be best way to proceede with it, anyone with recommendation (got all skeletal per bone data loaded into memory (vec3 and boneID)

ruby swallow
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got character that can jump/climb on top of various ledges, with varying height.

I have a root motion jump (to ledge), and IP jump anim. Rootmotion looks fine, but it's limited by the jump/z-movement, which means that if the ledge is too short the character will land above the ledge (then fall down on it).

Is it possible to parameterize/influence the z-movement of this root anim? or am I better off just using IP and try to solve it using lerps etc. I assume this is a limitation of using RM anims? unless you create several versions that cover most heights
edit: looks pretty good now with IP and scripted movement, but still curious about the RM data

modest jacinth
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Is it possible to make this bone the first one in the hierarchy ? For a reason I ignore, rigify or Unreal keep messing with bones hierarchy

barren fiber
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Is someone good with ALS v4 Community im merging als v4 with Survival Game Kit v2, i need help everything works the only thing that doesn't is to equip weapons

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Send me a dm if you is!

ashen junco
modest jacinth
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I know other people than me faced that issue.
Why the armature is identified as the root bone ? It should just be .. the armature

vocal owl
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I am working on a multiplayer 1st person melee game, I have been just using a third person skeleton with a sword attached to a hand socket and the mesh is set to owner no see. So the player currently sees a floating sword. The hit detection is driven by ray tracing from that sword and the sword is moved via animations of the third person skeleton. I want to add first person arms that are visible only to the owning player but have no actual impact on the motion of the sword or the game play. The camera is slightly behind the players chest. What I was going to try was

  1. Get a FP arms skeleton and place it on the camera.
  2. Retarget all of my 3rd person animations to the FP arms skeleton
  3. Make a animation blueprint for the FP arms that is basically a duplicate of the logic for the third person skeleton so that in theory the animations for the fp arms should always match the animations for the third person skeleton
  4. Use IK to pull the hands of the FP arms to the hilt of the sword (because the FP Arms aren't located in the same location as the TP skeleton without IK they don't line up)

The main downside I see with this approach is #3, maintaining two animation blueprints that essentially do the same thing but on different skeletons seems clumsy. My other concern is if lag / desync might happen where the FP arms state machine might be a tick behind the TP animations and maybe it would look bad. Is there a better way? I did consider just having the FPArms be solely driven by IK forcing the hands to follow the hilt of the sword but I worry that would look bad. This must be a fairly common problem so I am wondering what the standard thing to do is. This is what it looks like right now with steps 1-3 but without step 4 (I haven't figured out how to get the position of the sword hit into the FP arms animation blueprint yet but I'm sure that's fairly straight forwards).

cosmic rain
tardy flicker
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Hello 🙂
What would be the best way to use a custom skeletal mesh (downloaded for free, rigged) with the animations from manni in the starter content/ThirdPersonTemplate?
...I suspect that this can't be done in engine because the animations are done with the bones of manni. So maybe I would've to export those bones into for example blender and apply them to the custom skeletal mesh?

vocal owl
tardy flicker
tardy flicker
delicate dragon
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anyone tried accurig?

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my zeus came out lookin funny

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anyone managed to export from this?

modest jacinth
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that's a cute Zeus

vocal owl
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that part is easily fixed with IK, just hadn't done it yet, am more worried about maintaining 2 different animation blueprints, but image below is same as original but with just an IK node for each hand

ashen junco
brazen wharf
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subtitle "feeling cute today, might strike some lightnings"

vocal owl
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haha i don't know how to do it the easy way so i am stuck lol

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you can tell it where to place each hand on the weapon and if your starting pose has roughly the right wrist/finger orientations it does quite a good job

sacred cloak
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Does anyone know a workaround my animated objects doing a full 360 for just turning 5 degrees?

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Is that the only way to fix it? also where do i do that at?

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hmm ok thanks

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Would that keep the same values tho if i put them intoa blueprint and animate the blueprint?

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yeah

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hmm ok ill take a shot and see then

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ok so I figured out my issue and a solution

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it was simply this

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which does work with 5.1

hidden vector
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Does anyone know if there is a way to play animations at a limited framerate, think spiderverse effect or whatever

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I can't find anything online so having something to google would help

hidden vector
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hmm I guess I can just do this inside blender

brazen wharf
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you can set the playrate in the viewport

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and ingame with the playrate parameter which most animation related nodes have

clever marsh
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I have a problem with a ui widget. I have set an animation on the opacity of the canvas(starts hidden and slowly fades in), so when the widget is called in the level blueprint, it should first be hidden, but no, it start totally visible instead of being at opacity 0, I don't understand.

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how to make sure the widget starts hidden?

naive dove
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Hello guys, I am new to animation in Unreal, can someone say how to get more complex collision? And is it a problem with a character or should I create a collision primitives manually?

frigid mesa
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is there way to export the the faceboard curves to FBX? not been able to find anything on that. there's only import option, or bake to FK/Skeletal mesh. exporting "Face" track just gives empty scene with Face_ControlBoard_CtrlRig group and nothing else.

misty dagger
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On the animation blueprint, there's a box and I cannot click on compile, any idea why?

split crescent
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Hopefully quick question. Is there any way to use a more optimized rig for normal gameplay, then a more complicated rig for cutscenes/dialogue, without completely swapping out the character? Thinking about facial animations and stuff that aren't really needed as you're running around.

pure spear
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So, we have been playing around with control rig and it's pretty awesome! It seems to be marketed towards runtime use, not just content creation. This leads me with questions regarding performance, it it viable to use control rigs for runtime animation? How dose it compare to anim instances?

somber light
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hey guys, how can i mirror an animation and then use it in a blendspace? I figured out how to mirror a single animation (no blendspace)

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i don't want to mirror the entire blendspace because the other animations in there are good

rustic swallow
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hi, I am trying to simulate this using RBANS, trying to figure out where to place the bones/capsules, is this correct?

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bones dont really look like they are in the centre/pivot of the object. but its the only way I can play them without breaking hierarchy

median ledge
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I struggle to find any info on limited animation in ue4

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you guys got anything?

timber summit
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Would anyone be able to advise on what the best approach would be to setup an animBP so that I can specify what animations should be playing based on an Enum? I'm pretty new to the animation side of things.

Edit: I think montages are probably what I'm after.

grave drift
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Hey guys, is there a way to change my attack animation montage's rate scale (how fast it plays) dynamically? Trying to setup so when I hit something it slows down the animation a bit 🤔

rustic swallow
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hi, I have a skelmesh with a rigidbody chain set up, works fine in physics preview. in ABP with RigidBody node, nothing is happening? tried moving it and adjusting gravity etc (physics asset is set)

rustic swallow
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ok.. turns out it was a corrupt PhysicsAsset

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needed to save skelmesh to desk before the PA

hidden vector
rustic swallow
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using RBAN world space sim, is it possible to scale the skeletal mesh? looks like once I set the RigidBody node to world space, any scale adjsutements get overriden

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using WS because I need to collide with some geo. is it possible to add some form of collision in the component sim space RBAN mode? such as planes

strong flame
mental zinc
fiery snow
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Is there a way I can animate in ue5 and convert that animation in the level seqeuncer to an animation asset that I can use in another blueprint that uses the same skeletal mesh/control rig?

tranquil lark
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Yeah. That's literally how you animate with control rig

fiery snow
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I don't think that is possible

ashen junco
fiery snow
tranquil lark
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In the roughly one hour you've been waiting for a response, you could've googled "how to animate control rig in unreal" and found out

ashen junco
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Only googling Nanite stuff perhaps

ashen junco
fiery snow
tranquil lark
lofty granite
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can Input pose play curve animation{Open mouth} in level sequencer?
the front one is actor with input pose ABP
the back one is skeleton mesh place in level
the skeleton mesh play curve animation properly but front ignore it completely

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ah... it work now it just not update...

heady wolf
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Hey all, i'm having an issue with a blend space where the hands of my character are separating from the arms in the stages between animations. I've tried looking online but cant find any concrete solution. I export the animations as baked and I dont add leaf bones. Any advice?

ripe yew
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When I retarget in UE5, if the source SK has additional bones hwo do I transfer that?

uneven axle
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Hello animation people. I was wondering if anyone knows if it is possible to transition from an animation state back in to itself directly. As opposed to having 2 states with identical data that you can flip flop between. I gave it a shot using an Alias with a condition to enter the state being set by a bool and the allowed State was the Touch state. The idea is that while inside the Touch state, at any point, if the bool becomes true it should exit the Touch state then re-enter again fresh.

Perhaps the Animation StateMachine code isn't structed in a way that a single state can have 2 instances at runtime which would mean this cannot be achieved? Thanks! 🙂

shrewd heron
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How much of a difference is there in capture for Live Link among iPhone X, 11 and 12? and which of these is a better choice if comparing cost vs effective value for Live Link?

vocal owl
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having issues trying to retarget animation from UE4 mannequin to UE5 default FPS arms. a lot of the animations are randomly rotated a multiple of 45 degrees (no idea why, some 90 degrees, some 45 degrees, some 135, etc. anyone know what causes that?

shrewd heron
vocal owl
neat dock
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can someone assist with my control rigs? I have it all set up for my procedural FPS animations I want to make but I am not sure how to go about using it. Like I have a control rig with my hands all set up but how do I go about procedurally attaching the hands to the gun?

ashen junco
neat dock
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Not necessarily

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I don’t know a good route to go

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Someone recommended I do procedural animations because I’ll be having a complicated weapon modding system

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And I had to agree especially since I’m not good at animation

ashen junco
# neat dock I don’t know a good route to go

The best route for FP animation is to rely on premade animations, and supplement it with runtime IK to align the hands.
Procedural anims for FP animations should be relegated to idle saccade

neat dock
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well how do I do that specifically? I’m not the best at animation

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Like I have animations I was using off sketch fab

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but my only concern is when I need to add attachments to guns such as grips, do I use an entirely new animation or will it be able to change the hand position?

radiant matrix
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Ok weird question:
I have bones on my skeletal mesh, which are not bound to any vertex data, i clearly recognize them as foreign. I also checked animations and parents.
What will happen when i remove these deadweight bones in unreal?

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Is there anything i should be worried about?

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i will make a backup of the project ofc as i am scared

ashen junco
radiant matrix
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yee its only 1 skeletal mesh currently

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i want to clean everything up

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in blender the skeleton is already completly fixed and fine

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my issue was armor

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when i make armor in blender and assign the fixed skeletal mesh...

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and then import to unreal engine 5

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where the broken skeletal mesh is

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it wont import.

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so i analysed the skeleton and found the greyed out bones and checked if they are even used anywhere...

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Tomorrow i will try deleting them with violence.

full pumice
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Hey in unreal 5.1 "LinkedAnimClassLayers" doesn't work in construction script 5.1.... how do I fix it?

tranquil lark
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It's borked altogether in 5.1

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Wait for the next version or copy a node from a working version

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As in - go into the project, go to the node, hit CTRL + C and then go back to your project and CTRL + V. Then ONLY use that node.

brazen wharf
radiant matrix
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you can in ue5 now!!!

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its a new feature

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thats why i asked

brazen wharf
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huh?! where tho?

radiant matrix
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i never used that

brazen wharf
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in the skeletal mesh "editor"?

radiant matrix
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in the skeleton view

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you can click on a bone right

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and then you get the delete option

brazen wharf
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oO

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are you lying again?

radiant matrix
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no D:

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i just discovered it yesterday

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i send pic

brazen wharf
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i'm currently trying

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you probably mean the "Remove from LOD0 and below" thing?

radiant matrix
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this?

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doesnt that work

brazen wharf
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yea

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not sure

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it may

radiant matrix
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what the fuck do i know XD

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i never knew this existed

brazen wharf
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yea, right

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but why would you do it anyways?

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well, except that it's more organized to not have dead bones around

radiant matrix
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its just that

brazen wharf
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ok

radiant matrix
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i am cleaning out

brazen wharf
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damn that feature is a joy to use....

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waiting for 3minutes now to delete one bone

radiant matrix
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does it work?!

brazen wharf
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what do i know?

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it's still processing

radiant matrix
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FUCK

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i need to know

brazen wharf
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[2023.01.28-10.06.14:631][309]LogSkeletalMeshReduction: Reducing skeletal mesh for LOD 3
[2023.01.28-10.06.14:632][309]LogSkeletalMeshReduction: Reducing skeletal mesh for LOD 1
[2023.01.28-10.06.14:633][309]LogSkeletalMeshReduction: Reducing skeletal mesh for LOD 2

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so yea, UE isn't exactly fast at this

radiant matrix
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i try later

brazen wharf
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ok it's done

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but the bone is still in the list

radiant matrix
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you sure you did it right?

brazen wharf
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it was a grayed out one tho, so it didn't had any weights

radiant matrix
brazen wharf
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i guess this only works with non gray ones