#animation
1 messages · Page 12 of 1
you could reimport the skeletal mesh without the bones
you know what
the dark gray ones aren't even on the skeletal mesh
they are on the rig
i will try later
yea idk what this would even do...
might remove boneweight from all SKMs that use the skeleton
but the bone stays
thanks
Is there a specific app for animating a cutscene?
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
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.
editor looks ok
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.
I mean I'm all about error messages but success messages are kind of irritating, lol
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)
I guess randomizing the idle anim play rate slightly seems to work ok. but I'm not sure why start position isn't working
You could put a delay in front of spawning them
random delay, that is
But then you have an extended period of time with actors popping into existence
No.
i have a weird unreal question
so this is in blender
this is an arm and specificly the weights for the hand
it looks the same in unreal
is my weight paint wrong?
when i check with MY arm in real life... it doesnt bend like that at all
when i increase the weight paint it looks worse
why does it squeeze so hard when rotated
i just dont understand what i am supposed todo O.o
"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
adding new bones to the arms here
that would mean id have to remake all animations
or?!
can i just add bones?!
this is insane
absolutly insane
this is beyond insane
there is no clean way to fix this now
Well, if you make the rig from scratch, there's no way getting around it without breaking other stuff
but the solution would be to
add new bones
2 twist bones
above the hand and after the ankle
it would carry the vertex group
i just have to orient them correctly
and then apply the weight paint by hand
right here in the middle
should i go ankle down
or hand up?
this looks so funny...
i hope unreal doesnt flip the f out
@ashen junco technicly? When i add new bones, they would just move with the parent right? and animation should be untouched
the new bones would just work out of the box
As long as the other bones aren't shifted to different level in hierarchy, it should be fine
So twist bones dont fully solve this
they just give a cushion
make it less worse
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?
@fresh sandal You mean like that?
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:
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
Hi! does anyone know if there's a way to edit the animation "2" so it fits better in the montage?.
oO how did you pose it to get to that result? even without twist bone it shouldn't be that bad
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?
your problem is with the animation transition or taking some animation from mixamo to unreal?
@fast adder
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.
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
does that make sense?
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
Oh i don't know how to do that, but the advanced locomotion system have it, You may wanna check There. It's free
oh nice, what is tha tlol
Check unreal market, it's a project with pre setup advanced locomotion
"advanced locomotion system" or ALS
Do pose assets just not retarget properly?
I can retarget animations all day long, but the pose assets do not work
Wait so where do I animate cutscenes?
level sequencer
It's possible to do it entirely in the editor with Sequencer and Control Rig
Ok thank you, also is there a way after I make the cutscene to make it seperate
Like when they click “new game” it plays the cutscene then tps them to the actual game
So the cutscene is like a video
Cuz I am trying to do a backstory
That's a trade secret
Someone tell me pose assets do not retarget properly, lest i think i may be going insane :/
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
This means i would have to manually make and edit several hundred text entries
Bulk edit via property matrix does not work on animations?! The window comes up, but it is empty
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
What does trade secret mean
what in the cute mannequin is that
He is bob. Out for blood
lol
alright my developer friends
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
how to solve?
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
has someone knife trowing animation that i can use ? been trying to create in the sequence but looks weird.
you looked on mixamo already?
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
hi future cake, tbh i looked up mixamo and think its best choice for now, cant find in the marketplace
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?
Is there a way to put a video before the game starts? Like when the player clicks “new game”
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.
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?
Anyone knows why my animation curves are not working ingame? They display fine in animation preview but wont show when placed in level / ingame:
neither curves driving morphs nor additive layer tracks work
All I find is this old thread which has never been resolved? https://forums.unrealengine.com/t/animation-curves-not-working-in-4-26/479072
It seems that the curves only work on non-additive animations.
It gets even stranger, that for some additive animations curves work, for others they don't o.O
looks like if an animation contains or ever contained additve layer tracks it prevents the animation from working correctly as additive
I stand corrected its just the additive layer tracks that wont work
Anyone? 🥲
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
Can't I set it up like that the ue5 mannequin always moves this bone 15° or so different?
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?
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
@fresh sandal Did you find out? Trying to figure out myself
Yes
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.
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
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.
I know all of that I will clarify
I need to know how to combine an animation with a gun and the arms
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
Not sure i follow. But maybe you need a montage
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?
no, sorry i dont know a better way to explain
right now I have a rigged arm model that works great
and I have a gun model that is also rigged with the magazine, the trigger and some other parts
I need to know the best way to have the arms hold the gun, and be able to make animations with the gun
So the arms can reload the weapon and shoot it etc
in the past I just had seperate meshes for each weapon but I know there is a better way
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...
I appreciate it
Hope it helps
so i figured out that its got to do with the IK retargeter that im using for animations going from the UE4 skeleton to the UE5 skeleton, it seems that its messing up the hand and feet IKs, even though my chains should be set up correctly
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
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
Does the bone have the correct orientation?
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
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?
I would like to have the root be 100% centered
is the armature at 0,0,0 in the world, too?
iirc that's where the root node will be placed
and apply location/scale/etc before exporting
Is there a way to put a video before the game starts? Like when the player clicks “new game”
One way would be to create a level with nothing but a video in a widget I guess.
Can I set a bone in IKRetargeger to rotate like for example 15° extra in each animation?
hello i retargeted my animation skeleton but when am runing the mesh les dont touch the ground
Ok ty
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
In ikretargeter the meshes don't touch the ground normally. Try it in normal play mode
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.
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.
yea, the orange little dot, (should also tell 0,0,0 in the properties for location)
you mean the parenting order right? like the conical direction? should i check that on the UE5 skeleton (the one that's messed up)
just checked both skeletons, their hand_root and following ik bones and orientation is identical
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.
Hello all new to the discord and unreal. Working on a walk animation feed back welcome..
are video allowed to be posted here for demonstration of problem?
Idk but most likely yes
They never touch the ground when not in actual play mode
BRO THIS IS SO COOL
but yea, idk. Maybe the plane collider or the foot collideres?
lol thanks am a fan of sekiro and devil may cry so ita a mix
mehn dont knw rili been tryna figure it out
i need help
anyone>?
https://youtu.be/DUoILacIVJs Looking into this issue myself with floating feet, seems like the most common remedies are reimporting and translating the z down or adding a transform key
How to fix Character floating in air after Retarget Animation
Quick video on how to fix this pesky problem lol
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
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.
this is easy my friend
u need to loop the animation
go to ur animation blue print or where ever you connect the animation to
hen click on the animation node
look at the detail panel
for loop animation
check the box and your good
Thank you, glad to see it was an easy fix!
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
How do I compress these facial animations?
plzwe where did u get this cute enviroment
I made it myself 🙂
you make assets?
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
thas lovely hoping to learn a few things from u
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 🙂
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!
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...
this video has interactions and a door open/close example
I figured out my issue after some testing, turns out it was the pawn sensing interval was too low! Was trying to attack based on that interval which was way shorter than the animation time...all fixed
Thanks, I'll check it out!
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
best source of free animated characters?
Free? Not much
There is Rokoko Video which is free, but the catch is that you record yourself doing the motion
What are those facial anims?
iPhone recordings for 60-90 seconds at a time
I used this ACL plugin and it did an amazing job. But the disk size remains huge. The compressed size is now like 1-25 mbs for each.
Realistic face?
I mean, whenever possible, you gotta make it procedural, except for primary cutscenes
Did you ever figure out how to delete sync markers?
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
Yeah MetaHuman face
I'd still take the procedural approach outside of cutscenes
Human bodies are random even when they stand still, so don't think too hard about realism, just make it believable.
Same goes with facial motion
You can still give it procedural saccade motion in Control Rig and it makes the character looked more alive.
Do you have any references for this?
I found the culprit, that was checked off for some reason and that being checked off even though frame0 is at 0,0,0 it still places a root bone in front of the skeleton
Lots of them on YouTube once you generalize it more, but this is the one that got me into implementing procedural face animation myself
Read more about making great video game animation at https://www.gameanim.com/book
From the CEDEC 2020 Presentation on FFVIIR's animation tech.
Thank you 😀
I’m sorry, I took such a long break from Unreal that I’ve forgotten what I did — but I do recall figuring it out eventually.
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
nevermind figured it out
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
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
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)
I kind of expected the inverse of that, if it had to screw up at all
at first glance it may just look like it is taller, but there is actually a lot of distortion in the top mesh image
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.
It depends on how you set up the vehicle skelmesh and how you handle the physics, but you can do so by either swapping the whole wheel skelmesh, or replacing the wheel mesh and change the parameters for the wheel collisions.
If you use Chaos, you can consult #chaos-physics on how to handle the wheel BP
I am using a Chaos Vehicle. I want to support an agnostic n number of wheels, so I was trying to find a starting point. Making a skelmesh for every permutation is..... not optimal. Generating the collision isn't a problem, just spawning the bones and attaching them to the system was my concern.
thats a difficult one to explain and my english is not great, please dont roast me
if i have a weapon, like a sword and the holster of the sword where for example the holster is on the pelvis
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?
should i use two holster meshes and animate the scale to hide/show the one currently in use?
Consider posting it on #1054845120236757103 instead (the forum channel one), thanks
I see, would u say this channel is not the right place for feedback?
Gotcha, removed the post.
Posted in the work in progress Channel, have a look if your interested. Would love some feedback.
is there a way to copy all the sockets from a static mesh onto an automatically generated skeletal mesh?
this was basically my process:
- export the static mesh as an FBX
- 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
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?
Has anyone seen any examples of animation systems like Lyra that uses Transitionals like Start/Stop/Pivot that didn't break during key spamming?
I'm trying to figure out a way to resolve that issue with Lyra
You should rotate the blades procedurally with Control Rig or directly using the anim graph (Control Rig would be more optimal as you can do logic without breaking multi thread)
Be careful with the motion blur though, if you have it enabled.
This sounds like XY Problem. Can you give practical context? because this doesn't make sense
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?
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.
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?
...who thought omitting toe bones in new UE5 mannequin was good idea 😩
Mixamo has it and it creates issues during retargeting...
No.
In fairness, Mixamo rig is crap.
well if you have other sources for free animations, I am all ears
You can make them for free. Just costing your effort.
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?
The Metahuman has a proc-control rig
Their controls are not spawned through a blueprint, that's what i was trying to achieve
hi
how can i use manny in maya
like to have the same rig and have it work exactly vicecersa
Hi, can anyone check if am I right but it seems that walking animation in this asset is not looping clean (I see scutter on between last and first frame) is it fixable? https://www.unrealengine.com/marketplace/en-US/product/stylized-male-character-kit-casual
running seems to be fine
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?
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.
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. ????
please @ me for notif
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?
What's the method for tweaking animations now that additive layers are broken?
'm having an issue where my with my animation montage where it's rotating 90° when I play it
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
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???
How does delta time in control rig works? Is this delta time between every forward solve?
From what I gather, it's just every frame like usual
Does forward solve get executed every frame, like "normal" event tick, or does it go by its own tickrate?
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?
Hey guys, does the Chain bone method could works for face also ?
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
- using rigid body node in Animation Blueprint
- want a way for the dynamics to eventually settle at a defined pose, not just affected by gravity**
when importing any FBX/GLB file of character, does unreal engine automatically change it's bone names? :
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.
Guessing there are animation state machines in C++? Trying to put one inside FAnimInstanceProxy?
what is motion matching?
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...
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
You will need to make a new rig for the metahuman unless they already share the rig of the mannequin which it looks like they don't.
How does it know which ik rig to use for the ue5 mannequin?
is that saved inside the retargeted animation?
Yup.
because if it was using the default ik rig which i didn't change it would look exactly the same like for the metahuman
That's saved in the RTG thingy I think it was?
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
Don't think you can. I haven't done super much with it.
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
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 .
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
alright, good appetite mate
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
idk really but maybe you want to get an animation where the hands stay in front of the head
i wanna made first person character animation in maya, how to setup camera in maya to getting exact view in unreal engine?
finding a new animation was not a good suggestion. I just reversed the order on my layered blend and then stopped the blend through Spine_01
well that's why i said idk really
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
________________________________________________________________...
you tried your mesh below the character capsule a bit?
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)
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
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
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?
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
In the Details panel for the Sequence Player node, you can expose the Sequence variable into a pin
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
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
No. In the viewport in idle everything is perfect. Should I lower him?
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 😄
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
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.
I solved this, if anyone else has blending issues with the play montage nodes used with GAS then reply and I'll post up the plugins I made. I also fixed the engine bug where blend out time is always 0.
E: Even if you modify the blend out time, it triggers at wrong place on montage ;D Nevermind.
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?
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)
get sure that all objects are at the world origin in blender when you export them, e.g. your wheels center should be exactly there (even if you attach it to the bike at some later point)
Thanks for your reply, i already did that 🙂 it's just that i kinda want the origin point of the imported front axel to be at a 22 degree angle when importing it just like how it is in Blender
did you apply the rotation setting to the mesh?
shift + a => apply rotation (when you select the wheel in blender)
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)
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)
ahh okay sucks that that wont import automaticly.. but thanks for that!
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?
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...
How to i save that rotation in Unreal? pivot offset only works for position afaik
i've not saved it on the actual mesh. Only applied it to the static mesh component in my BicycleBP
sorry, thats what i meant
it should save it tho!?
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
ahh got it! thank you so much Ben 👍
you can probably also wrap a scene around it, which has the rotation applied (instead of doing it on the mesh component)
using BP feels overkill, but hey.. if that's how it's done
but for me the combine method was enough, since i only use it as decoration 😄
I'll be making piles of theses bikes..so manually tweaking each one would make me go insane 😉
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
It's just a static object, but poseable in the editor
yea my method works for being a prop, i spawn them with random color and random steering rotation
@brazen wharf I'm an idiot... i had no idea you could switch between Global and Local in the editor...
i didn't know that until a week ago either 😄
and i'm using UE for like 3 years now...
haha, another day another lesson
I'll just use this. but again thanks for the help 😄
nice bike model btw
not mine
still nice though. mind telling what you're working on?
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
Like hiking and such?
no, the walking simulator was kind of a joke, since there isn't much content yet
😄
occasionally i work on some props like the bike stuff, to not go fully insane on game mechanics
I'm the other way around 😛 all content no mechanics
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
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?
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?
the only thing I could think of would be to maybe use a socket on the arm mesh in the position where the camera should be, then to move the mesh based on that socket position, though that seems sort of hacky
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?
I did see that but my abps aren’t that complex so there’s not a whole lot of optimization to do. They are mostly enum and book comparisons
Hey! Can I add another Blend poses as input?
rightclick it, i think you can (or it's in the details)
you can right click to add another blend
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
i wanna made my first person character's animations in maya, how to setup camera in maya to getting exact view in unreal engine?
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)
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?
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
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
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
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.
how can i make the character not face the direction of the camera?
might need some more info on that
nah thx but i solved that haha. Now i have a different type of problem tho
if you know about camera clamping check out #ue5-general
Read it, Can you explain in further detail? I've created camera clamping for an RTS i was working on but it's not really the same idea you have i believe.
right now i have it like this but with this node setup the camera doesn't adjust when rotating the character
so it keeps these values and isn't relative to the characters rotation you know?
hard to explain
Yes, i find it hard to visualize what you're trying to do. Not the implementation of it.
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
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?
YES exactly
Alright. Let me try something. I'll let you know how it goes
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.
can you send me a screenshot?
So this will set it but you will need to store the direction you're looking and offset it otherwise it will just snap
well that's exactly like the vid that i sent you
you just replicated my issue
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.
no worries, i am heading to sleep now anyways. Thanks for the effort still ^-^
I'll let you know when i solved it
Is there a "switch" inside control rig?
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
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.
Thanks!
I appreciate it
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
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?
how do i get vector distance between two bones?
I think you need to look into montages and animation blending
Check out animation (montage?) slots and how to implement them in your anim graph. You can use a blend node to control which bones will play state machines or montages that are directed to a predefined slot
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
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?
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.
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
how can I reset player to its default animation set after playing a dance animation?
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
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?
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
Looks like you need to retarget
https://www.youtube.com/watch?v=7vMUltxLGO0
thank you
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
Sorry I do not know.
It's alright
I figured it out, thank you for the pointer though as I would have been lost without it
that's not working for me
when not aiming the yaw is basically always at 0 thus i am not able to look left or right at all
May i see your BP?
Heh, all good then?
I will test it out shortly and then tell you 🙂
You need to set up an IK for both
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
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
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...
Awesome
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
thanks fam!
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
Can you provide a vid perhaps it just helps to visualize it.
sure
a vid of mine currently or what i want to achieve?
What you want to achieve. I just want to make sure i get it right so i can work out the problem.
i don't think i will be able to find something like that now unfortunately...
actual games use this method
but here is a vid of what it currently looks like, maybe you can see what is wrong
But your control rotation never changes until you start moving? You should limit your camera rotation from there then.
In other words your current yaw variable should be whatever the control rotation yaw is. Not the camera rotation.
yes, but it should only be limited when aiming
but yea that's what it's doing
did you find any solution for that?
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
what is the target of get control rotation?
i would just replace get camera rotation with get control rotation
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.
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
Yes, and not the camera rotation. The camera rotation is only there to be clamped.
get camera rotation isn't necessary at all anymore then i think
it got replaced
You are not setting this from the player character blueprint? You need to get the player character
i am
?
like this?
i tried it with self but that didn't work
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
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
It is the correct one, and it shouldn't give you an error because the target should be self.
You're in the player controller. Not the player character blueprint
Hm yes. Ok i'm a little confused but try set the target to player pawn. "Get player pawn"
this didn't work and gave me a bunch of errors while playing. All the same error ofc
Why are you checking for last hit by that will not return your player pawn.
I don't understand what's happening here
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
well like this it doesn't show errors but also doesn't solve the problem
it's still the same as before
give me a bit I just deleted the model and reimported it
to see if it would work
of what specifically
it's giving me the rotation of the camera
i think it has something to do with the aim offset setup in the abp event graph
i am setting the yaw value to the delta rotator
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
oh you mean that
isn't there something like a seperate yaw value for the body or so?
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
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
https://youtu.be/eYal6taYUfE follow just this tutorial and don't worry
that's how i learned it too a week or so ago
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
I would forget that. Maybe you should try getting the capsule component or something
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
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
Sweet!
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
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
@somber light trying to follow the tutorial
problem
after trying to import the animations with my character skeleton
idk, you need to follow every step from beginning to the end
oh no wait, that was about the mixamo character
well, yours probably has a different bone structure
idk then
This is the mixamo skeleton i presume?
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
Just in case i will leave this here. Might help you
https://terribilisstudio.fr/?section=MC
Animations generated by Adobe's Mixamo.com are not fully compatible with Unreal Engine 4 and 5, most notably when it comes to IK or root motion extraction. Mixamo Converter software is a mini-app that processes FBX files downloaded from Mixamo and adapts them to Unreal's conventions.
Thank you I'll try
nvm my fucking boyfriend is complaining about me making my game all day 💀
am i not looking for this node here when setting the camera rotation?
I'll have @somber light beat him up for you
Rookie numbers
i would
don't
before the 24h primary shift or after?
we're both weak as hell and would not be able to fight if it were for our lives
ZIECORE
AAAAAH
is this the node to set the camera rotation
Neither
I'm not sure. I will investigate a bit
nvm it's not that important. Snapping works too haha
Yeah, i suppose. Do let me know if you need more help : )
can i add you?
Sure
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
You summoned me?
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
Rn I don't have much time so I can't focus on it that much
I'm using my autism as an excuse as to why my brain is just getting melted
Fuck i'm old. Well, 34 but Started with 3D studio max over 20 years ago.
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
No worries, nothing can stop you if you put your mind into it 😎
Being 13 makes me feel old lmao I don't look forward to being an adult
Oh lol
I am 20 and started with blender 1 year ago
If you continue you will be able to work with that without having to get a degree in college when finishing school
Most game companies do not ask for a degree, just for skill and experience
I've heard some pretty bad things regarding game companies
Did you learn it in college i.e. Have a degree?
No, was just always a passion of mine.
i dont want carpal tunnel lmaoo
Nah not really. Sometimes yea but most of the times it's just fun
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.
I imagine
do those professions mean you get to work at home
I assume they do
right
I am learning it myself too and tbh so far its going Great but yea let's see if I can work in a triple a company one day
Hopefully
Nowadays you always find remote jobs yea
So from home
Good
I work from home too
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
You're all very young though. It's a stressful business but freelancing can be a viable option
True
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
Tbh I am just afraid that I am too old. If someone finished school with 18 he would have a degree with 20 to 21 and could find a good job 100% probably but I am still learning much stuff and yea
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
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
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
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.
mhm
@fresh sandal already typed like 156 times and didn't send it lol
the only benefit I get is some anime ass endurance to pain
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 : )
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
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
These are goals
If you score 3 they call it a Hattrick. Lol no judt joking
i'll just delete them
You will understand ikRig as much as your mother tongue
Bien
Bro has that French accent that give you that croissant smell feeling when you sit in a cafe in Paris
I mean the dude in the vid
oh alright
Bahaha i was also confused
Bien is also good in french btw
Goodnight padawan
would anyone happen to know how or why the cylinder slowly returns back to original position?
Difficult to know without seeing your animbp
they don't use an anim bp, just plays a montage
well if the montage ends it reverts to the original pose
either code rotations for the cylinder or animbp spaghetti
Why can't I create maps in the control rig?
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 :)
how soon is too soon to post a repeat question?
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?
holy moly how did this happen
is this in the ikrig window
maybe reset the location and rotation with the arrow right next to it when having the bone selected
why are you still in ikrig window tho
I made one for the mixamo
when you finish the chains, goals and bone settings you usually don't touch it anymore
i havent made the chains
or goals
or bone settings
i did that for the mixamo bot
now I gotta do it for this
yea i see
my boyfriend woulden't let me continue
let me just reimport the model
the skeleton
that is
okay might be the best
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
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
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?
@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
yes
However
I have the static mesh of the model
the skeletal mesh
and all that stuff
okay nice
and their skeletons are all jacked up
However
the animation sequence
has its bones perfectly aligned
send me the fbx
you can add me
Okay
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
anybody got these animations working for unreal engine ? https://github.com/BandaiNamcoResearchInc/Bandai-Namco-Research-Motiondataset
please ping me if you want to reply to me
@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?
also the license seems questionable... https://github.com/BandaiNamcoResearchInc/Bandai-Namco-Research-Motiondataset/issues/6
maybe they thought it was a joke or something
or they walk like this...
you sure you havent mixed the masculine animations with the feminine ones?
because they look just fine in my end
talking about this
i will not use it with that license so i haven't looked at the bvh files
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
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
@fresh sandal I need a little bit of help and your input would be amazing right now
Sure thing
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
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
Generated by mixamo
and there was no rig
I had to make an IK rig myself
for both
Ye, ok that makes sense. And the rig you are retargetting from is the ue4 mannequin right? Not ue5 manny?
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?
Which tutorial did you follow?
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...
just to be sure- theres no way to get leader pose component to allow physics on my non -leader skeletal mesh?
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
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
I tried doing the first thing you just recommded but the legs are messed up
let me get you a screenshot
the legs are the only problem
and someone told me I needed to retarget
And those are animations from mixamo correct?
correct
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
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
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.
I don't think you can export any modifiers from blender to unreal except the armature. I think you'd have to bake it
hmm alright, thanks!
How much did you pay for that model
It's weight painting, mesh and everything is also pretty bad
That Def wasnt made by a professional
Oh, I meant the ones in blender from that fbx
The spaceman correct?
Yep
So the default armature and not the one exported from mixamo then
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
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.
@frosty turret how much did you pay for that model
Why did you pay for such a model at all
too much