#animation

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brazen wharf
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and removes any weight of them

radiant matrix
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you could reimport the skeletal mesh without the bones

brazen wharf
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you know what

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the dark gray ones aren't even on the skeletal mesh

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they are on the rig

radiant matrix
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the skeleton

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they are part of the skeleton

brazen wharf
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yea

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and i'm pretty sure you can't just delete bones from that

radiant matrix
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i will try later

brazen wharf
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yea idk what this would even do...

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might remove boneweight from all SKMs that use the skeleton

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but the bone stays

full pumice
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thanks

primal musk
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editor lines but i want them to appear as dots

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like unreal engine 4

tawdry hound
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Is there a specific app for animating a cutscene?

misty dagger
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I applied my character to ALSv4 but there is a huge problem because my character has a skirt which has its own bones apparently.
So the legs stick through when walking.. I've tried to do cloth but the bottom half of the skirt just falls down as if its not stitched together lol
Is there any way in animation terms to make the skirt move more or less accordingly to alsv4 animations? Video shows the cloth issue which i already posted in #chaos-physics but I think the animation way might be a better idea(?)
So how do i make the skirt not have legs stick through?
Edit: merged by distance in blender on the skirt verts and used cloth in ue5

misty dagger
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Hey anyone who got experience with alsv4?
My character (did the full ik retarget thingy) works with the alsv4 animations in the editor but if i play the windows build it it doesnt.

Also maybe important, it did work once in a build but then her right feet stopped moving with the animation, and now its also deformed after editing somet stuff and doing another windows build.

misty dagger
pale coral
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Anyone know how to stop these entries from popping up in my message log? (I have a mesh being a puppet of the unreal mannequin). They pop up every time I spawn one of these characters.

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I mean I'm all about error messages but success messages are kind of irritating, lol

nova heath
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I've seen the question asked a few times but don't think I've seen an answer-

What's the recommended way for "placed in world" actors to stagger / randomize / offset their idle animation so they don't all look completely synchronized?

I've tried feeding in a random float in range to the start position of idle sequence in the animbp and it doesn't seem to have the expected effect (or any effect)

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I guess randomizing the idle anim play rate slightly seems to work ok. but I'm not sure why start position isn't working

pale coral
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You could put a delay in front of spawning them

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random delay, that is

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But then you have an extended period of time with actors popping into existence

radiant matrix
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i have a weird unreal question

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so this is in blender

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this is an arm and specificly the weights for the hand

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it looks the same in unreal

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is my weight paint wrong?

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when i check with MY arm in real life... it doesnt bend like that at all

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when i increase the weight paint it looks worse

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why does it squeeze so hard when rotated

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i just dont understand what i am supposed todo O.o

ashen junco
# radiant matrix

"candy wrap" hand is a common issue with twisted wrist - one way to rectify this is to add twist bones to compensate for the wrist twist

radiant matrix
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is there any other way?

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adding a bone

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mid development

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would be insane

ashen junco
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Nope.

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Also if it's a humanoid rig, you can give AccuRig a try.

radiant matrix
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adding new bones to the arms here

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that would mean id have to remake all animations

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or?!

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can i just add bones?!

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this is insane

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absolutly insane

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this is beyond insane

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there is no clean way to fix this now

ashen junco
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Well, if you make the rig from scratch, there's no way getting around it without breaking other stuff

radiant matrix
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but the solution would be to

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add new bones

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2 twist bones

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above the hand and after the ankle

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it would carry the vertex group

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i just have to orient them correctly

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and then apply the weight paint by hand

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right here in the middle

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should i go ankle down

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or hand up?

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this looks so funny...

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i hope unreal doesnt flip the f out

radiant matrix
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@ashen junco technicly? When i add new bones, they would just move with the parent right? and animation should be untouched

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the new bones would just work out of the box

ashen junco
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As long as the other bones aren't shifted to different level in hierarchy, it should be fine

radiant matrix
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So twist bones dont fully solve this

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they just give a cushion

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make it less worse

fresh sandal
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I have a blendspace, everything looks fine. I replaced the default mesh and the animbp in in the default first person character with my own. But ingame my character isn't playing the correct animations when walking/running. I subtracted 45 from my direction variable in my animbp for it to work properly. Not really sure why it behaves like this?

pale canyon
fresh sandal
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That is how he's supposed to move. It works fine in the blendspace but not in game. As you can see in the second picture he is rotated 45 degrees for some reason. Not the mesh but it's like when i'm walking forward the blendspace thinks it's here:

misty dagger
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Does anyone know why the foot ingame it looks weird when in editor it looks ok? Using ALSv4 4.24 for ue5.1?

Fixed, r foot goal was on wrong bone chain

winged portal
brazen wharf
# radiant matrix

oO how did you pose it to get to that result? even without twist bone it shouldn't be that bad

fast adder
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Im looking to get a quick turn aroudn animation from mixamo to work in unreal. I have an idle to run working I just don know how to get this 180 turn around working does anyone have any experience with that?

winged portal
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your problem is with the animation transition or taking some animation from mixamo to unreal?

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@fast adder

fast adder
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oh sorry, my problem is that I don't really know how to blend an animation that is dependent on where the character is facing.

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so with the idle to run blend its super easy because it just uses a variable for my foward vector but with the turn around it would have to detect me turning the character around

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does that make sense?

young olive
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I cannot find definitive information (Or much in general either) Are the IK bones still used? I have matched the hierarchy, but i am not sure if i need to spend the time include and pose place the IK bones

winged portal
fast adder
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oh nice, what is tha tlol

winged portal
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Check unreal market, it's a project with pre setup advanced locomotion

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"advanced locomotion system" or ALS

young olive
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Do pose assets just not retarget properly?

young olive
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I can retarget animations all day long, but the pose assets do not work

tawdry hound
brazen wharf
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level sequencer

ashen junco
tawdry hound
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Like when they click “new game” it plays the cutscene then tps them to the actual game

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So the cutscene is like a video

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Cuz I am trying to do a backstory

young olive
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Someone tell me pose assets do not retarget properly, lest i think i may be going insane :/

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I was able in the end to make a new pose asset from the retargeted animation and it worked fine, but the retargeted pose asset does not

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This means i would have to manually make and edit several hundred text entries

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Bulk edit via property matrix does not work on animations?! The window comes up, but it is empty

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have to go to Window and tell it you actually want to see the result of the list you just told it to show you the results of. These newbie blocks are getting absurd., unless it was just a programming snafu, which is understandable

tawdry hound
somber light
fresh sandal
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He is bob. Out for blood

somber light
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lol

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alright my developer friends

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I am retargeting a mixamo rig to the ue5 mannequin: Here you can see a screenshot of the retargeter while idle animation.

PROBLEM: The UE5 mannequin can't straighten his arms

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how to solve?

dense drum
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hi everyone, i need to animate that character BP in sequence but there is no option to animate that in blueprint. from side i choose the animation also but it stays on first frame anyone know how to make that work plz

simple crystal
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has someone knife trowing animation that i can use ? been trying to create in the sequence but looks weird.

somber light
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there is also an addon for blender where you can import a vid of you doing something and the ai inside the add-on makes it as an animation. It's not perfect but good enough to then optimize in blender if you know how to use that

simple crystal
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hi future cake, tbh i looked up mixamo and think its best choice for now, cant find in the marketplace

simple crystal
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not searching mixamo in marketplace 😅

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i mean the animation i was looking for

quartz hare
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i have multiple walk animations, only one of which has legs going all wonky; ive figured out when i disconnect the control rig in the animgraph it doesnt happen, yet the animations are all retargeted to the same skeleton and have almost identical settings, what could cause this?

tawdry hound
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Is there a way to put a video before the game starts? Like when the player clicks “new game”

fresh sandal
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So, in my animbp i calculate direction. Print it out and everything works fine. Tried it on the character blueprint as well. But for some reason the blendspace thinks the direction variable is 45. How does this make any sense? This is where the blendspace ends up with a direction value of 0.

late mesa
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hey guys. I exported an animation in ABC from Maya, and would like to import it into UE5 but UE says "Failed to create asset". The alembic file looks good, because I can import it into Maya and the animation plays. any ideas?

plain drift
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Anyone knows why my animation curves are not working ingame? They display fine in animation preview but wont show when placed in level / ingame:

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neither curves driving morphs nor additive layer tracks work

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It seems that the curves only work on non-additive animations.

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It gets even stranger, that for some additive animations curves work, for others they don't o.O

plain drift
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looks like if an animation contains or ever contained additve layer tracks it prevents the animation from working correctly as additive

plain drift
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I stand corrected its just the additive layer tracks that wont work

somber light
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It moves perfectly fine and everything but one thing is that the ue5 elbows are always bent a little more than in the actual animstion

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Can't I set it up like that the ue5 mannequin always moves this bone 15° or so different?

flint idol
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Hello everyone, i m trying to make an 8 directional movement but when walking backwards the character direction changes from 180 to -180 sometimes randonly, how can i resolve that?

fathom stump
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Does anyone what could be wrong? For an assignment, I need to do a level sequence, but the leg conversion animation isn’t working as it should. Even my instructor couldn’t figure out the problem. The animation itself seems fine, but it bugs out when I try using it in the sequencer

pale canyon
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@fresh sandal Did you find out? Trying to figure out myself

fresh sandal
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For me at least the default settings where changed in the animbp itself. Somehow the min Direction was set correctly to -180 but the max value was set to 100 offsetting the animations. So i'd check that first.

lunar wave
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I made some arms in blender for a first person game, how do I have those arms hold objects and have different animations for each, and animate the object in the hand at the same time? So i can ahve different animations for each gun.

I know how to attach the gun to the socket but the problema rises when i need to have the arms animate the gun differently

fresh sandal
# lunar wave I made some arms in blender for a first person game, how do I have those arms ho...

If i understand your question correctly I'd think you'd just animate the arms in blender for each weapon animation you need. Create a blendspace if you want it to animate differently depending on if you're walking or running and such. Create an animation blueprint and create a state machine using the speed of the character. Maybe you need transition animations for each weapon so you can switch them.

lunar wave
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so I can attach the gun to the arms with attach to socket in BP, but I dont know how I can combine the animations so the arms like up with the gun if that makes sense

fresh sandal
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Not sure i follow. But maybe you need a montage

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If you can give a clearer example. The way i think you mean is for example if you had your whole character and you had a sprint animation but you wanted to blend a different animation to the top half of the character?

lunar wave
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right now I have a rigged arm model that works great

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and I have a gun model that is also rigged with the magazine, the trigger and some other parts

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I need to know the best way to have the arms hold the gun, and be able to make animations with the gun

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So the arms can reload the weapon and shoot it etc

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in the past I just had seperate meshes for each weapon but I know there is a better way

fresh sandal
# lunar wave in the past I just had seperate meshes for each weapon but I know there is a bet...

Hm, maybe you can find some good practices or a solution in here: https://www.youtube.com/watch?v=GMa82GKeBOw

Project Files: https://www.patreon.com/posts/61053946 .
In the previous episode of this series, we added a M16 rifle with shooting and damage capabilities into the advanced locomotion system. Today, we are going to look into how to implement weapon reload animations for both character and gun. In ALS, there are multiple animation layers with an...

▶ Play video
fresh sandal
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Hope it helps

quartz hare
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the hand IK bones look corrent on the UE4 mannequin on the left and have like a wrong hierarchy or an offset on the UE5 manny on the right

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i cant tell what's causing this since the bone hierarchy itself seems to be identical and there's literally only one bone in the chain so idk where the error could be

fresh sandal
tardy mirage
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Is there a way to start and stop a looping sound in an anim montage?
I guess I can use a montage notify and just start and stop elsewhere. But was hoping I could do it in the timeline

warm creek
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attempting to export a simple skeleton mesh.
I would like my root node to be on the object.
In Blender everything is at 0,0,0 and uniform and transforms set so everything is 0.
After FBX exporting and bringing it to UE5 the skeletons root is offset?
Would anyone know how to avoid this?

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I would like to have the root be 100% centered

brazen wharf
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is the armature at 0,0,0 in the world, too?

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iirc that's where the root node will be placed

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and apply location/scale/etc before exporting

tawdry hound
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Is there a way to put a video before the game starts? Like when the player clicks “new game”

inner ibex
somber light
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Can I set a bone in IKRetargeger to rotate like for example 15° extra in each animation?

slender willow
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hello i retargeted my animation skeleton but when am runing the mesh les dont touch the ground

tropic moth
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Hey Guys,
I'm currently working on my RPG character and its animations but I'm kinda struggling with the jumping animation...
I mean I already did it in the normal way by using the blend poses by bool node but i wanna do it more accurate ( like jump start loop end animations)
can i just do the jumping stuff in its own movementstate with a blendspace...but then i dont know how or wich axis-values i have to use...
hope someone can help 😄 thx

somber light
next solstice
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Hello awesome people.
We had to make animation pipeline change from Blender to Maya using the retargeter system within Unreal5.1. Both softwares use Unreal ART tool inside the 3D workspace. The retargeter system worked like a charm, but then started the problems.
I need to edit the animations in Maya, so I exported them from Unreal with Asset Actions - Export. Then in Maya I had my autorig (we recreated the autorig from blender in Maya using the same methods), and imported the animation using Epic Games ART tool.

The animation is there, but for some reason some of the controls are turned 90 degrees. Any ideas?

Edit: If I export the animation, and open just it with Maya, the skeleton works properly.
Edit2: Importing the same animation into Epic ART tool with UNreals own mannequin, and it still wants to turn those controls 90 degrees.

warm creek
# brazen wharf is the armature at 0,0,0 in the world, too?

Yes I though that was the issue as well.
The armature is the tiny little dot right?
Is there a way I can double check its transform?
I thought it was the dot so I made sure the bone nodes were right on top of it too.
But I still got the same result.

brazen wharf
quartz hare
quartz hare
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just checked both skeletons, their hand_root and following ik bones and orientation is identical

young olive
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For those noticing that Pose Assets do not retarget properly.. After you retarget a Pose Asset, which will also retarget its source animation,.. save all, close the project, then reopen the project and now the retargeted Pose Assets should work.

keen trench
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Hello all new to the discord and unreal. Working on a walk animation feed back welcome..

slender willow
somber light
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They never touch the ground when not in actual play mode

slender willow
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ill show u wah i mean in a minute

somber light
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but yea, idk. Maybe the plane collider or the foot collideres?

slender willow
slender willow
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i need help

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anyone>?

cursive walrus
slender willow
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yo this videos rili hlped thks man]

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appreciate

cursive walrus
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Happy to help, I'm running into some issues myself with trying to get used to orientation warping. I followed a tutorial by Outcast Dev School that went over it and it seems to work quite well with 4.27, but trying to use the inbuilt logic in UE5 causes the animation to "freeze" after just a few cycles or one cycle. Looking at the unreal documentation for orientation warping doesn't go over how they're grabbing the direction variable that drives their implementation

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checking over the animation blueprint doesn't show any particular values dropping or bools failing out that would cause the looping to fail, and even seperate from the orientation warping the animations stop after awhile despite working fine as standalone assets.

slender willow
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u need to loop the animation

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go to ur animation blue print or where ever you connect the animation to

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hen click on the animation node

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look at the detail panel

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for loop animation

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check the box and your good

shut moat
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any kinefx guys in the house?

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houdini + unreal character/anim/tech artists!

cursive walrus
slender willow
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heheh we rise by lifting others

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thanks also mate

warm badger
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Could someone help me understand why this is happening, or at least point me in the right direction? As soon as I move just out of the AI's hand reach the AI will finish the animation and start following me again, the sword has no collisions as intended but the guy swinging does and it is breaking the animation. I read online somewhere that using AnimNotify events could work to temporarily disable collisions while the animation is playing, wondering if there is a better solution, or something more simple I am missing that is causing this...he is supposed to do a full swing not the half hit he does when I'm too close

Resolved, Pawn Sensing Interval was way too low. Game was attempting to replay the animation before it finished causing the weird bug. Had nothing to do with collisions!
https://media.giphy.com/media/maRly2XHkbMUY6Kaqr/giphy.gif

sterile warren
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How do I compress these facial animations?

slender willow
warm badger
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I made it myself 🙂

slender willow
warm badger
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I made the environment with free assets from Sketchfab when learning how to use the foliage brush and other unreal tools, I did not make those assets but I can do basic modelling and texturing in blender

slender willow
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thas lovely hoping to learn a few things from u

warm badger
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I learned all I know (which is very little) from Unreal classes, forums, and youtube videos...just joined Unreal Slackers today to see what other resources may be available 🙂

plush grail
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So, I'm a complete nube. I have made a character and have him running around in a world I'm making, but I can't make an animated box! I've found tutorials on how to open and close a box, but I can't find anything on how to make an interact-able object have an idle animation then have triggered interactions. If you all know a good tutorial, that's fine, send it my way and I'll be forever thankful! I'm trying to understand the relationships between the different blueprints and editor windows. Help!

warm badger
# plush grail So, I'm a complete nube. I have made a character and have him running around in ...

Hello guys and welcome to the Unreal Engine 5, Blueprint for Beginners complete tutorial. In this video, I will explain what is blueprint - the visual scripting system of Unreal Engine. I will show you how to create blueprints, and walk you through, step-by-step, how to create a few blueprint classes. We will create a simple door you can open an...

▶ Play video
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this video has interactions and a door open/close example

warm badger
plush grail
untold mica
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hey guys, I made a character in blender with legs but no arms, I was wondering if there was a way to animate it in mixamo and just ignore the arm animations

digital vigil
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best source of free animated characters?

exotic briar
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mixamo?

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realistic or stylized?

ashen junco
ashen junco
sterile warren
sterile warren
ashen junco
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I mean, whenever possible, you gotta make it procedural, except for primary cutscenes

weak beacon
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Did you ever figure out how to delete sync markers?

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Docs doesn't mention it, no hits on google and I've checked just about every window I can for anim sequence, skeleton and for skeletal mesh

sterile warren
ashen junco
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Human bodies are random even when they stand still, so don't think too hard about realism, just make it believable.

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Same goes with facial motion

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You can still give it procedural saccade motion in Control Rig and it makes the character looked more alive.

sterile warren
warm creek
ashen junco
misty dagger
dry grail
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Any tutorial recommendations for first person procedural animation? specifically looking for something regarding how to set up ik for my arms skeleton so I can procedurally animate weapon sway/recoil by just rotating and translating, and having the arms follow the weapon's movement

warm creek
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can anyone tell me if this is the right orientation for bones?
I tried to have the X axis line up with the world X axis

young olive
# warm creek can anyone tell me if this is the right orientation for bones? I tried to have t...

Here is what i can tell you about taking a Skeletal Mesh back and forth between UE and Blender. Perhaps you can extract the information you need. Say you wanted to take Quinn from UE to Blender and back.. When importing the .FBX of Quinn, you would select Manual Orientation, then set to Forward = Y, Up = Z, and on the Armature settings of that import, Primary = X Secondary = Z. Then, when exporting back to UE, use the same settings

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Does anyone know why, when i set my skeleton as a Compatible Skeleton to Quinn and Manny, it stretches and looks like this

But when i import my fbx and tell it to just use the Manny/Quinn Skeleton, everything works perfectly (except IK bone placement, which is a different issue)

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I kind of expected the inverse of that, if it had to screw up at all

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at first glance it may just look like it is taller, but there is actually a lot of distortion in the top mesh image

twin falcon
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Dunno if this is the right place to ask, but I feel like the knowledge is more likely to be here. Is it possible to create bones at runtime? Or perhaps attach another sk actor to an sk and then apply an animation to it? Core example: A vehicle in which at runtime you can add another wheel and attach it to the wheel animation pipeline for driving it.

ashen junco
twin falcon
steady orchid
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thats a difficult one to explain and my english is not great, please dont roast me

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if i have a weapon, like a sword and the holster of the sword where for example the holster is on the pelvis

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if at some point i want the character to grab the holster with the hand, what would be a clean way to deal with it?

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should i use two holster meshes and animate the scale to hide/show the one currently in use?

ashen junco
past frost
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I see, would u say this channel is not the right place for feedback?

past frost
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Gotcha, removed the post.

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Posted in the work in progress Channel, have a look if your interested. Would love some feedback.

vapid quartz
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is there a way to copy all the sockets from a static mesh onto an automatically generated skeletal mesh?

this was basically my process:

  1. export the static mesh as an FBX
  2. import it as a skeletal mesh without a generated skeleton

I want to be able to use all the sockets generated from my static mesh onto a skeletal mesh, but I don't have a skeleton generated for that mesh

hallow elm
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Hi I need help
I want to make my helicopter's rotor rotating, but when I Play In Editor, it won't rotate even though it is rotating in sequence editor.
How to fix this?

crystal imp
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Has anyone seen any examples of animation systems like Lyra that uses Transitionals like Start/Stop/Pivot that didn't break during key spamming?

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I'm trying to figure out a way to resolve that issue with Lyra

ashen junco
ashen junco
umbral egret
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I need to animate something that I have no reference for, and thus making it look realistic is proving virtually impossible. Anyone willing to let me pick their brain for a second?

edgy meteor
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Is it possible to use control rig in an additive way on top of premade animations within sequencer? Currently, I have a very simple animBP that is playing an idle animation, which plays fine in preview. However, when I add an asset based control rig, the idle animation goes away, and I get access to the control rig. I then choose additive mode on the newly created control rig track, but alas no change.

past frost
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Im working on a recoil animation system for a rifle. I got some feedback, and its missing a feel of randomization. My tools are : 1. Character animation, 2. Rifle animation, and 3. camera shake. Im not working with anything procedural so im looking for ways to add a "sence of randomness". What are some tricks i could apply to make the animation feel more "random" when looping?

hexed elk
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...who thought omitting toe bones in new UE5 mannequin was good idea 😩

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Mixamo has it and it creates issues during retargeting...

ashen junco
hexed elk
ashen junco
floral olive
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Hello! I'm trying to build a fully procedural Control Rig for humanoid skeletons.

I'm confronted to a problem I cannot solve right now. Isn't it possible to set the min/max transform limits of a Control from the Construction Event Blueprint? I tried several nodes, but I don't find any that solves what I'm trying to do.

The image is an expected result for limiting all min/max transforms (from a manually built Control Rig). Do you have any idea?

young olive
floral olive
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Their controls are not spawned through a blueprint, that's what i was trying to achieve

hybrid dawn
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hi

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how can i use manny in maya

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like to have the same rig and have it work exactly vicecersa

modest relic
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running seems to be fine

gloomy lintel
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hello, having some trouble with the ControlRig. if a sequence is playing, the OnPreInitialize event is triggered every frame. this goes against what is on the documentation. Any clues to why this happens?

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This event gets called before the Component's Control Rig is initialized. It can be used for setting transforms or additional variables in Control Rig before the Control Rig Component is initialized. In typical Control Rig setups, this event fires once, similar to Event Begin Play.

supple oyster
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Hey guys, just to know if I'm right and If I'm making something wrong. In UE 5.1, It seems I can't make a "single bone rotation change" without impact the whole rotation of this bone for the whole animation, I've tried to select all bones before (few frame earlier) and key them all, but still, the change I've made impact the whole angle of that bone from begining to start. ????

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please @ me for notif

lusty ore
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My character animations are good, but for some reason when I run around in the level, character kind of floats some dictance away from the ground. What could be the problem?

junior drift
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What's the method for tweaking animations now that additive layers are broken?

gleaming sonnet
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'm having an issue where my with my animation montage where it's rotating 90° when I play it

https://youtu.be/BiuXpXual_I

You can see it in this including the blueprints and at the very end you'll be able to see the 90° rotation. I've been looking at it for a couple days now and I'm just not sure what's going on or even where to start TBH
YouTube
Sammy Roberts
animation failure
Image

modern sapphire
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Hey all.
I'm having an issue that seems like it should be simple, but google is returning nothing.
I've load my original blender file for a model.
Yet, when I export from unreal, and import to blender, the bone rotation is incorrect.
For instance, all bones are rotated at x in the unreal engine file
But, in blender, about half a x, and the other have y.
So, when I import the animation back into unreal, the bones facing y are all inverted.
How do I fix this rotation issue???

tired garnet
#

How does delta time in control rig works? Is this delta time between every forward solve?

ashen junco
tired garnet
craggy knoll
#

How can I create Metahuman Face animations that are suited for the Metahuman Post Process Blueprint?
From looking at the City Sample Facial animations there are driven by curve values, not by bone tracks.
But how can I generate these curve values from bone tracks?

supple oyster
#

Hey guys, does the Chain bone method could works for face also ?

misty dagger
#

hello everyone. I have a character in this game who has large pointy ears (imagine like baby yoda or gizmo from gremlins) and i am using rigid body node to give them some secondary motion. the rigid body all looks good and deforms how i want, however i wish for these ears to like derform and bend but if the character were to remain static to eventually return to a resting position which is not entirely limp, similar to if it did not have rigid body node applied. does anyone know how to acheive such a thing? dynamics that returns to a defined upright shape?
**TLDR

  1. using rigid body node in Animation Blueprint
  2. want a way for the dynamics to eventually settle at a defined pose, not just affected by gravity**
crisp bluff
#

when importing any FBX/GLB file of character, does unreal engine automatically change it's bone names? :

hollow notch
#

Hey there, trying to figure out something and I thought I might ask here for some answers, but I'm trying to add a slide animation from Mixamo into my project with the same skeletal mesh as the UE4 character, there's been no problem with the animation except for one error message ‘Warning Imported bone transform is different from original. Please check Output Log to see detail of error.’ this makes my animation play upright when really I want it to slide, any suggestions on how to fix this please let me know.

floral sky
#

Guessing there are animation state machines in C++? Trying to put one inside FAnimInstanceProxy?

supple path
#

what is motion matching?

somber light
#

alright so i imported some animations and the Y-Bot from Mixamo and followed this tutorial https://www.youtube.com/watch?v=eYal6taYUfE to retarget the animations to the ue5 mannequin. So far everything is working great.

Now I want it work with my metahuman, previously when retargeting from ue4 to ue5 it automatically also worked with my metahuman when playing. I didn't set things up because it all had the same skeleton pose etc. . But now when retargeting i changed the pose of the ue5 mannequin and thus it's not working with the metahuman skeleton anymore i think

(I made one IKRig for the Mixamo character and a new one for the UE5 mannequin)

Learn how to make perfect animation retargeting with IK Rigs and IK Retargeter of Unreal Engine 5 (UE5). This tutorial will show you everything there is to know about these new Unreal Engine 5 (UE5) tools.

🎁 Download my custom version of Blender : https://evansbohl.gumroad.com/l/mixamotoue5

💙 If you like what I do, please consider supporting m...

▶ Play video
somber light
#

It looks perfectly fine when playing the UE5 mannequin but for the metahuman not. All retargeted aniamtions from the animationstartepack on the other hand worked instantly with the metahuman too

eternal inlet
somber light
#

is that saved inside the retargeted animation?

eternal inlet
#

Yup.

somber light
#

because if it was using the default ik rig which i didn't change it would look exactly the same like for the metahuman

eternal inlet
#

That's saved in the RTG thingy I think it was?

somber light
#

yes in the retargeter it's set as the target

#

still, i made a retargeter from mixamo to the metahuman too and exported but i can't combine both types

eternal inlet
#

Don't think you can. I haven't done super much with it.

somber light
#

i have an animation blueprint for the ue5 mannequin and the blueprint of the metahuman is a child of that

#

it uses the same skeletal mesh etc.

#

that's why so far i used an animation blueprint with the ue5 mannequin. I can't put blendspaces and animations from a different mesh in it

eternal inlet
#

Not unless they're the actual same skeleton yeah. I think there's a way to make them realize they're the same but I'm at home abut to have dinner so I can't check .

somber light
#

where do you set up which IK Rig to choose from when playing the animation?

#

maybe if i made a 2nd IK Rig for the metahuman it also knows when to use what

livid hornet
#

I'm using some Animation Starter Pack assets, and I notice that when the character moves, the hands drop down out of view, probably because the shoulders are moving everything else. Would IK be the best way to fix this? I basically just want the hands to remain in view at all times

somber light
median grove
#

i wanna made first person character animation in maya, how to setup camera in maya to getting exact view in unreal engine?

livid hornet
somber light
tawdry hound
#

i followed this tutorial https://www.youtube.com/watch?v=ABeH9uqTWYo and smth its not working, is there a plugin i need to install that they didnt mention?

Hey guys, in today's video, I'm going to be showing you how to create a simple yet effective leaning mechanic for your FPS, or just first person games. You can lean left and right using Q and E, or anything you like, and this can be hold or toggle.

#Ue4 #UnrealEngine4 #Ue4Tutorial
________________________________________________________________...

▶ Play video
edgy meteor
junior drift
#

in the AnimGraph, how can I use Animations from a variable instead of a direct reference to the asset?

#

instead of using this:

#

use a variable, so I can switch the animation depending on the character (but still use the same AnimBP)

quaint orbit
#

what is the best practice for skeletal mesh origin point? Should the center/hips of my rig be at 0 on Z axis? or should the bottom/feet be at 0?

#

will be used with a character class

fallen cipher
#

When dealing with many different skeletal meshes which all have the exact same humanoid form, is there no way to mass setup many of them

#

or do I need to individually configure every single one

dire pollen
#

What do people usually do when they purchase a skeletal mesh which is using slightly different skeleton which is almost like the default one but Assign Skeleton is not working with it? In my case I have am ALS (Refactor) skeleton and I would like to use it together with a skeletal mesh purchased from a marketplace. I saw a lot of retargeting videos but I am afraid the retargeting is always about retargeting animations and not skeletal mesh.

I had a success with using Set Leader Pose Component and copying bone transform using that to a different child skeletal mesh with a different skeleton. But that feels more like a workaround than a solid solution.

Do I need to revisit the purchased mesh in 3d software to modify it to use the different skeleton?

vapid quartz
#

running into some bugs with root motion animations, I have a jump that's informed by root motion that's being reduced by the frame-rate lowering to 30 and below. is there any way to do root motion in animations independent of framerates?

#

I just want to have my root motion jump hit the same height regardless of framerate

ashen junco
lunar warren
#

How do i stop my walking blendspace playing before my animation? it messes up the feet

#

I know its blend in.. but is there a way to disable blend in.. my idle blendspacec fires before i dash.. it messes the feet

edgy meteor
#

in my BP, I have a sphere set up, in my AnimBP, I am using a lookAt function and getting the sphere within my BP as the lookAt location. It is looking at the correct location (where my sphere is) when I am in game, however, when in sequencer, when I am animating the lookAt position, the model is flipping around not looking at the sphere. Anyone know what might be causing this? Getting accurate results while working in sequencer is important to me

lusty ore
smoky shell
#

Anyone got a good way to scale montage blend out time by play rate?

#

BlendIn is easy enough because Montage_Play has it, but unless you manually call Montage_Stop its not available to you

#

Seems like a huge oversight

#

OnMontageEnded also gets called when it starts blending out, instead of when it ends, which is when OnMontageBlendingOut is meant to be called 😄

smoky shell
#

All of the animation instance events forget about the montage the moment it starts blending out 😄

#

Therefore, it wont let you simply restore blend settings if you change them manually, since the ability task node I use also acts the same, and since the anim instance doesn't offer any events when blend out completes, it can't trigger anything, and it can't use a timer manager (c++ delay) to do it based on remaining blend time, since it can't get a ref to timer manager from the task

#

Guess it just means custom anim instance and add that functionality myself

#

What a stupid thing to omit from the engine tho, I can't reasonably derive the anim montage itself, have to modify the engine just to add option "scale blend time by play rate" and Epic don't take PRs anymore. I found tons of people asking about it with no answers on google. All of the logic and events are hard-coded to anim montage. And why doesn't it have a delegate for when it finishes blending out?

#

Ah-hah, if I don't use inertialization it does fire after blending out, so at least I can make a hacky workaround

young urchin
#

Hello. Can anyone explain me the Animation Sharing Plugin setup for a crowd? I cant find ANY info on how to implement variations on shared animation, even simple time offset.

smoky shell
brazen wharf
#

can someone explain me what control rig component is useful for? or rather when i want to use it over an control rig evaluation in the animation bp?

patent shore
#

I've made a bicycle in Blender which i use as a level prop. the front axel is a separate object so i can 'pose' the front wheel. the pivot point position is correct but the rotation of the pivot point isnt. how can i export/import this correctly? (i'm not using bones/skeleton because it's only 2 objects that are parented)

brazen wharf
patent shore
brazen wharf
#

did you apply the rotation setting to the mesh?

#

shift + a => apply rotation (when you select the wheel in blender)

patent shore
#

Maybe im explaining it wrong. let me take a screenshot 🙂

#

The origin should be at an angle, not straight (otherwise the axle would turn in a weird way)

brazen wharf
#

oh this... yea you want to remove the rotation from the mesh in blender, so that you export it straight

#

then add the 22° in unreal later

#

(at least that's how i did it)

patent shore
#

ahh okay sucks that that wont import automaticly.. but thanks for that!

shut bison
#

Hey guys,

I have problem with connecting Live Link between Maya2022 and Unreal 5.1.

So I open Maya Unreal Live Link window, then go to Unreal Live Link and try to build connection over Source --> Message Bus Source --> (and on this point, my Maya Source Machine is not listed)

I checked also the Unicast Endpoint between Unreal Plugins - UDP Messaging and Mayas Unicast Endpoint. Both are setuped to use the 127.0.0.1:0 address. This also does not help.

Somebody has an idea?

brazen wharf
#

so that's how i exported it for my stuff

#

then later applied the same rotation i had in blender, to unreal

#

it's a bit annoying to figure out the correct angle (if you start with 0 rotation applied in blender), and you'll probably never get it perfect, but as long as it looks well in UE...

patent shore
#

How to i save that rotation in Unreal? pivot offset only works for position afaik

brazen wharf
#

i've not saved it on the actual mesh. Only applied it to the static mesh component in my BicycleBP

patent shore
#

sorry, thats what i meant

brazen wharf
#

it should save it tho!?

patent shore
#

I'm feeling kinda dumb now.. i've set the front axle at the correct angle. when i select it and rotate it.. it still rotates on the world axis

brazen wharf
#

you combine the existing rotation with the Yaw you want

patent shore
#

ahh got it! thank you so much Ben 👍

brazen wharf
#

you can probably also wrap a scene around it, which has the rotation applied (instead of doing it on the mesh component)

patent shore
#

using BP feels overkill, but hey.. if that's how it's done

brazen wharf
#

but for me the combine method was enough, since i only use it as decoration 😄

patent shore
#

I'll be making piles of theses bikes..so manually tweaking each one would make me go insane 😉

brazen wharf
#

or you make a skeletal mesh for it (with a tiny tiny plane as geometry) then you attach all the static meshs to the skeleton

#

and drive it from the animation bp

#

that's probably the sane solution if you want to animate it

patent shore
#

It's just a static object, but poseable in the editor

brazen wharf
#

yea my method works for being a prop, i spawn them with random color and random steering rotation

patent shore
#

@brazen wharf I'm an idiot... i had no idea you could switch between Global and Local in the editor...

brazen wharf
#

i didn't know that until a week ago either 😄

#

and i'm using UE for like 3 years now...

patent shore
#

haha, another day another lesson

#

I'll just use this. but again thanks for the help 😄

#

nice bike model btw

brazen wharf
#

not mine

patent shore
#

still nice though. mind telling what you're working on?

brazen wharf
#

this is my favorite bike model so far (but also not made by me)

#

some walking simulator 😄 (probably going into RPG direction)

#

but i'm still working on the foundation and game mechanics before i start to lay out more

patent shore
#

Like hiking and such?

brazen wharf
#

no, the walking simulator was kind of a joke, since there isn't much content yet

patent shore
#

😄

brazen wharf
#

occasionally i work on some props like the bike stuff, to not go fully insane on game mechanics

patent shore
#

I'm the other way around 😛 all content no mechanics

young olive
#

why can't i scrub through a sequence player in animbp? it just jumps to play the whole thing

#

Ok, have to set playrate and basis to 0.. or atleast one of them

livid hornet
#

so I have a setup using the master/leader pose component in order to have my first person/third person meshes use the same anim BP. The issue I'm having is that the first person mesh, which is attached to the 1P camera, moves out of alignment with the camera when an animation which alters the arm position is played, making the arms disappear from view while crouched in first person. Does anybody know of a way to either solve the arm mesh position without using a second anim BP, or to have the position of the arm mesh be fixed to the camera in order to always appear in-view in first person?

limpid robin
#

Hi, I’ve got a ton of skeletal meshes in my level each with their own animation blueprint, but those ticks are destroying my frame rate. Any tips on how to fix this?

livid hornet
blazing swift
#

hey,
ive got a question relating to animation making since iam not really an artist but now have to make reloading animations for my game:
do i animate the weapon with the hands?(im using a software called as cascedeur which lets me add multiple skeletal meshes but then if i were to animate the weapon w the hand and were to be using the full weapon skeletal mesh with the mag, will it work with the weapon model without mag but with the mag bone in ue4?)
if i were to want to animate a reloading animation where my character uses his left hand to hold the gun from the front whilst using his right hand to eject the main mag then how would i do it? since we attach the gun to the right hand socket-
the same thing would go with bolt action weapons- since we have to pull the bullet of the chamber to cock the gun and thats done using right hand not left but the guns attached to the right hand- so do we just detach the gun and attach it to left hand whilst doing so or is there any other method anyone knows of?

limpid robin
flint thorn
#

Hey! Can I add another Blend poses as input?

brazen wharf
#

rightclick it, i think you can (or it's in the details)

edgy meteor
#

Does anyone know if it's possible to get audio envelopes in sequencer, and feed it into a BP? I am using audio for a simple flappy jaw type of lip syncing, and can't see my characters mouth moving unless I play the sequence from the beginning and have the audio automatically start. However if it's possible to grab audio from a track within sequencers, I could attach that to my characters flappy-jaw as opposed to the audio component within the character BP

median grove
#

i wanna made my first person character's animations in maya, how to setup camera in maya to getting exact view in unreal engine?

brazen wharf
#

Can someone explain me when/how to use the Control Rig Component? is it possible to use it to evaluate some CR logic based on the current mesh pose? (i also want to use actual CR evaluation in the AnimationBP)

livid hornet
#

Is developing an anim BP around the slot system scalable enough to be worth it? I'm thinking of blending in several slots, like legs, spine/head, arms, full body, in that order

#

Anything is probably better than having one massive state machine for every predictable edge case, right?

split parcel
#

imported the animation into the game and it did so for every frame yet it is one animation

#

i am not quite sure as to why it is not importing as one animation

split parcel
#

nvm turns out what happened was my friend re-did the animation a lot so there is a bunch of actions that go unused hence why there is a large import oof

nova knoll
#

Anyone know why UE wants to fuse overlapping verts in morph targets? In the past I could fix this by turning off remove degenerates but it's no longer checked by default and has no effect. I feel like somehow this got overlooked in some feature shuffle

hollow jetty
#

Any clue why my rootmotion animation when using ref pose is upside down? Artist edited Skeleton in Maya recently, but seems to be correct orientation. This issue appeared recently after something was done.

somber light
#

how can i make the character not face the direction of the camera?

fresh sandal
somber light
#

nah thx but i solved that haha. Now i have a different type of problem tho

fresh sandal
somber light
#

so it keeps these values and isn't relative to the characters rotation you know?

#

hard to explain

fresh sandal
#

Yes, i find it hard to visualize what you're trying to do. Not the implementation of it.

somber light
#

alright i will make you a short vid

#

@fresh sandal

#

wrong vid lol

#

you see what i mean? the yaw min and max aren't relative to the character

fresh sandal
#

I was even more confused : ) Ok. So when you aim you want to limit the rotation of the camera to -90 and 90 degrees relative to where you are currently aiming?

fresh sandal
#

Alright. Let me try something. I'll let you know how it goes

somber light
#

alright thanks!

fresh sandal
# somber light alright thanks!

Right, sorry it took so long. Had a problem of my own. So the way i figure it you can just set the View yaw/pitch min/max from the Player Camera Manager and reset it when you release your aim.

fresh sandal
#

So this will set it but you will need to store the direction you're looking and offset it otherwise it will just snap

somber light
#

you just replicated my issue

fresh sandal
#

Oh. Haha. Well then i'll fix it and get back. sorry i'm bit slow i haven't slept in a while. But i'll get to it.

somber light
fresh sandal
#

I'll let you know when i solved it

tired garnet
#

Is there a "switch" inside control rig?

fresh sandal
# somber light no worries, i am heading to sleep now anyways. Thanks for the effort still ^-^

Ok. This should fix it. So when you aim you need a bool to know when you're aiming, I set it with pressed and released with right mouse button. If you're not aiming you will look around as normal and set the current direction you're aiming and then reset the yaw min and max values, and pitch if you want (I'm only using the yaw for my example). If aiming is true then you take the current direction you were aiming and limit the min/max of the yaw/pitch.

#

Hope it helps

fresh sandal
#

Of course resetting the yaw and or pitch at mouse input isn't very optimized. But it gets the point across. You'll should optimize that. IE when you're actually aiming.

wise lava
#

hey guys i have a character, and i want to animate the hand to close and open animation when interacting with object.
how do i achive that?
my character has default animation like running, walking, jump, etc, but i want to animation the hand too when an event triggered

#

i want to rewrite the animation hand so the hand can use hand animation (close and open) while walking/running

ember vessel
#

is there a way i can make transitions better?
if i have multiple animations in the previous state.
I dont want to get time remaining of every single possible animations, is there a better way?

wise lava
#

how do i get vector distance between two bones?

fresh sandal
livid hornet
wise lava
#

i already solve it using blend bones

#

so i found boxing animation on mixamo.com and the hand is holding something. i blend the boxing animation with my walking animation with layer leftHand and rightHand

livid hornet
#

Question: So I've separated the upper and lower half of my anim BP by slots so that things like the walking animation can play when appropriate. In sort of a typical fps implementation, would the different weapon hand animations just be handled by a state machine, or is there a more effective way that uses, say, a looping montage that's selected based on what's held?

weak beacon
#

Question:
I've been looking at Lyra and ALS_Refactored as references when building my AnimationBP setup, I noticed most variables are all set in BlueprintThreadSafeUpdateAnimation(), but a lot of the data is not required to be updated 95% of the time.
If I use a StateNodeFunction to update variables only when they are relevant (Through OnUpdate() or OnBecomeRelevant() etc), is there a drawback I'm missing?
Might be important, this is for a multiplayer environment

#

I guess there is two situations I'm curious about actually,
1: I'm getting Cardinal Direction directly from a function, rather than a variable.
2: Refreshing a curve value only when it's needed through State node function.
Is this considered bad practice for multiplayer replication? I will test it out, but would love the opinion of someone more experienced than me on this.

karmic bobcat
#

this might be a simple thing, but two different skeletal meshes(who share the same skeleton) when sharing animations one of them makes the head always look down for some reason.(if i retarget to that specific mesh is fine). even when creating a child animbp of the one that works great , the second one inside preview window looks good, but in the viewport and in game that character is always looking down. any clue what this might be?

#

ok seems like i was using a different skeletal mesh than the one in the preview...weird

minor marsh
#

how can I reset player to its default animation set after playing a dance animation?

lofty granite
#

I try to switch mesh at runtime
but the new abp that I set just broken when switch it

#

the mesh use the same abp but it still not respond to abp

nova mantle
#

hey guys, i got 2 animation montages 1 clean and another one with particle effects, the thing is i cant remember what i did to remove the particle effects from the clean one

#

does any 1 know?

frosty turret
#

Using Mixamo

#

those legs are

#

I dont even know how to describe it

#

bro has dinosaur joints

#

is there a way to fix this

#

i've barely used UE5 so

#

i'm confused

sullen aurora
frosty turret
#

Any idea how to solve that problem

#

been following the video's instrructions

#

am I supposed to use my characters skeleton or just the default xbot

sullen aurora
#

Sorry I do not know.

frosty turret
#

It's alright

frosty turret
somber light
#

when not aiming the yaw is basically always at 0 thus i am not able to look left or right at all

fresh sandal
#

May i see your BP?

somber light
#

ah i see, my yaw max input had a few too many .999

#

lol,

fresh sandal
#

Heh, all good then?

somber light
frosty turret
#

dragging and dropping from the content folder does not work

fresh sandal
frosty turret
#

What is an IK

#

again dont roast me this is my tenth time ever using UE5

#

I know next to nothing

#

well not really

#

I've been putting a lot of effort

fresh sandal
#

Don't worry man. Inverse kinematic rig. It's pretty easy to do in unreal but it's pretty new

#

Let me get you some resources

frosty turret
#

Thank you very much

fresh sandal
# frosty turret Thank you very much

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
frosty turret
#

Awesome

somber light
# fresh sandal Heh, all good then?

It's almost perfect, just one tiny detail. If i aim at this position, then the value from which we calculate the yaw min and max is also at this rotation i.e. from the perspective in the screenshot i can still rotate 90 degrees to thhe right and to the left although the animation stops here and doesn't make him turn around more

#

I still want this to be the value from which we calculate the yaw min and max. So always to where the body is facing basically

#

my goal is to not be able to rotate more than the animation

fresh sandal
#

I think i understand

#

I will think about this

somber light
#

i know the cleanest way to do this would be to rotate the player and i managed to do it but i don't have the animations for it in the animstarterpack and don't want to change everything with new ones from mixamo lol

fresh sandal
#

Can you provide a vid perhaps it just helps to visualize it.

somber light
fresh sandal
#

What you want to achieve. I just want to make sure i get it right so i can work out the problem.

somber light
#

i don't think i will be able to find something like that now unfortunately...

somber light
fresh sandal
#

In other words your current yaw variable should be whatever the control rotation yaw is. Not the camera rotation.

somber light
#

but yea that's what it's doing

#

did you find any solution for that?

fresh sandal
#

That should be a non-factor. Or i don't understand what you mean.

#

Let me try something and see if it works for you

somber light
#

i would just replace get camera rotation with get control rotation

fresh sandal
#

Let's say your control rotation yaw is 90. It's independent of where you are pointing your camera so if you set your min/max yaw to be your current control rotation yaw min/max +- 90 it should work as you want it to.

somber light
#

yes , still i need to get it from control rotation right?

#

what's the target?

#

idk what the controller is lol, it shows me an error without a target

fresh sandal
#

Yes, and not the camera rotation. The camera rotation is only there to be clamped.

somber light
#

get camera rotation isn't necessary at all anymore then i think

somber light
fresh sandal
#

You are not setting this from the player character blueprint? You need to get the player character

somber light
#

like this?

#

i tried it with self but that didn't work

fresh sandal
#

Then you should not need a target. Target is self. To see where your actor is actually pointing. Not where you are looking, that is the difference between control rotation and camera rotation

#

That shouldn't work

somber light
#

i chose that node

#

there is no other get control rotation node

#

and it's in the player blueprint so idk why it's asking for a target

fresh sandal
#

It is the correct one, and it shouldn't give you an error because the target should be self.

somber light
fresh sandal
#

You're in the player controller. Not the player character blueprint

somber light
#

i am in the blueprint of the player

fresh sandal
#

Hm yes. Ok i'm a little confused but try set the target to player pawn. "Get player pawn"

somber light
#

this didn't work and gave me a bunch of errors while playing. All the same error ofc

fresh sandal
#

Why are you checking for last hit by that will not return your player pawn.

somber light
#

no that's not intentionally

#

when i release it it appears

fresh sandal
#

I don't understand what's happening here

somber light
#

what is the player controller usually?

#

can't i set this to metahuman or so lol

fresh sandal
#

The player controller class is where you set input to your character. Or you could but it's not necessary as you can do it from the player pawn itself

#

You'd have to create a new one and set it. You can use it for your camera controls or whatever but again you can just do that from the pawn itself

somber light
#

it's still the same as before

frosty turret
#

quick question

#

where can I see my bones

#

Making an IK rig

somber light
#

top left on character

#

bones

#

all hierarchy

frosty turret
#

they're not there

#

they were a fucking second ago

somber light
#

oh okay weird

#

could you show me a ss?

frosty turret
#

give me a bit I just deleted the model and reimported it

frosty turret
#

to see if it would work

frosty turret
somber light
somber light
#

@fresh sandal OH I KNOW

frosty turret
#

this is the entire thing

somber light
#

i am setting the yaw value to the delta rotator

frosty turret
# somber light

I see the bones but I want the window at the top left with the list

#

for the IK rig

#

otherwise it wont let me make it

somber light
#

oh you mean that

frosty turret
#

which is dumb

#

the chains I mean

#

I need that window open to make em

somber light
#

worst screenshot of my entire life

#

well but yea, go on window at the top

frosty turret
#

dw

#

yeah got it

#

lifesaver

#

thanks

somber light
#

isn't there something like a seperate yaw value for the body or so?

fresh sandal
# somber light <@242402697016246274> OH I KNOW

I mean you can get the root bone and check its orientation or whatever but again i'm very confused at what's happening on your end. You shouldn't need all that. Get the control rotation of your player and clamp your camera relative to it. The rest i have no idea

somber light
#

that's what i did, it didn't work

#

how do i get the root bone orientation

frosty turret
#

One more question

#

Whilst making my IK rig

grim orchid
#

hello hello

#

Anyone in here know about rendering a slowed down animation ?

frosty turret
#

Should I make my start bones the ones on "top" and the "end" bones the one below it

#

as in

#

top to bottom

#

this dude for example

#

is the top bone the start and the ones below it the end

somber light
#

that's how i learned it too a week or so ago

frosty turret
#

alr gucci thanks

#

im just confused cause my models bones are named really stupidly

#

and the other YT vid started with their neck and ended with the head

somber light
#

forget the other yt vids

#

this dudes video does cover it all

frosty turret
#

holy hell this is easier

#

I thought I'd have to make like

#

50 chains

fresh sandal
somber light
#

why tho, i could get the pelvis rotation because that is actually where the body is facing to

#

i would be happy with the capsule component rotation too but idk how to get that one also

fresh sandal
#

I mean you can do it, but it's just not practical. Where the body is facing to is the control rotation but we couldn't really get that to work. But if you're adamant try setting a socket for the root bone and call that

somber light
#

IT WORKS

#

this node gives me the capsule rotation apparently

fresh sandal
#

Sweet!

somber light
#

i am being picky here but how can i smooth the snapping back if i aim outside of that interval lol

#

Ziecore be like : OH HELL NAH, I AM OUT. THIS DUDE CRAZY

fresh sandal
#

Hehe, nah. Might not know the answer but helps me to help you in such a case. Learning experience.
I'm thinking you need to set a timeline and lerp it from the current yaw to the limit

frosty turret
#

@somber light trying to follow the tutorial

#

problem

#

after trying to import the animations with my character skeleton

somber light
#

oh no wait, that was about the mixamo character

#

well, yours probably has a different bone structure

#

idk then

frosty turret
#

Yeah

#

oh

#

guess I do gotta do the ungodly amount of chains

fresh sandal
#

This is the mixamo skeleton i presume?

frosty turret
#

Well the tutorial told me to import it with my own skeleton

#

the one for the character im using

#

in the video he did use the mixamo default

#

I guess that is why

fresh sandal
#

Just in case i will leave this here. Might help you
https://terribilisstudio.fr/?section=MC

frosty turret
#

Thank you I'll try

#

nvm my fucking boyfriend is complaining about me making my game all day 💀

somber light
fresh sandal
frosty turret
#

Don't

#

He is right

#

I've been doing it for nearly 6 hours

fresh sandal
#

Rookie numbers

frosty turret
#

don't

somber light
frosty turret
#

we're both weak as hell and would not be able to fight if it were for our lives

fresh sandal
#

AAAAAH

somber light
#

is this the node to set the camera rotation

frosty turret
fresh sandal
somber light
fresh sandal
#

Yeah, i suppose. Do let me know if you need more help : )

somber light
#

can i add you?

fresh sandal
#

Sure

frosty turret
#

does this seem normal

#

does all of the thumb have to be blue

#

@somber light your a genious

#

have any input

#

nvm figured it out

somber light
frosty turret
#

I figured it out no worries

#

but yes you are amazing still

#

I applaud the fact that your sanity is still intact

#

I've barely scratched the surface of UE5

#

and im already going to go insane

#

but its fun

#

and worth it

somber light
#

Haha yea u know right

#

I began like 3 weeks ago

frosty turret
#

I began 4 days ago

#

well

somber light
#

Rn I don't have much time so I can't focus on it that much

frosty turret
#

I'm using my autism as an excuse as to why my brain is just getting melted

fresh sandal
#

Can i ask how old you people are?

#

Curiosity

frosty turret
#

Turned 13 a few weeks ago

#

practically a fetus

#

i know

fresh sandal
#

Fuck i'm old. Well, 34 but Started with 3D studio max over 20 years ago.

somber light
#

Actually I am a 3d modeler /environment designer and not good with animations. I am just trying to have a good character movement setup to then focus on my actual field and be able to show it nicely with this character

somber light
frosty turret
#

Being 13 makes me feel old lmao I don't look forward to being an adult

somber light
#

I am 20 and started with blender 1 year ago

somber light
#

Most game companies do not ask for a degree, just for skill and experience

frosty turret
#

I've heard some pretty bad things regarding game companies

somber light
frosty turret
#

cause of gamers

#

crunch culture is a thing

fresh sandal
frosty turret
#

i dont want carpal tunnel lmaoo

somber light
frosty turret
#

I can just ask around

#

your right

#

then I'll know

somber light
#

Imagine having your friends around you and yall are talking about new designs, cool game functionalities, animations etc but yall can actually do all that and create an awesome game

#

Even in crunch times which are pretty rare its fun.

frosty turret
#

I imagine

#

do those professions mean you get to work at home

#

I assume they do

#

right

somber light
#

Hopefully

somber light
#

So from home

frosty turret
#

Good

somber light
#

I work from home too

frosty turret
#

I'm unable to function in places with too much light noise or just sudden sensory events because of autism

#

all autism really is (on the lower scale) is just extreme sensitivity to a lot of things

#

and just weird reactions to certain stimulus

#

Remote jobs are ideal for that reason

fresh sandal
#

You're all very young though. It's a stressful business but freelancing can be a viable option

frosty turret
#

True

somber light
#

Yea remote jobs are more chill than normal ones but you won't ever become bro's or that's with your Co workers

#

Cause you aren't interacting with them so often

somber light
frosty turret
#

still

#

it's an easy decision to make

#

I probably won't be able to get any work done if I were in an enviroment that wasn't specifically aligned with what my abnormal brain thinks is normal or good

#

all the time autistic people get anxiety and panic attacks when they get overwhelmed

#

or worse shit like sensory overload

#

it sucks

somber light
#

Yea, idk much about that tbh but by talking to you I think you are a strong person who will get through it and flourish like a flower on the mount everest. It's not a skill to be a flower in its normal habitat under perfect condition is it?

#

Why isn't there a off topic channel tho

frosty turret
#

In short

#

its extreme

#

To explain it simply autistic people sometimes just faint or completely "shut down" because they're so fucking fragile

#

its not a controllable thing sadly

#

You can lessen it

#

only slightly

#

no medication exists

#

its uncurable

#

and the reactions are as hardwired into our brains as is breathing and blinking

#

not something people are able to just let go of like a habit or learn to endure like cold showers

#

severity varies of course

#

but me in particular

#

I'm kind of fucked

somber light
#

Well it's kind of a handicap and you have to learn to live with it. One of my "handicaps" is that I stutter for example, also hard to live with if you can't always communicate your thoughts. It's like the freedom of speech was taken away from me sometimes but that's how life is. It's a challenge, gotta give your best and don't care about anything else. No outcome, no people, just what makes you feel the best.

frosty turret
#

mhm

somber light
#

@fresh sandal already typed like 156 times and didn't send it lol

frosty turret
#

the only benefit I get is some anime ass endurance to pain

fresh sandal
# somber light Tbh I am just afraid that I am too old. If someone finished school with 18 he wo...

Think you're going about it wrong. I don't know you but it depends on your skill and dedication to it. There are schools that will guarantee you work in the industry but they are highly competitive and so is the industry itself. But the problem of being creative is that you're useless at the bottom of the hierarch, only the top succeeds in the world of creativity. My suggestion is to keep at it and find work if you can. But you don't need a degree to figure out if you're cut out for it or not.

#

My fault is i type really slow. I think too much : )

somber light
#

Haha no worries mate

#

Yea i mean I am trying my best, let's see what the future brings

#

Skill comes with dedication. No person was born knowing how to make chains for an unreal engine ikRig.

#

Maybe @fresh sandal but bro is built different

frosty turret
#

I know ya'll having a deep convo rn and I was just doing so as well but question

#

making an IK rig

#

uh

#

the boxes

#

are those normal

somber light
#

These are goals

frosty turret
#

oh dang

#

yeah

#

I dont think I need to add those yet

somber light
#

If you score 3 they call it a Hattrick. Lol no judt joking

frosty turret
#

i'll just delete them

somber light
#

Watch the vid I sent you even if you don't follow it

#

He explains everything

frosty turret
#

mhm

#

i did a misinput

somber light
#

You will understand ikRig as much as your mother tongue

frosty turret
#

Bien

somber light
#

Bro has that French accent that give you that croissant smell feeling when you sit in a cafe in Paris

frosty turret
#

I'm going to assume that it's satire

#

cause that is spanish

somber light
#

I mean the dude in the vid

frosty turret
#

oh alright

fresh sandal
#

Bahaha i was also confused

somber light
#

Bien is also good in french btw

frosty turret
#

very similar languages

#

that's why im learning french

#

its easier

somber light
#

Well my nerdy friends

#

I have to go to bed

#

Cya

fresh sandal
#

Goodnight padawan

misty dagger
#

would anyone happen to know how or why the cylinder slowly returns back to original position?

fresh sandal
misty dagger
hollow jetty
#

either code rotations for the cylinder or animbp spaghetti

tired garnet
#

Why can't I create maps in the control rig?

vernal rain
#

What's the correct way to deal with running vs walking in animation BP graphs?

I have a max walk speed value, and the transition between walk<->run compares if speed is higher than the walk speed. This tends to cause the characters to do little spurts of running, because it seems the actor's velocity during movement exceeds the max walk speed ever so slightly from time to time

My current solution was to just do max walk speed + 1 for the transition, but it seems a bit janky :)

livid hornet
#

how soon is too soon to post a repeat question?

livid hornet
#

this might be a "have your cake and eat it too" sort of thing, but I'm using the Master/Leader Pose Component system for my first/third person character (A, C), but I also need to have the FP Arms parented to the camera, in order for them to remain on screen at all times in 1P. The problem comes when I play an animation like the crouch, which causes the First Person arms to move out of view of the camera (B), since the camera is causing the arm mesh to move, then those bones are moved again by the animation (D). Anyone have any ideas what I could do to remedy this?

frosty turret
#

this confuses me

#

is this like

#

normal

#

@somber light got anything to say

somber light
#

holy moly how did this happen

frosty turret
#

I don't know

#

it just was default

somber light
#

is this in the ikrig window

frosty turret
#

YES

#

caps

#

sorry

somber light
#

maybe reset the location and rotation with the arrow right next to it when having the bone selected

frosty turret
#

I dont know if I need them

#

let me try reimporting it

somber light
#

why are you still in ikrig window tho

frosty turret
#

I made one for the mixamo

somber light
#

when you finish the chains, goals and bone settings you usually don't touch it anymore

frosty turret
#

i havent made the chains

#

or goals

#

or bone settings

#

i did that for the mixamo bot

#

now I gotta do it for this

somber light
#

yea i see

frosty turret
#

my boyfriend woulden't let me continue

#

let me just reimport the model

#

the skeleton

#

that is

somber light
#

okay might be the best

frosty turret
#

still was weird

#

and this happened

#

probably relevant

#

got any clue as to what I can do

#

@somber light there is hope

#

I found something

#

when I imported the character .fbx file

#

the skeletons fingers are all jacked up

#

BUT

#

look at the animation sequence's skeleton

#

its normal

#

so

#

im trying to get the skeleton

karmic bobcat
#

how can i get the equivalent of a frac(material editor) inside of an animation blueprint that takes "time" as an input? i want to use a curve to drive a transform(modify bone)but i want to loop the curve animation

pale prairie
#

Hey everyone, I am trying to render my animation using the movie render queue plugin, this is probably an easy fix but I am new and can't see why this is happening. Basically it would appear when I render it's using a camera that is under my map and not the cine camera I have for the animation, do you know why this is, I have checked and there's only one camera in my level?

frosty turret
#

@somber light If you have a moment I'd like to ask a question

#

I'm on to fixing my problem but I don't know entirely how to do it

somber light
#

what problem

#

still the finger one?

frosty turret
#

yes

#

However

#

I have the static mesh of the model

#

the skeletal mesh

#

and all that stuff

somber light
#

okay nice

frosty turret
#

and their skeletons are all jacked up

#

However

#

the animation sequence

#

has its bones perfectly aligned

somber light
#

send me the fbx

frosty turret
#

Okay

#

through?

somber light
#

you can add me

frosty turret
#

Okay

sinful yacht
#

Hi all, how would you add a control rig to a Animation Blueprint Template's anim graph?

#

Is there not a way to expose the control rig class of the control rig node?

#

something like this

covert onyx
#

please ping me if you want to reply to me

brazen wharf
#

@covert onyx you have to convert them to fbx (e.g. in blender) and import them to unreal

#

then most likely you'll have to retarget them to the skeleton you want to use them for

#

also, why is the masculine motion doing a cat walk?

covert onyx
brazen wharf
#

or they walk like this...

covert onyx
#

you sure you havent mixed the masculine animations with the feminine ones?

#

because they look just fine in my end

brazen wharf
#

talking about this

#

i will not use it with that license so i haven't looked at the bvh files

covert onyx
frosty turret
#

Made a pose and everything for retargeting

#

how do I "save" it

#

@somber light any idea how to save it

#

In the video (I think) you recommended to me they simply have a save button but the bar is not shown on my display

#

fuck

#

this also happens when I play an animation

karmic bobcat
#

does the leader pose component allow physic simulations on my bones? i cant get them to work when using it...
when i say physics i mean spring controllers etc

#

looks like it doesnt. shoot

frosty turret
#

@fresh sandal I need a little bit of help and your input would be amazing right now

fresh sandal
#

Sure thing

frosty turret
#

Amazing

#

Alright

#

so

#

retargeting

#

I made the IK Rig for both models

#

that was a success

#

However

#

I aligned the bones

#

right

#

then this happens whene I try running an animation

#

I have no clue what I did wrong

#

any thoughts

fresh sandal
#

Hm, I'm no exert on such things especially not in unreal since i've worked mostly with 3ds max and blender. Where did you get the model and rig to start with or did you have one generated by mixamo? Can't remember if we talked about this yesterday

frosty turret
#

Generated by mixamo

#

and there was no rig

#

I had to make an IK rig myself

#

for both

fresh sandal
#

Ye, ok that makes sense. And the rig you are retargetting from is the ue4 mannequin right? Not ue5 manny?

frosty turret
#

its from the mixamo robot

#

the default the animation comes from

fresh sandal
#

I'm not sure i follow, if you have the mixamo rig generated for your character and you have downloaded the robot from mixamo instead of downloading the animations directly from your characters generated rig?

frosty turret
#

I was just following the tutorial

#

it wants me to replace the skeleton

#

But

fresh sandal
#

Which tutorial did you follow?

frosty turret
karmic bobcat
#

just to be sure- theres no way to get leader pose component to allow physics on my non -leader skeletal mesh?

fresh sandal
# frosty turret https://youtu.be/eYal6taYUfE

But those animations he's retargetting are for manny. If you only intend to use mixamo animations you don't need to retarget. If you still need to maybe the converter he's using is outdated. You could use the one i sent you yesterday and check if that works. I use it for my workflow all the time. It can be a little tricky sometimes but it works

frosty turret
#

ah

#

alright

#

I'll try it

#

thank you

fresh sandal
# frosty turret ah

But if i understand correctly and those are simply mixamo animations what you'd normally do is to take your character, use mixamo to generate a rig for him. Then download the animations using that rig and import into unreal it's as simple as that. But if you want to use the animations from the market place or the starter contents for either manny or mannequin then you need to use a ue4/5 skeleton converted for mixamo and import that into mixamo, then export that skeleton with animations from there and retarget whatever other animations that are native to the mannequin/manny

frosty turret
#

let me get you a screenshot

#

the legs are the only problem

#

and someone told me I needed to retarget

fresh sandal
#

And those are animations from mixamo correct?

frosty turret
#

but the legs are the only part wrong

#

i think the model im using is just weird

#

not broken

#

just strange

#

or I dont know

fresh sandal
#

It's possible it's not very compatible with the mixamo rig. Can you send a screen in T-pose?

#

or A pose whatever the default one is

#

You could send the fbx as well if you want and i can check it out

short wasp
#

Hi!
Anybody knows if 'Cyclic' modifier in Blender carries over to Unreal Engine, and the animations will work fine? What if I shift the frames on the timeline?
I'm trying to make seamless animation loops and it sounds like the best solution.

fresh sandal
short wasp
#

hmm alright, thanks!

somber light
#

It's weight painting, mesh and everything is also pretty bad

#

That Def wasnt made by a professional

fresh sandal
#

The wej

#

Oops

#

The weight painting is applied from mixamo

somber light
#

Oh, I meant the ones in blender from that fbx

fresh sandal
#

The spaceman correct?

somber light
#

Yep

fresh sandal
#

So the default armature and not the one exported from mixamo then

somber light
#

Yep

#

I sent you the fbx

#

So you can try it out too

#

Bro got the "sitting while standing" leg shape💀

#

That's Def a weight paint problem because the skeleton is moving perfectly fine

fresh sandal
#

I wonder if the armature was deleted before importing it to mixamo. But yeah. That's pretty bad. Or maybe that's just the effects of too much time in deep space. Call it a feature.

somber light
#

@frosty turret how much did you pay for that model

#

Why did you pay for such a model at all