#animation

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crystal imp
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and this isn't the first time I've had issues with the Lyra Approach

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every time it seems to point back to Dynamically setting these things

fiery snow
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Anyone know how to solve this issue where if you constrained a part of a control rig to another objects bone and if you edit that control rig later in the control rig window and press compile, the control rig moves to another location in sequencer?

vernal gull
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anybody have a recommended "best method" for doing footprints in snow/sand? i've found a few diff ways, and some feel 'dirtier' than others. i am mostly interested in footprints in snow and i'm not hanging around the scene long enough to worry about any sort of fadeout

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i intend to have a close up on one spot so i need to have different shoe imprints

native umbra
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Has anybody worked with the "Aim Constrain" node? It doesn't appear to be doing anything for me ๐Ÿค”

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in Control Rig

sour flicker
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So i just found out that you can rig straight in unreal

native umbra
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like control rig you mean?

sour flicker
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yup

fiery snow
sour flicker
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I need to figure out if there's a way to make a reverse foot lock control though

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this is huge for me because I though I was going to have to export all my metahuman characters into Maya and rig them there and it was causing me anxiety because i didn't want to completely destroy them

native umbra
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i feel like we should get a control rig channel

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i see other servers with it, and its a distinct enough process

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like if vfx and niagara are different, or lumena nd lighting are different...

fiery snow
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Just drag your metaHuman into the sequencer window and click on it.

sour flicker
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I normally rig and animate in Maya

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I haven't quite dabbled that much with MH so i don't know the extent of it's capabilities in engine

fiery snow
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You can animate MetaHuman in Unreal Engine. Its already rigged with control rig curves and ready for animation.

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In this presentation, Cubic Motionโ€™s Senior Technical Animator Riham Toulan takes you through animating a MetaHuman with Control Rig in Unreal Engineโ€™s Sequencer. The techniques demonstrated can also be applied to animating any asset rigged with Control Rig.

Find out more and request Early Access at: https://www.unrealengine.com/metahuman-creat...

โ–ถ Play video
sour flicker
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what about wanting to put new clothes on my MH?

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won't I have to export it and reskin etc?

fiery snow
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Ok. You have a point there. Haven't started using it yet. You can check youtube. There are tutorials covering adding custom clothes to Metahuman. Haven't checked myself.

sour flicker
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the resource is still valuable though

fiery snow
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In this tutorial you will learn how to add Custom Clothes for your Metahuman using Blender and Unreal Engine. You can use any model e.g. from Sketchfab. You can also use your assets, just export them to blender as in this video.

That's just a Beginner tutorial, I have more to share about custom metahuman clothings, please leave a comment if yo...

โ–ถ Play video
sour flicker
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you are a fountain of knowledge sir/madam, thank you

fiery snow
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I am a dude, lol ๐Ÿ˜… . No worries. All the best, mate ๐Ÿ‘

sour flicker
static falcon
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Can anyone recommend a good way of storing and setting lots of morph target values at once? One example would be a character creator that stores presets of values

hushed gull
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hey when i retarget a character animations to another i have this problem with the pelvis / spine, how do i fix it? i tried alot of things, the spine isnt following

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i put the retargeting bones like this

remote elbow
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I made a variable for a specific actor, how do I make it so when I use it in a locomotion alias node it works like if it was a property access node

karmic bobcat
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in animBP, is there a way to get my transform(modify)Bone to interp the values i send to its rotation (Rotation mode - add to existing)?
right now it just snaps to the new value

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i think i figured it out...

steep arch
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Anyone know of a definitive tutorial/guide to taking characters with in place animations into a sequence? They already got a set of animations I'm going to blend in the sequencer and all in place, just want to know how to get them moving about in the world just for the sequencer (its for an animation not game).

polar jungle
hybrid dawn
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i have a root motion where manny tanslates now what ishappening is if i change the direction in world the animation continues in the worlds x direction instead of mannys x direction

fluid oak
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hello im working on a breakdown of a scene i made in unreal with foliage
I had this idea of trees falling down just to make it cool in that breakdown
here an example I made (other project in houdini)

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so I was wondering if its possible to get this kind of animation inside unreal with foliage falling down ? I want them to fall as they go along an axis..
Maybe with niagara system ?

rare blaze
livid canyon
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trying to make it so when im running and attacking, it blends from the spine down.

I am setting the upper body bool if my speed is > 0 and its working fine. the blend per bone is set to spine. however when i do my attack animation, it stops me in place, then sets upper body to false and wont blend it. how can i let it so my legs still do the running animation and move forward and the top half blends to my attacking animation?

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my attacks are played as a montage inside my player bp btw

hard cedar
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Hello. I have a problem with my animations in UE5. I rigged this bird in Maya 2024. The rig works and I made a small test animation. In Maya the animation looks just like how it suppose to look. But when I import the model in UE5, the animation is broken. Every object has like an offset when it moves. I also imported the model in Blender, and it looked just like Maya (no problems) Has anyone an idea?

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This is how it looks in Maya

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And this is how it looks in UE5

steep arch
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Literally every 3D software (3DS Max, C4D, Maya and Blender) had the object offset correct except UE5

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I solved it thankfully by exporting with the BetterFBX addon for Blender

hard cedar
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Glad i'm not the only one, but how can i fix this in Maya

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Or Unreal

sand oar
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Looking at other ppls projects online I noticed that some ppls anim notifies stretch. Which seems so much better than adding an on and off notify as I do. How do I convert my notifies to be stretchable?

radiant matrix
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In the Animation Blueprint, how can i rotate a bone while it is playing an animation

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i have a head look at script

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and talk animation that wiggle the head a bit

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i want to combine them

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it wont work no matter what i try

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๐Ÿ˜ฆ

polar jungle
echo ibex
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Hello, I have an pose and animation as an two different clips. I want to use pose but animate this pose with other animation, basically just copy rotations of the one animation and blend it with pose. How can I do this

vernal gull
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hi all. if making an organic (but not humanoid) mesh in blender with the intention to ultimately animate, is it best to try to put the bones system in blender and then pull into unreal, or pull into unreal first and then setup the bones?

viscid willow
# hard cedar Or Unreal

It's a shot in the dark but have you tried enabling the Preserve Local Transform option on the Import Settings in UE?

I've found this resolves a bunch of weirdness when it crops up in animation, particularly when you have bones which stretch/transform non-uniformly as described here:

viscid willow
# radiant matrix it wont work no matter what i try

How are you implementing headlook? Typically headlook is implemented in an ABP with an AimOffset using Additive Animation to modify the rotation of the head. That way an animation can play and the headlook is added on top to aim the head in the desired direction. The ABP would look something like this:

hard cedar
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@viscid willow I sort of fixed it. When I export the model with Export All its still a problem, but when I export it with Game Exporter I dont have this problem.

radiant matrix
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that doesnt look cool enough ๐Ÿ˜ฆ

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my aim offset is much more advanced then this

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i cant resort to tricks like this

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it has to be done properly.

viscid willow
radiant matrix
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i am using a control rig

viscid willow
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Oh sure, in that case does your control rig not allow animation to play on top of what the controls are influencing?

radiant matrix
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ofc it does

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its just that it wont allow above the head bone

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for some reason...

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layered blend per bone seems to be broken

unborn nimbus
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I'd like to make an animated webseries and I was wondering what the best way to go about learning how to make animations in Unreal is. I'm just not really sure where to start. Is there any good online course out there?

flat meteor
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hi i have a flashlight animation and the light is attached to my hand. How do i stop the hand or arm from moving when walking/sprinting?

viscid willow
radiant matrix
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its ok

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i think i can cut this feature for now.

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but thanks

viscid willow
# flat meteor hi i have a flashlight animation and the light is attached to my hand. How do i ...

There's a few ways you could approach this.

You could use a layered blend per bone node to mask off the arm and play an animation which holds up the flashlight.

Or you could create a control rig to position the arm with IK.

You will likely have to deal with motion coming from the body and compensating for that somehow, if you imagine the arm is playing a static pose, and the body is still moving around you will want to stabilise the arm, either with an animation which is synchronised with locomotion or enabling this:

viscid willow
raw saddle
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I'm trying to import a new modular character and running into an issue where the hands/wrists get a little warped after deleting the skeleton and replacing references with my current skeleton. How do I fix this? It should look like the mannequin pic.

flat meteor
junior basin
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i have what i think is a pretty simple question. is there a way to select/choose a state's animation based on a parameter, or would i need a new state per animation?

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like the animation that goes into the output in the state depends on my character's speed, for example

quaint pewter
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Is there a way to make my retargeted animation not jiggly? I use Mixamo animation to my Metahuman and when it moves, Metahuman doesnโ€™t look so steady

jade plinth
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what is the best way to animate anime character face in UE? I am using texture animation in blender, can I just export it to UE or there is better way to do it natively?

viscid willow
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you could also use an integer, but enums are a bit more human friendly

green escarp
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Hey guys, im trying to make a cover system and im running into an issue where my capsule component is not centered on my character when the animation is playing, any idea how to fix this?

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The "set actor location and rotation" node is doing its job according to the capsule, but the animation just isn't lined up correctly

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the capsule is just not centered because the animation makes the character lean, thats really my entire problem

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Do I have to edit the animation itself and manually move the root bone in the original animation so its centered, or is there another way to do it?

vernal gull
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can you shrink the depth of teh capsule a bit? probably not as granular as redoing at the anim level but it could buy you some more space

green escarp
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How would I shrink only one dimension of the capsule? I thought the only way was to change the radius

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Can I make it more oval? Didn't think that was possible

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Editing the root of the animation worked (as expected), just gonna have to redo a couple animations i guess

viscid willow
green escarp
fathom loom
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Having a problem, where if I set my ik_hand_gun rotation, it causes this glitching.

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Any idea what would cause this?

livid canyon
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I have set a notfier in my anim montage, and when i play montage if i drag from the notify begin pin to just print a string, its not firing. any ideas?

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ahhh got it, was using the wrong type of notify

viscid willow
# fathom loom Any idea what would cause this?

Hard to say, but at a guess it looks like you have some kind of dependency loop in the value being set, like it's flipping or spinning. Is the ik_hand_gun bone controlling both arms through IK in this case?

fathom loom
lime ermine
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hello everyone how are you guys iam new here and learing UE5 and want to do some animations on metahuman so i can make a cinematic movie scene anyone know how to do it ?

misty dagger
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Hey I'm trying to import a rigged mesh into Unreal Engine 5 using the Blender FBX tools and I keep getting this error.
"RiggedCharacter" needs its unreal skeleton asset path specified under the "Path" settings so it can be imported correctly!

jolly shell
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Does anyone know about performance impact of using the Retarget Pose From Mesh in Anim BP? Just implemented this, it's awesome, but on the other hand I have doubts in terms of cost. Did not find infos on this.

violet steeple
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Ai Generated 3d Characters from a single 2d video clip.. I can't wait to create Ai Environments and Characters and tell stories.. Cheers to you all... https://youtu.be/9L7tnJF4hlE

Wonder Studio have given access for some beta users and here is my first attempt on this. More scripted content will come soon after.

The creator of this Technology is https://wonderdynamics.com/ and they are about to change Character Animation and Mocap Forever..! Can't find enough words to praise what is available although it is called "BE...

โ–ถ Play video
cinder estuary
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Is there any way to import Unreal Engine's sockets into blender for animation or am i meant to do this in another way

cinder estuary
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I do want to animate on my own though

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My characters are really not that complex so its not that difficult

vestal aspen
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Rigging question: Is there a way to put Sockets on bones and use control rig to animate the joints? I can put socket on bones and control the bones with Control Rig. However, I do not see the sockets when I drag the control rig into the level.

unkempt cradle
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Anyone know how I can get the camera to follow the animation that is being played? I have a montage where the character changes shoes. The player can look around and see inside of the head and body when the montage is playing. How can I get the camera to force look where the players head is looking?

steel musk
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Are there any free animal animations for just basic movement and basic attacks that i can retarget to skeletons. I do not want to animate my own, I find it really tedious

vestal aspen
vestal aspen
unkempt cradle
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I have not tried that and never knew about them I will look those up

vernal gull
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anybody ever done a scene where the effect of looking at something in the distance through binoculars? i'm not sure how to do a condensed "zoom" effect

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i can get away with a low res building/facility in the background but where i zoom will have to be nicer

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im aiming for the effect to be like a half mile away

misty dagger
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hey hey im trying to use a simplified rig for unreal (im using blender) and wanted to know if simplifying the rig to like 28 bones might cause issues for me down the line

flat sluice
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In control rig, how could I make it so a bone's world pitch & roll are always 0, but its yaw is unchanged?

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I am trying to stabilize a mech's chest, where the cockpit is, using control rig

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and ideally I could blend/lerp the stabilization from 0-1

vernal gull
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every time i see the node lerp i think of 'derp' i can't unring that bell lol

obtuse grotto
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hey guys

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I'm having some trouble for my character to do the open door animation, can anyone help?

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I have this door blueprint that opens and closes when I interact with it

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and even after I setted the play montage, its not working

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I dont know if this is hard thing to do but I dont know what is wrong

steel musk
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How can I add permanent bones to a skeleton, when i add virtual bones they dont do anything

flat sluice
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what is the modern simple approach to making a foot align with ground in an animation blueprint?

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or should I be doing it in control rig?

viscid willow
# flat sluice or should I be doing it in control rig?

I'm a fan of this Foot IK tutorial from @misty dagger https://youtu.be/GTOs4XwzcME

I would say control rig is the optimal approach, personally I find it easier to visualise and more intuitive and I can rely on techniques from animation and rigging I've picked up in DCC tools

Making Legs IK with Control Rig using Two bones IK and Full Body IK!
Part 1 (basics): https://youtu.be/jfYZymr1svs
Part 3 (4 legs ik) https://youtu.be/mrXs8xLAr3k

โ–ถ Play video
warm island
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I am drawing a blank with montages, I set up the upper body slot and I want to play a montage of it. What is supposed to be written in the anim BP?

viscid willow
viscid willow
warm island
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yeah i selected spine01

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sec

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oh

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wow

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silly me

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I wrote spin_01

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instead of spine

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ty

vernal gull
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the power of an E

tawdry hemlock
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hello i need help,i have arms already with bones but i don't know how to change position because i want to put torch in hands i have this:

vestal aspen
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Then you can parent Constrain a torch in the hand

vestal aspen
open aurora
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Hey any ue5 game animators interested in working on a horror game Iโ€™m making?

harsh plover
broken moat
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Hello all :), im trying to export a volume to mesh fire animation from Blender to gltf, i tried all kinds of things but no good result, any ideas? Would very much appreciate it :), thank you!
[13:16]
its a sequence of meshes animation

slender trellis
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why did mandos hands and legs scale

vestal aspen
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Is there a way to scale animation keys towards an anchor?

I would like to anchor a set of keys at frame 1323.
Then scale a bunch of keys among a couple actors towards frame 1323.

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I tried this technique in the forum of making a selection and โ€œHold Ctrlโ€ to scale the keys. This scaled and โ€œpushedโ€ all the selected beyond frame 1323. It did not work well

tawdry hemlock
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hello i need help i'm trying to add a new arms model first thing why if i put quinn animation they dont animate

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and here why i cant modify bones i wnat to change the position of hands ecc

vestal aspen
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Hello, it looks like the Control Rig component is not added to in Sequencer. RMB over the Skeleton icon in Sequencer. Then choose "Assign Actor." Then Choose your "Arms" asset.

swift frost
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Hey guys, I posted a question about retargeting and wanted to ask if maybe someone in here could help me ๐Ÿ˜ฆ
#ue5-general message

vestal aspen
swift frost
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yes, the the one premade by EPIC to retarget from UE4 manequinn to UE5 Manny

vestal aspen
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O there are many YouTube vids on retargeting with UE4 manequinn to UE5 Manny

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Ther are other, too

swift frost
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The issue is, that retarget preview and even exported animations are looking correct. But when used in game mode, the legs absolutely dont work

vestal aspen
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Is there IK on the Legs?

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If so, you might want to turn that off

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use the FK rig after retargeting

swift frost
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Oh i havent tought about that

vestal aspen
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Only use the IK if you are doing ray casts to collision geo

swift frost
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@vestal aspen I disabled the IKTrace while in my hanging state bud it didnt help ๐Ÿ˜ฆ

vestal aspen
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Are you calling the Control Rig in code or are you calling the Baked animation?

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Try baking out the animation and playing that clip

swift frost
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@vestal aspen I have a hanging state stored in bool var so i just disabled IK it like this

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The retargeted animation is baked already no? Or do you mean something else?

vestal aspen
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Hard to tell if you are using the baked out animation, cause we are on Discord. However, are you using individual FBXs for your animation and then using Animation States to switch animations? May I make a suggestion? You can try baking out the animation you need into its own FBX file. Then you can load the animation into its own animation state.

swift frost
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Yes exactly this hanging animation is separate fbx file and it has its own "hanging state" with transitions.

vestal aspen
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Can you double click on the Hanging animation to verify that it is working properly?

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If the animaiton is working properly, then we can rule out the control rig part

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It would then be a matter of investigating the transition

swift frost
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Sure, thats the issue i posted in original message, its displaying correctly in animation preview

vestal aspen
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That is good

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Then it is a matter of investigating the logic of the transition and investigating triggering of the animaiton

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try looking at what LYRA does

swift frost
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But look, i plug in the animation into the Idle state just to test it works properly without transitions and the legs are bugged anyway:

vestal aspen
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Are you using the correct bone names for the transition and retargeting?

swift frost
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Yes im using the rig premade by epic

vestal aspen
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Hmm? Sorry, My only idea is to open Lyra and see how they are handling the animaiton retargeting

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Bones in UE4 might not be named as the UE5 bones

swift frost
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But if i named the bones for retarget differently, the animation preview would not look correctly

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Anyway thanks, i understand it is hard to debug things through chat like this. Thanks for your help ๐Ÿ™‚

swift frost
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@vestal aspen Just letting you know that removing the ik control rig node from animation blueprint fixed the problem. So basically it was the IK issue as you said sooner

sleek forum
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Hey does anyone know how to use a boolean I created in my character controller to use in my animation blueprint?

flat sluice
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I'm trying to sync my walking animation to be timed with a footstep simulation I'm running in C++. The footstep simulation calculates the percent of footstep progress - how can I sync the animation to this? Ideally I'd just play the corresponding keyframe of the animation that corresponds to the % completed

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but I can't figure out how to play just a specific keyframe of a looping walking anim

red bone
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Hello everyone. I was wondering it if it possible to switch out animations in an animation blueprint during run time. Like if I were to pick up a weapon, is it possible to change the animations in a locomotion state machine to match the weapon type, or should I just make copies of ABP's that just have different animations based on the weapon I am holding.

sleek forum
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I set this boolean to tru in my character controller after picking up an object, and I want to use a different idle animation when I am holding it

red bone
sleek forum
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Im sorry whats the event graph is it this

red bone
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Should be this graph

sleek forum
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like this?

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wait no

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this?

red bone
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Yes but there should be a red event in that graph that you should be connecting to. I forgot the name of it.

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Think it is "update Animation"

sleek forum
red bone
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Exactly. Except what you are currently doing is setting the value that is in the Character class to false. Create the same variable in your animation blueprint and then set that new variable to the Character variable

flat sluice
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how do I play an animation, paused, at a specific keyframe from an animbp state machine?

limpid folio
red bone
sleek forum
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So create a second variable that is also names "IsHolding"?

red bone
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Yeah. Because the new one is the one that the ABP owns. And it will keep being updated with the variable that you are changing in your character class. It also allows you to reference it in your AnimGraph to change what Idle animation you wanna use.

red bone
sleek forum
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I see

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just to be clear

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so now how do I use that boolean in this setup?

red bone
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Yeah. Those are two different "objects". Same named variables but they are not the same thing. You need to constantly update the values you have in your ABP based on the variables in the Character.

sleek forum
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I feel so close

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how do I make it conditional?

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is this the right way to do it?

viscid willow
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Blend poses by Bool

sleek forum
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Lifesaver!

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ok Im going to try and make him swing it on my own

sleek forum
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I did it!

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except I have to hold down lmb to swing

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and idk how to fix that

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ok I fixed it like this

red bone
obtuse grotto
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hey guys! my character is not playing the animation to open the door after he interacts with it. The door opens and closes correctly but the animation is not playing

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does anyone know why? or what is missing?

sleek forum
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idk

obtuse grotto
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no, just created the animation montage

sleek forum
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cant help u then, idk what that is

obtuse grotto
sleek forum
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I thought you did tbh

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but im an unreal noob

obtuse grotto
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me too haha ๐Ÿฅฒ

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guess I'll need to watch some tutorials about animation blueprint

red bone
sleek forum
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why does this happen?

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I swapped out the animation for a different one and now it gets stuck

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jumping resets it tho

sleek forum
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How do I set the value of a bool after an animation plays

red bone
# sleek forum

Not sure if you meant to show that video. Couldn't see the issue.

sleek forum
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oh thats weird hold on

proper sundial
vestal aspen
vernal gull
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this may be a silly q, but can you 'play as game' output to sequencer? like aren't there some bp / physics behavior that work while "playing" that you want to capture cinematically? maybe i'm asking this wrong

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since my goals are cinematic i'm not sure how differnt approach this is compared to those that want to develop a game

vestal aspen
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I see, if you wish to play your animation in Sequencer then you do not need to worry about running any game code. If you want to animate your character you have two choices. 1. You can animate your character in Maya, blender, or 3DS Max. Then export an FBX to UE5. And play the FBX within UE5's sequencer. 2. You can use UE5 Control Rig to animate your character within Sequencer.

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I recommend Control Rig. There are many tutorials on the internet.

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If you want to apply Physics to your character and see him drop, you can apply collision object and physics to the FBX skeleton.

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Many tutorials on the internet to help you with that as well

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When you like the physics simulation, you can "Bake" the Simulation animation keys to a new FBX. This way the simulation will look the same every time you play it.

proper sundial
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https://www.youtube.com/watch?v=eTWnzHQJvBE
then how come this animation runs instantly?
time stamp 31:52

NOTE!!! Updates for 5.1+

  1. 1:25 - To load same level with the chairs, go to File-Open Level, and choose All/Content/StarterContent/Maps/Minimal_Default.
  2. 28:28 - You'll "rt-click, CINEMATICS, level sequence" instead of "animation, level sequence"

If you want to make a short film in UE5, but not sure where to start... then this tutorial is f...

โ–ถ Play video
vestal aspen
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Yes, good find

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He key framed his animation

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Then play'd it in sequencer

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you can get Stock animation from Mixamo and apply it to your character. Mixamo will help rig your character, then you apply Mixamo animations, then you export that animation into UE5

proper sundial
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but how do you keyframe an animation?

vestal aspen
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He did not keyframe the animation. The animation came from Mixamo

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he applied the animation to the FBX in Mixamo

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Follow the video very carefully

proper sundial
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so can you animate quinn or no?

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im using this standard fall animation if thats helps

vestal aspen
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Yes, Mixamo will have the animation you need. Or you can use UE5 Control Rig to animate your character in sequencer.

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If you are using animation that has differnt bones from your character, then you need to learn how to retarget animation in UE5.

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If you do not want to keyframe your animation, then look up how to rig a character in Mixamo

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If you want to use animation from another skeleton, then you need to learn how to retarget animation

proper sundial
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hmm so i need mixamo animation

vestal aspen
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If you want to key frame yopur own animation then you need to learn UE5 Control Rig

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Mixamo is free

proper sundial
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alright thanks

vestal aspen
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If your learn Mixamo and Control Rig, you will be able to edit the Mixamo animation in UE5.

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The YouTuber also has Control Rig tutorials

viscid willow
# sleek forum oh thats weird hold on

Looks like it's getting stuck on the state. I think instead of CurrentTime try GetRelevantTimeRemaining, it might be that it is looking at the particular sequence, and relevant time remaining is agnostic of that IIRC

proper sundial
red bone
# sleek forum

Oh yeah. For one off animations that you wanna use, I believe it is best to make that animation an AnimMontage. Should work that way.

sleek forum
#

Will look into it

modest solar
#

Hello. Is using curves in an animation for important gameplay data going to give me grief at lower framerates? I'm testing on a slower computer that gets me 25-30fps and i think it's occasionally missing some crucial curve data from animations (such as when an attack animation is in its Active state)

#

Or when a run/walk cycle is within the 5-10 frames that blends well into WalkStop, I was using curves to flip a bool that allows the state machine to begin transition to walkstop etc. but when I'm at low framerate or alt-tabbed (ultra-low framerate) the character never enters walkstop since the curve data is not being updated adequately.

livid canyon
#

i have a casting animation i want to loop, but the first and last frames arent the same, they are very close though, is there a way to make it blend? it is being played from a play montage node

solar juniper
#

Hello.
I am facing one weird issue with one animation, I imported one animation in the project and it's working fine in the editor when played as animation sequence but it's not playing on runtime. I tried to reimport the animation but still the same issue. another thing that is noticed it that when I am reimport the animation I'm getting warnings but that's not that case when I imported the animation for the first time.

Here I'm attaching the warning screenshot.

Anyone know what might be the issue here.

lilac plank
#

I've connected an aimoffset to layeredblendperbone where I've set the "Branch Filter" to only include spine joints. I expect to see the aimoffset only affecting the spine joints, but the result is that it still animates the arms too. What am I missing here?

viscid willow
# lilac plank I've connected an aimoffset to layeredblendperbone where I've set the "Branch Fi...

A layered blend will mask everything after the bone you have assigned. So if you wanna blend from the spine you only need to define one spine bone and define the blend depth which will dictate how many bones the blend will be weighted over before reaching 100%. Instead of assigning all spine joints, you could set one spine joint and then set both arms and use a negative blend depth to remove the arms from the blend. I think negative blend depth works ๐Ÿ˜…

lime ermine
#

please explain the problem here and whats the solution for this

undone turtle
#

Hello ! I can't find how to use a state machine for Widget animations, is it not supported by UE5 ? I need to have some sort of states and transitions.

harsh plover
vestal aspen
#

Anyone find a tutorial for a Control Rig snake animating along a spline? Like drawing a spline along a floor and the snake animates along the spline.

inner ore
#

Hi All! Need some help! I am trying to animate a wheel inside Unreal but its becoming very difficult. I am importing the mesh from 3ds max and the pivot in 3ds max is in the center of the mesh. But when I bring it in Unreal, the pivot is offset. Is there a way around this?

vestal aspen
# inner ore Hi All! Need some help! I am trying to animate a wheel inside Unreal but its bec...

Hello, if the wheel has been rigged and animated in 3DsMax, you can offset the rig orientation so the wheel is upright in UE. In UE, drag the wheel into the level. Put the wheel at 0,0,0. Then create an empty actor at 0,0,0. Select the actor and rotate it so the wheel is upright. Then drag the Actor into Suqencer and apply the FBX animation. Press Play and the wheel should animate in an upright manner.

#

Second option: I believe you can also offset the root bone orientation when importing the FBX into UE.

light crag
#

Evening all! Can anyone recommend a reasonably priced unarmed combat animation pack? Just looking for jabs, crosses, uppercuts and 8 way locomotion. Thanks in advance!

#

Oh i should add ideally rigged to the UE5 Skeleton but that's not a dealbreaker

jagged lake
#

hi, how i can make foot ik also change angle to the surface? so it would be like a green line, not as current red one

tranquil flicker
#

hi, im making a cape for my character

#

but for some reason, the collision on the actor isnt working on the actor

#

can anybody tell me what im doing wrong? maybe im not activating something?

#

the cape is not working with the actor's collision no matter where i adjust it

#

ohh, maybe i should mention, the cape has rig

vestal aspen
#

Anyone know how to set up a pole vector on a FitChain Spline? I would like to use a Pole Vector to pivot the tank tread on the X axis of the Root.

viscid willow
viscid willow
#

have you done any debug to see what the blend space is doing at run time? My suspicion is say your direction value changes from -180 to 180 does the value travel like this:

#

as in the blend space doesnt wrap around

harsh plover
#

How can that be resolved?

#

I'm getting that impression too

viscid willow
#

One approach could be to make Idle its own state and create two blend spaces in a locomotion state one for forward locomotion and one for backward locomotion and then flip between the two blend spaces. There's a good production example here and it's a method I use a lot because when you're animating locomotion the differences between running backwards and forwards don't blend well: https://youtu.be/4rnsph1eg4s

You don't necessarily need to make the blend offset on an angle like in the video, you can do a simple flip along the horizontal axis:

Sr Animator Mike Jungbluth, Technical Animator Evan Cox, and Sr Programmers Rob Rypka and Isaac Vanier do a deep dive into the animation systems of Agents of Mayhem, and everything that goes into animating an Agent!

Join us every Thursday @ 2pm PT/5pm ET/22:00 BST for our weekly stream!
http://twitch.tv/dsvolition

โ–ถ Play video
harsh plover
viscid willow
# jagged lake hi, how i can make foot ik also change angle to the surface? so it would be like...

You can do this by aiming the foot IK target along the normal of the surface. This tutorial from @misty dagger has a good example: https://youtu.be/GTOs4XwzcME

Making Legs IK with Control Rig using Two bones IK and Full Body IK!
Part 1 (basics): https://youtu.be/jfYZymr1svs
Part 3 (4 legs ik) https://youtu.be/mrXs8xLAr3k

โ–ถ Play video
jagged lake
mint lantern
#

Hey, can anyone give me a hand? For the last week I've been desperately trying to rig my character, and I've been completely unable to. I've tried weight painting the UE4 skeleton, I've tried multiple auto riggers, even had a blender professional do it for me. Every time I import the character into UE, I get the "failed to merge" message. Is anyone able to help me at all?

This last one was made using Auto Rig Pro, which everyone has said works really well

I'm in UE4.27

mint lantern
night ruin
#

hi, what is the difference besides position between twist bones and regular bones? like upper arm / upp arm twist?

#

If I was piecing manny back together again what would I use?

strong atlas
fair ermine
#

How difficult would it be to make a very realistic looting animation? I'm building a survival looter fps (similar to Tarkov), so if you have a rifle on a sling, you'd need to put it down first, remove your backpack, open the backpack, hold it and grab the loot item, put it in the backpack.. loot some more... quick draw your pistol or pick up your rifle quickly (and drop the backpack) if there's a threat.. then close the backpack, put it back on when ready, and put the rifle sling around your body again

I haven't seen this done in any game.. the closest is like in Last of Us, but the loot is picked up instantly, and there's no respect for the layers you have on (body armor, rig, backpack, sling). So another example is if you want to replace your body armor which is damaged with someone else's, then you'd need to remove your gun, backpack then rig then armor.. put on the new armor, rig, backpack and sling

crystal imp
#

Anyone know what is replacing this node? Or are they just removing stuff we would normally use from the Control Rig?

#

Maybe it's just me but it seems like we are losing control over simple rotation logic with each update lol

#

Man they have actually deprecated quite a bit, maybe in 5.2 we start seeing some of this come back?

#

Almost everything I used in my last control rig has been deprecated

weary yoke
#

Hello, Is Velocity for animations calculated in another pass than VelocityPass? (I mean VelocityShader.usf)

coarse crater
#

why Control Rig Sample from Epic is broken

#

i cant move head

#

and when I use other mannequins, e.g. when I want to control my hands, the fingers are strangely made, because when I move one finger, e.g. the smallest one, the others move

viscid willow
viscid willow
# night ruin hi, what is the difference besides position between twist bones and regular bone...

Twist bones are added to a skeleton to fix issues with deformation and skin weighting. Because areas like the shoulders and hips have very complex movement a single joint is often not enough to get good deformation for these limbs. What the twist joint does is that it Counter Rotates on the twisting axis of the arm or leg bone to keep the shoulder or hip more stable in volume.

A couple of important notes:

  1. These joints should not be in the heirarchy of the arm or leg, they should be leaf bones that are a child of the upper arm or thigh this is so as to not add extra bones to the joint chain of an arm or leg so that things like IK can still be applied.

  2. These are joints which would never be animated manually, they are procedurally driven by the rotation of their parent bone.

#

There's a funny video on Twist Bones in Control Rig here: https://youtu.be/VU5egEEolsI

The way to set up simple twist bones in UE5 changed compared to UE4 ( referring to my previous video here: https://youtu.be/wD1odz50vQo ) - the Twist Bones node is deprecated, so now you have to do things slightly differently.

Grunt shows you how it is done.

It is actually easier now than before, but as of right now, this is not mentioned i...

โ–ถ Play video
viscid willow
# strong atlas Hello! I'm new but excited to be here! I was wondering if anyone might be able t...

Hello! Not a problem!

So a couple of things; if you want this effect to run all the time on your character, and in your example it seems like that's the case, you can assign the ABP you have made to your Skeletal Mesh as a Post Process Anim Blueprint. This option can be found in the Asset Details of your skeletal mesh, I would recommend watching this livestream (timestamped) to get a run down on the Post Process ABP: https://www.youtube.com/live/Ny3TULUfehk?feature=share&t=1268

The short answer is that once assigned the ABP will run any time the skeletal mesh is visible, even in editor, so it's useful for things like physics which you want to be consistent.

The other thing you will need to add to your New ABP is an Input Pose node before your Spring Controllers, this used to be called a SubGraph Input as you might see in the video but it's the same thing. This input pose node passes the pose from your Main ABP to your Post Process ABP so it can be modified by the nodes in the graph. Without the Input Pose node, you'll see your character in T-Pose.

coarse crater
#

every animation this shoulder looks weird, i use Control Rig Template from Epic

#

is this normal and i'm just picking on it or can i fix it somehow in this template?

coarse crater
#

in Control Rig I don't have this

#

package from Epic Games with this Control Rig, everything is inaccurate

#

or I'm doing something wrong, I don't know anymore

ripe stone
#

here's a simple test anim I got in blender. I imported it in UE using the plugin. I also need a proper physics asset.. for some reason only 3 bones were picked for the physics collision capsule.. how do I fix this?

crystal imp
#

Like seriously we kept having people try to fix the legs on a raccoon because when it would stand we would get bad deformation and no one could fix it....we paid like over 5 people to work on it lol

#

that whole time we may have been able to just add twist bones to fix the issue....

viscid willow
viscid willow
# crystal imp that whole time we may have been able to just add twist bones to fix the issue.....

The other thing to look into when you encounter that problem is Corrective Joints using Pose Drivers, this is more commonly seen in UE5 with the new Manny and Quinn skeletons and particularly on Metahuman characters. These are joints which move based on the rotation of another joint for the purpose of fixing deformation. Same principle as Twist correction but more advanced. https://docs.unrealengine.com/5.1/en-US/pose-driver-in-unreal-engine/

Describes how to use the Pose Driver to drive Pose Asset or Curve values based on a bone's movement.

crystal imp
viscid willow
#

Fun fact - Quinn has Biceps, Manny does not ๐Ÿ’ช

crystal imp
#

Interesting, I never noticed that

viscid willow
ripe stone
strong atlas
viscid willow
viscid willow
#

A little hard to tell with the bone selected but it looks as if you aren't moving the root bone to create root motion. The top most bone needs to be animated to create root motion correctly in engine.

It's hard to determine from your blender scene too because the scene scale seems to be much too small for export.

pallid needle
#

๐Ÿ™‚ ๐Ÿ™‚

pallid needle
viscid willow
viscid willow
# pallid needle So what do I do?

There are resources on how to correctly set up a character in Blender for Unreal I would recommend the videos on the UE to Rigify addon. You don't necessarily need to use the addon, but it has some good examples and explanations about the technicalities of Blender and Rigging and how to make that compatible with Unreal. I can't find a link to the full playlist but they're all on the Unreal Youtube Channel: https://youtu.be/9FjlgyuGhNo

UE to Rigify is a Blender addon that uses constraints defined by visual nodes to drive any rig and its animation with the Rigify modular rigging system. In this video, you will learn how to get up and running with the addon and how you can immediately start using it in your game development workflow!

Here is the link to the full documentation:
...

โ–ถ Play video
#

I see you've already asked in #blueprint. It could be that root motion conflicts and overrides when you try to use the launch node. Do you have a screenshot of your animation playing and skeleton hierarchy, without any bones selected. If set up correctly, your animation should have a red bone in the animation to represent the root motion.

fickle finch
#

Hey! Been wondering if it's possible to change where your weapon is located in your hand while doing a certain animation since have some animations the weapon doesn't align well with, but when i change it to match that animation the other animations get unaligned

mint lantern
#

I DID IT

#

I used Auto Rig Pro, but it auto used the UE5 model, not UE4

viscid willow
lean current
#

Hi, im completly new to UE5 and im strugling to trigger simple animation. I created FP project and I imported robot with animations. What i want to achieve for now is to trigger animations for that robot with key inputs and I watched like 5 tutorials and none of them worked. (note, robot isnt player model)
Could anyone give me some advice or help me please ?

night ruin
#

Heya, probably a really simple answer... I hate the FP default camera location and how the arms and shoulders are positioned... its terrible. How do I permanently change the pose?

echo ibex
#

My root motion changing location correctly but rotation not, I tried same montage with blank ACharacter and it worked. What might cause this kind of issue?

abstract yew
limpid folio
#

When you choose "Root Motion From Everything", the character stays at speed 0, the character does not move. how fix

coarse crater
coarse crater
#

in simple mannequin i have this

#

i use Control Rig Samples Pack

tranquil flicker
#

can anybody please help me

#

the rig for the face works correctly when icontrol the bone transform(picture 1)

#

but when i add the control rig for the selected bone, and hook it up in the rig graph, it seems to control other part of the face, in this case the upper middle lips(picture 2)

#

i use a simple fk chain with item arrays

#

can anybody explain why this happens?

viscid willow
# night ruin

Welcome to "being an animator", we hope you enjoy your stay. Jokes aside the best way is to create a new pose to apply as your animation, this can be done in a DCC package like Maya or Blender. Alternatively you can do a lot with Control Rig right in the engine, and arguably the engine side control rig can be relatively simple if you're only concerned with viewmodel arms instead of a whole character. I'm sure there are also FP animation asset packs around too.

viscid willow
slender stirrup
#

Why don't my morph targets seem to play when the actor is moving? and how can i fix that?

mellow marten
#

Does anyone here have Maya?
I need a simple file conversion to FBX!
Please if you do DM me, it'll be fast and easy I promise ๐Ÿ™‚

viscid willow
viscid willow
viscid willow
#

ah i see it now, I'll grab it sometime tonight and take a looksee on the UE5 characters

viscid willow
#

You need to ensure you have no other nodes above your root in you 3D application.

marble mantle
#

Can I create a skeleton/rig a mesh in engine?

viscid willow
tranquil flicker
#

can you guide me thru it?

#

ohh nvm

#

i got it working

#

i have to add each item manually on the array -,-

#

quite a hassle, but it works

#

also, i have a question about node runlimit

#

is it bad for me to increase it? does it effect performances?

viscid willow
# tranquil flicker i got it working

Fantastic ๐Ÿ‘ yeah not fun to do it manually, but doing it to ensure the connections are correct helps. So I guess you could automate it if the array is consistently correct.

astral narwhal
#

why does retargeting the ABP cause this to happen? in the IK retargeter, the animations turn out fine (see the actual animations here), but the idle pose has legs stretching out to infinity

#

i've got this error for most of the bones, not sure why this is causing an issue even though the preview for the animations is fine

pallid needle
#

Why wont my bone move with my character? I dont understand but then some animations work but I know its not the inamations fault also it tps me back to the starting position when the animation is complete idk can someone help plz I would prefer do vc if possible would be very greatful thank you!! ๐Ÿ™‚

elfin kestrel
#

Hoping this is the right place because it has to do with sockets, sorry if it isn't. Is it possible to open an object connected to a socket to physics? I am using hand tracking and I have an object attached to the players hand that I want to be able to spin when it is hit by the players other hand, but it doesnt seem to do it

#

Well, actually, it is attached to a sphere that is attached to a socket on the hand because if I attach it to the socket it just doesn't appear for some reason

tawdry hemlock
#

hello i have a problem when i walk backwards strafe animation is mirrored

cedar fulcrum
#

Anyone can help me?

valid quest
#

Does anyone have any good animation tutorials for ue4?

#

how the hell are you supposed to make animation without control and ik rigs?

#

it seems like all tutorials do everything to not teach you how to make animation from scratch

sharp salmon
#

i agree

#

i have been looking for how to render a 5 sec video render for a hour

#

just a still camera rendering 5 sec

#

cant do it

valid quest
#

there's so little documentation on it

molten scroll
valid quest
fierce citrus
#

Can I ask a question here about rigging?

#

The circles that are at the start of the the bones in blender seem to be how the bones are in unreal but as you can see it would result in 5 bones stacked on each other.

compact pebble
#

Question gentlemen: i making animations in UE editor, and if my root bone is animated, UE5 doesn't make it as root motion (by enabling root motion in animation viewer) . Issue is capsule doesn't follow animation root :/

viscid willow
# fierce citrus I am trying to understand the difference between blender and unreal when it come...

This is always a tricky one to visualise, what you would want is your finger bones to be independent of the hand and the best way to approach this is to Disconnect the finger bones from the hand. They're still parented to the hand, they're just disconnected so they can freely translate without affecting the joint orientation of the hand or requiring a bunch of connected hand bones.

Blender's visualisation is not very helpful for bones, but the thing that Unreal cares about is the position and orientation of the head of the bone, the Octahedral bit in the middle is only really there to show the joint orientation.

#

The result in unreal would look something like this (excuse my messy mouse drawing):

fierce citrus
#

So disconnecting bones preserves hierarchy but renoves this need for additional "connecting" bones. Thanks, this really made things easier for me!

viscid willow
vestal night
#

any one know why my skeletal alembec's normals keep coming in broken?

worn aurora
#

So i've retargetted my rig and used the quinn blueprint. All animations are working properly and previewed 100% correctly, but when you apply them for the blueprint and the character to use and test the simulation in game, the legs aren't bending and they are just straightened as seen in the 1st pic. both are idle animations, any1 know the fix ?

viscid willow
# worn aurora

That's likely the Leg IK control rig at work during Play. It's probably not proportioned correctly to your character.

worn aurora
#

if the animation plays correctly how come it's not correct for the blueprint ?

#

how can i fix it

echo ibex
#

I am using FABRIK node and I want to use output pin of the fabric in additive animation, how can I achieve this?

viscid willow
worn aurora
#

yes

#

i've fixed it btw

#

but now another issue

#

the legs arent going on the edge

#

it's supposed to do this

viscid willow
#

Oof, was the issue IK or something else?

worn aurora
#

no

#

had to do this in my nodes

#

maybe it was the IK tbh idk

viscid willow
#

That looks like the nodes for the IK Control Rig. So now it looks like you are setting the IK target to the foot position, which might mean that the Feet are never able to adjust if they're being forced to the animated position, rather than being offset by IK.

worn aurora
#

:/

#

no idea how to fix it

viscid willow
#

Is this the control rig which comes with the third person template that you changed?

worn aurora
#

yep

#

the manny one

viscid willow
#

I'm afk at the moment. But I can take a look when I'm back. I remember not being a fan of the default control rig implementation, it doesn't orient the feet accurately.

worn aurora
#

UE4 rig ?

#

i don't like using the mannyquinn either but i dont understand how to transfer all the codes to my own rig so i don't have to worry about retargetting from quinn

viscid willow
worn aurora
raw bay
#

Hey gang, so I'm using UE5.1 and I'm having trouble with the locomotion for my TPC.

I got a basic locomotion set up, and the idle is playing, but none of the walking/running will. I even set up a input to turn it on/off (pressing X once to walk, and press it twice to run) and it still doesn't work. The skeleton and skeleton mesh seem compatible as I assigned the animations to the skeleton I made, and they respond as they should in the editor.

made a new blendspace and still no response.

As far as I know the speed is working, but honestly not sure how to check that.

Is Replace skeleton enough for assigning animations to a skeleton? Some of the animations are from UE4 and don't come with a IK retargeter or anything. Seems when I did the duplicate and retarget once before, then animation came out terrible. (this question may not be related but figure I'd throw it out there).

worn aurora
#

@viscid willow

viscid willow
#

๐Ÿ˜ฎ

worn aurora
#

was able to fix it by importing the default template and retargetting again, but same issue again, legs are straight as sticks

#

supposed to look like this

#

:/

#

dunno how to move up the bones up so the feet isnt sinking in the ground

viscid willow
#

yeah I see, I think the issue is that the Control RIg is using the IK bones to drive the Foot IK, which is fine until you have a differently proportioned skeleton. Can you send a screenshot of the character Idle animation showing the bones?

#

I reckon the issue is that the IK bones are too low, so it's hyper extending the legs trying to reach

worn aurora
#

lmao

viscid willow
#

Yep, this offset is screwing up the legs.

worn aurora
#

where is it supposed to be ?

viscid willow
#

IMO the default set up is a bad approach because it relies on baked animation data to be exactly correct.

To be correct the bones should be aligned at the foot:

worn aurora
#

no idea how to put them up there

#

can i just move it in the skelly mesh or ?

compact pebble
#

question, why then I try to do FKChain it snaps spine_01 bone to root? even my controls are set in correct positions? did i messed up my rig in blender?

worn aurora
#

yeah it's definitely not the bone

#

just something ihave to change in the nodes

#

deformation i can fix it, but then i lose the IK tracing

#

or keep the deformation and keep IK tracing

#

no idea what to change in the nodes to fix that tho..

viscid willow
#

I honestly think the Inu Games setup is a better IK Solution, and it's not difficult to follow

worn aurora
#

it will work for UE5 rig too right

viscid willow
#

Oh wait nah, what I suggested before does work

#

lemme repost

#

It needs to be accurate for every animation. I'm not sure if you can "rebake" the bone to follow where you need it to. What you could try is create a Virtual bone which goes from the FootRoot to each foot bone and use that as the IK target in the control rig. Just make sure you refresh the skeleton to get the Virtual bone in the heirarchy, and assign the Virtual bone to the modify transforms node:

#

does that make sense @worn aurora ?

worn aurora
#

Why would i do that tho

#

The animations and rig itself are correct the nodes and the code is whatโ€™s messing up the characterโ€™s feet and sinking it in im pretty sure

viscid willow
# worn aurora Why would i do that tho

You would do so if you want Foot IK to work correctly and not extend the legs, if you remove the control rig all together that will work too, but foot IK would no longer be functional. The issue is that th IK bones in your character are proportionally in the wrong place for your character, they're proportionate to the mannequin skeleton, and the likely reason is because your character has a thicker foot base.

viscid willow
worn aurora
#

So how do i do this

#

The virtual bones

viscid willow
#

ya

worn aurora
#

Cuz im really new to ue5

viscid willow
#

The images I linked show the steps

worn aurora
#

Oh just 2 bones

viscid willow
#

yep

worn aurora
#

alright gonna try tmrw time to sleep now lol, spent hole day today trying to figure this retargetting stuff

#

Thanks for the help pepeDancer

viscid willow
#

Np, hit me up if you have any questions. It's certainly not an easy subject, and yet most people will tackle it because of course everyone wants their custom character. There's just a lot of gotcha's

worn aurora
#

for sure

lone bay
#

err, you can manually set bone positions at runtime, right? how?

viscid willow
misty dagger
#

How to reduce interpolation/animation framerate in UE?

pallid needle
#

How come my root motion works in the anim but not in the game?

viscid willow
pallid needle
#

Well I do have 1 animation where the root motion dose work in the game?

viscid willow
#

Ninja skeleton is a bone which is going to come in above your root bone in the hierarchy, and Blender will export the SasukeUERigV1 node as a bone in Unreal too

pallid needle
#

So what should I do?

viscid willow
#

Remove the Ninja_Skeleton bone. Oh cool looks like Unreal ignores the SasukeUERigV1 node for you

pallid needle
#

I named it armature so I think thats why that works

#

and the ninja skeleton bone is being used to animate some of my animations

#

Would it be possible to show you in a screen share?

viscid willow
#

Ah yep. If you require that bone, then that should be used for your root motion, for cleanliness I would consider renaming it root, and removing the other root bone in that case.

pallid needle
#

O okay ill try that

#

Could I swap the names of the bones would that work?

viscid willow
#

I mean you could swap the names but whatever you want to do, root motion must be performed on this top bone:

pallid needle
#

okay thank you

viscid willow
#

np

gusty egret
#

Hi, I have 2 different skeletal meshes with anim blueprints in my player character and want to cast to both blueprints but for the second skeletal mesh (not the root one) when I do the "cast to anim blueprint, object anim instance, reference skeletal mesh 2" it always fails?

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Trying to change a variable in the anim blueprint

worn aurora
foggy nexus
viscid willow
worn aurora
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where is the refresh button lol

viscid willow
worn aurora
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okay i put the virtual bones in

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and the same issue again, it fixed the deforming and now IK trace doesn't work again

tranquil flicker
#

hello, can anybody help me with this collision issue? its still not working correctly

viscid willow
worn aurora
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yep

tranquil flicker
viscid willow
worn aurora
#

to the foot_l,r

viscid willow
#

from which bone?

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coz you select a bone to add the virtual bone to, and then pick a target.

worn aurora
#

is it supposed to go from ik_root

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?

viscid willow
#

yes

worn aurora
#

yea still doesnt work..

viscid willow
#

Oh my bad there's one more place to change to virtual bones:

worn aurora
viscid willow
#

I dunno at this point, I got it working with virtual bones here

worn aurora
#

ok i fixed it

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i was doing the root wrong

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tysm

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how can i delete the other virtual bones i made ? if i delete it messes up the legs

gusty egret
#

How could I cast to the player character from an animation blueprint?

viscid willow
# worn aurora ok i fixed it

phew, glad it's working

you should just be able to delete any Virtual bones no problem, so long as they dont influence anything else

gusty egret
#

cast is failing when it try that for some reason

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this isn't the root skeletal mesh, this is a second one I've added to the player character btw

tranquil flicker
viscid willow
# gusty egret

๐Ÿ˜ฌ I would suggest not casting on update

So Player_KartTaxi_1 is your character, what class does it inherit from?

worn aurora
#

if i delete the VB bones this happens

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ok nvm it's just the preview glitching, compiling fixes it.

gusty egret
#

if that's what you're asking

viscid willow
gusty egret
#

gotcha thank you!

#

I assume its because its not the main skeletal mesh of the character blueprint

viscid willow
# tranquil flicker hello, can anybody help me with this collision issue? its still not working corr...

sorry that seems really annoying, i found someone mention they used tapered capsules, and it worked, rather than default capsule primitives: https://gamedev.stackexchange.com/questions/178666/clothing-and-physics-asset-collisions-not-working

viscid willow
tranquil flicker
#

thanks for replying ๐Ÿ˜„

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sorry if this is the wrong section to post this

brazen wharf
#

is there any nicer solution to check if a quaternion is close to zero?

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i really feel like control rig is missing a bunch of useful nodes (also comparing two quaternions with tolerance would be neat)

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which comes down to the same math..

sand oar
#

How do I get the Ik trace and use it for footsteps?

young olive
#

Ok, does a Pose Asset actually contain a Mesh correction? Like, when arms are straight up, the shoulders deform. So, if i make a pose asset and of course call it correctly in the animBP, does the pose asset i made actually utilize corrections? (I made the pose in blender, and sculpted corrections) but i am unsure if this is valid, or if CGPT is hallucinating again

sleek tangle
#

is there any way to find which animations have anim curves? or you're supposed to just remember by memory?

dull sapphire
#

Hi Can anyone guide me here,
Is it possible to import object with a fk rig that has animation into unreal engine 5.1?
I am trying to import that rig with mesh from maya into ue5.1 ,I cant figure out this one.

cursive coyote
#

Sorry if this is the wrong place to ask or stupid question, but anyone know why my item sockets to completely different place then in the socket editor and runtime?

vapid quartz
#

check the details panel of the mesh component to see if it's at 0,0,0

cursive coyote
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Its 0,0,0

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This is how i have it spawning in runtime. Very new to this, trying to get the concepts down

brazen wharf
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and does it have the same curve name as the pose in the pose asset?

vapid quartz
young olive
brazen wharf
#

i haven't done it, but i guess it works that way

vapid quartz
#

to me it looks like it's looking for a socket named Sword on your mesh but can't find it so it's spawning on the root

cursive coyote
young olive
cursive coyote
#

yes, i barely use discord sorry it looked like i clicked the right one lol

young olive
#

no worries

cursive coyote
vapid quartz
#

no problem

small spoke
#

Ultra newbie question here. How can i create a simple animation to just move a component? Its a button, i'd like it to go up and down within its baseplate when pressed/released. Small single axis movement shouldn't be hard?

small spoke
#

this is an hour long video about blueprints ๐Ÿ‘€

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the table of contents on the right doesnt contain "animation"

young olive
#

The information is there. your choice to spend time learning or not.

small spoke
#

perhaps someone could just point me at the right place to get started on this specific task, or give a one sentance overview of how to do it, and i'll figure out the rest by googling

misty dagger
#

Can anyone help me? Iโ€™m following the alsv4 tutorial by legend on YouTube but the hand ik isnโ€™t working. The line trace hits the wall but the animation doesnโ€™t play, does anyone know what could be wrong, thanks

young olive
worn aurora
#

@viscid willow hey. so i can only have 1 character per blueprint ? because if i add another skeleton to that same blueprint they will have the same deforming issue. and vbones seem to not help anymore for them.. so the only fix would be having a seperate blueprint for one rig or i can fix it somehow ?

zinc bridge
#

Hi guys, i need to make an animation longer , how can i "slow down" it? or i should add frames?

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It's my first time doing this

#

I'm in the animation editor of UE

pastel roost
#

not sure if i should ask this here or in the niagara thread. I have a custom notify that i dont want to play on the dedicated server. But it still seems to play even when I uncheck the "Trigger on Dedicated Server" box. What gives?

pastel roost
zinc bridge
#

Oh wait, actually my problem is that my jump animation is played when my character jump and ok, but when the animation end the character get stuck in run animation while falling xD

#

its like freezed when falling when the animation end

umbral citrus
#

Hi people, im trying to work out how to have multiple walking animations. I currently have a walking and running in a blend space and they work fine. I have added a pick up feature for the player to hold a torch. i have a separate walking animation i am wanting to use that it looks perfect for holding the torch. im not sure on how to setup multiple walking animations if anyone knows a youtube video or has done this i would appreciate a screen shot or any help. Thanks ๐Ÿ‘

vernal gull
#

lol ever have a youtube on 1.5x speed and forgot you had it set? i thought i was having a stroke

vernal gull
steep coyote
#

I can't, for the life of me, get root motion working on my character's animations. Meanwhile, another character in my game has root motion applied perfectly.

I've tried two different animations from two different artists, both applied root motion, and I can see that there is root motion in the animation.

The animation blueprint is set to root motion from montages.
Enable Root Motion: checked
Root Motion Root Lock: Ref Pose
Force Root Lock: checked, unchecked, no observable difference
Use Normalized Root Motion: Checked

It's a custom character, custom animation (not retargeted or anything). The root motion is being derived from an animation montage. Before the animation montage, the character is put into "flying mode" via the character movement component.

I cannot figure this out and I've been trying to solve it for weeks. Any ideas?

brazen wharf
#

then you blend that over the actual running animation, and in theory most of your "normal" animations would also work while holding the torch

compact shell
#

Does anyone know of a resource for how to implement parkour locomotion anim blueprint?

subtle thicket
#

anyone here familiar with this method of getting the mannequin into Blender? I tried it but get issues on export, IK bones that should not be moving like the feet move along the z axis and I cant figure out why.
https://youtu.be/AhpOrqyGf0o

Create Manny, Quinn and other mannequin rigs in Blender with Rigify and Uefy 2 for Unreal Engine 5. Use metarig presets to instantly create compatible rigs for all mannequins in UE5.

blog: https://www.rakiz.com/uefy

Next Video: How to Import Mannequin to UE5
https://youtu.be/GdObGfhRPGA

Chapters:
00:00 UE5 Mannequins
01:35 Manny89 Export
02:1...

โ–ถ Play video
#

Alternatively, does anyone have a UE5 mannequin rig that works in Blender, similar to Mr Mannequin's? Jim Kroovy seems to have disappeared, the github for that hasnt been updated in over a year and its not compatible w/ current Blender versions
Still have his old UE4 mannequin rig for current work, but retargeting isn't something I'd like to keep doing given how clients are increasingly asking me for Metahuman-compatible skeletons.....

amber plover
amber plover
small spoke
#

how can i make a very simple component animation? I want to smoothly move a static mesh component up and down within an actor, and save it as an animation i can reuse at will later

small spoke
#

its a button, i want to animate the button being pushed. its made of two static meshes

violet gull
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Hi, I have a question or two, maybe someone can help me out?

I've created two separate animation sequences on a metahuman model and so far I've been able to blend the two in animation blueprint using layered blend per bone. Other than using the record button within animation blueprint, is it possible to create a joined animation sequence? Previously I have created those two sequences in level sequence while utilizing metahuman body control rig. Is it possible to blend those two animations within sequencer?

I've tried overlapping but that's not really what I'm looking for. One of the animation sequences is about head rotation, and the other one is about body rotation, so in layered blend per bone node I selected everything bellow head to be animated with the second animation.

Everything looks good in animation blueprint but, as I said, other than using record button to capture the animation and export it as animation sequence, I don't see any other way to do so, possibly more properly.

Thank you for your time!

dull panther
#

It's been a long time since I've done any animation stuff (been working in other areas of the engine, and on non-Unreal projects) but now need to get back into it. Could anyone recommend a tutorial series (free or moderately priced) which will take me through the basics such as Blend Spaces, Animation Blueprints as a reminder for myself and move up to things such as Control Rig, Sequencer, and maybe even Procedural Animation which I've not done before?

I know I could Google this but honestly would prefer to have some recommendations from folks who know the field as to what they'd personally vouch for, tends to mean that quality wins out more over marketing and SEO.

(I doubt it matters but my 3d pipeline is an unholy combination of things such as Houdini, ZBrush, and Cascadeur. I do keep meaning to add Blender to my skills and for this I'd rather focus on Unreal itself rather than a hybrid course but if there's a very strong one I'd be tempted).

night ruin
#

anyone have an idea?

steep coyote
steep coyote
dull panther
steep coyote
compact shell
ripe grotto
#

hi guys

#

someone know how i get the exit time of a animation on unreal?

hard cedar
#

Hello everybody,
I have a weird problem with importing a model in UE5. I modeld and rigged this model in Maya 2024. When I made a short test animation and importeded it to UE5, I saw that only the lowest part of both feet (L,R) are not imported. Even when I select the whole model and bake the animation in Maya. The lowest parts are still missing. The are attached to a bone in the feet so they are a part of the bone hierarchie and when I combine the Top part of the feet, the springs and the lower part of the feet, the whole feet is missing in UE5. Does this problem sound familiar?

#

How it looks in Maya

#

How it looks in UE5

small spoke
hard cedar
#

Keep the skeleton setting in the import settings empty. When you import it, UE creates a skeletal mesh for the model

latent condor
#

I just updated to 5.2 and when I import animations now it sets the target frame rate to 60000fps. Prior to 5.2 I didn't have a problem importing 30fps. Has anyone seen this yet?

I'm importing from Blender 3.2. Haven't made any changes to blender files after updating UE

small spoke
#

thank you! boter

hard cedar
#

Glad it worked

sleek tangle
final radish
#

Does anyone know how to solve object attachment problems with retargeted animations?
I followed this tutorial to apply ALS v4 to a MetaHuman:
https://dev.epicgames.com/community/learning/tutorials/zoYm/unreal-engine-advanced-locomotion-community-to-metahuman
So I have a character derived from ALS_BaseCharacter_BP whose component hierarchy looks like picture 1 and whose ConstructionScript looks like picture 2. The ABP for Mesh (the default ALS mesh, which is hidden in game) is ALS_AnimBP_C while the ABP for Body (the MetaHuman mesh hierarchy, which is visible in game) is one whose EventGraph is on picture 3 and whose AnimGraph is on picture 4. The problem I have is that when picture 5 is applied, the object is in the invisible ALS mesh's hand, not in the MetaHuman's hand. I tried attaching it to the MH Body instead in the appropriate socket but it seems to be attached before the animation retargeting is run, or something of the sort โ€” in any case it isn't strapped to the hand but moves about around it in a strange way.

willow fern
somber light
#

my character is floating a tiny bit because of the basic IK feet from ue5. I tried putting a manual offset but it's also kinda rotating the foot in a way that the toes are below the feet like in the 2nd pic and that means the offset basically puts them below the floor

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in the ik retargeter it looks good tho and in the animation sequence too

small spoke
#

When i first imported an fbx it gave me a popup with various options, notably one to include animations
But now that i'm reimporting the same fbx (after some tweaks in blender) it no longer gives me the popup, just magically reimports and overwrites files instantly. This seems really cool and convenient

but its not importing the animations anymore, and i cant seem to get that popup to tick the anim box.
how get popup again?

misty dagger
#

first ever sprite anims from our art department at ELSQUAD.INC. 1-5 stars?

somber light
misty dagger
#

walking, the one on the right is a practice/first animation of our sprite makers

somber light
misty dagger
#

i agree๐Ÿ˜… , but i have faith that they will be a great animator with some more practice

hard cedar
#

Has anyone else have this weird animation problem when exporting a animated model from Maya to UE5? In Maya the animation looks fine, but when i import it to UE5, all the objects move offcenter. I'm having this problem for 4 weeks now, and I still don't know how to fix it. It's really giving me headaches because I literary cant finish my projects, and I need them for my portfolio for my internship wich I need in 2 months.

#

I also tried it on my laptop (exporteng from Maya to Ue5) but i get the exact same result.

slim topaz
past frost
amber sequoia
# hard cedar Has anyone else have this weird animation problem when exporting a animated mode...

Were you able to solve the problem with not being able to import the lower part of the feet? Seems the feet are here now at least, what did you do?
I was about to say, I had similar problems with disappearing parts when importing to Unreal, but I use Blender and the send to Unreal plugin. I realized that if the thing is meant to behave as one mesh, it should be one mesh and not just parented components, that was what solved my problem.
What's your process for bringing this piece into Unreal? Do the animations work fine when testing in another software?

boreal cave
vernal gull
#

if i want to set an animation of a metahuman walking/running and want a rather abrupt stop, does it actually stop as is, or is there animation of the momentum across the joints (more realistic). if not, how would you go about this?

#

i would expect a heaving forward a bit at the waist with feet planted

#

i haven't messed much with tne prefab animations and wasn't sure how realistic they were lol

devout umbra
#

Hello there, I'm going to create my 3D first character and I'm wondering which squeletton should I use.
In a first time I would like to use Unreal Lyra controller with its animation until I get enough time to make my own animations.
For a Lyra controller/ animation retargeting, should I go for an epic skeleton and then remake a new rig when I will make my own animation?
Or I can go to my personal custom RIG right away and be able to make an easy retarget with Unreal Lyra character

craggy frost
#

Has anyone had the issue with animation montage chaning the animation state the animBP is in?
it does not happen if i spam it fast, but if i wait a bit betwen shoots it breaks.

small spoke
#

When i first imported an fbx it gave me a popup with various options, notably one to include animations
But now that i'm reimporting the same fbx (after some tweaks in blender) it no longer gives me the popup, just magically reimports and overwrites files instantly. This seems really cool and convenient

but its not importing the animations anymore, and i cant seem to get that popup to tick the anim box.
how get popup again?

lime ermine
#

anyone have idea why my metahuman is looking like this in animation iam useing actor core animation it would be really help full

amber sequoia
hard cedar
#

@amber sequoia Im still not realy sure why it happend. But I think it was because I had a rigged moddel where objects are parented and skinned (Weightpainted) to the bones. So I skinned the objects to the rig instead of parenting. That fixed it

verbal stream
#

Im trying to get this attached to a rig or a character so I can animate it

Would control rig be best and how the hell do I do that? peepoCryAlot

small spoke
# amber sequoia Are you using the send to unreal addon? Under the advanced dialogue options, und...

i am not yet using that, ive tried poking at it this morning and cant get it working for now ๐Ÿ˜ฆ
in any case theres a bigger problem, blender doesnt seem to be exporting animations at all. Ive started from scratch and remade the scene in case i messed something up. Made an armature, parented mesh to it, went into the action editor, created a new action called Depress, and set two keyframes

https://i.imgur.com/gjHmYpV.png

When i export it and bring it into unreal, no animations come with it, the checkbox to import animations isnt even in the dialog anymore. This did not happen the first time

i'm not sure what i did different, my first time i screwed up a lot of stuff, messed with pose libraries, bone groups, and the timeline. now its just rigged via a single vertex group

Clearly one of the things I did before was important for unreal to understand animations, but i'm not sure which

Export dialog
https://i.imgur.com/9QGFpIk.png

So i have an animation working fine within blender, but it doesnt seem to make it to unreal. any idea what could be wrong? Is an "action" actually what unreal treats as an animation asset? or is it something else?

fierce citrus
#

Hello guys so I am trying this tutorial to create a moving character but after having created my animation bp I get this instead of what the tutorial is showing, I also try and find and add the node the tutoial shows but simply can't find it. Does anyone know what my rookie mistake is?

#

(ofcourse now when I click the animgraph in the tab on the left it does work, fixed it!)

amber sequoia
# small spoke i am not yet using that, ive tried poking at it this morning and cant get it wor...

Hmm.... it's been working fine for me, but it did get me a while to get a hang of it. This is what I do:

  1. First I place the rig and the mesh (which is parented and weight painted to the rig) in the export folder, I click on send to unreal advanced dialog, I set the path to whatever folders I want this in, I UNCHECK import animations, make sure nothing is there in the path for skeleton asset (since this is the first import pass that will send the asset) [see pics]. I send this to unreal, where I can see my skeleton, skeletal mesh and physics asset.

  2. Back in blender I move the mesh (only the mesh) outside the export folder (it's still parented to the rig), the only thing in the export folder is the rig. I I copy the reference to the skeleton from unreal and paste the path in the skeleton asset field. Now I CHECK import animations. Fiddle around with options to pick whether you want to send all animations or just selected ones on the NLA, then hit send.

small spoke
amber sequoia
small spoke
amber sequoia
small spoke
sleek tangle
#

Using Material Anim curves resets the value to 0 after its animation sequence has ended, anyone knows if that is by design? UE 5.1

amber sequoia
small spoke
#
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Misc\PackageName.cpp] [Line: 799] LongPackageNameToFilename failed to convert '/Content/Blueprints/Objects/Trigger/Cube_001'. Path does not map to any roots.
small spoke
#

does an armature need more than one bone?

small spoke
ruby ridge
#

Has anyone ever run into a problem where the morph target value is locked ?

#

nevermind. I was using the preview from the skeletal mesh instead of from the skeleton file.

small spoke
#

I have a small request, for anyone using blender.
Could you possibly send me a .blend file of yours that works for unreal? I will only use it for learning, i just want to compare with my own setup and see what i might be doing wrong. Doesnt really matter what it is, as long as its got a rigged mesh, an armature, an animation or two, and it imports into unreal

mellow marten
#

Does anyone here have Maya?
I need a simple file conversion to FBX!
Please if you do DM me, it'll be fast and easy I promise ๐Ÿ™‚

subtle thicket
#

Anyone with Blender and Rigify experience here? Google's being all but useless so this is my last resort
Apparently the rigify skeletons lose their IK on export, has zero movement in Blender but when I import it into UE5 this happens. No idea what's causing it and I've been troubleshooting for hours SCohno
https://medal.tv/games/unreal-engine/clips/17QfTx0sbG-dz4/wM9ThAq9reoR

Watch Untitled and millions of other Unreal Engine videos on Medal, the largest Game Clip Platform.

โ–ถ Play video
rigid gate
#

how can i fix this crash guys?

clear dune
#

I have two questions about UE4 retargeting from Paragon characters.

1: Supposedly the Orion rig prevents deformations when retargeting from Paragon characters to Mannequin. However, I have had no such luck. Is this true, or not?

2: I can't be the only one who's retargeting from Paragon characters to Mannequin. Is there a place online where people have the retargeted animations already ready to go for the Mannequin?

Also, I feel like I might be asking the wrong questions. Do people normally experience deformations of Paragon animations when retargeting? It takes me hours to fix up the fingers and such and in the end some things still donโ€™t retarget right, like thigh position. Is there something Iโ€™m missing?

viscid willow
subtle thicket
compact shell
#

got them to come alive

jolly shell
#

Trying to go for the RetargetPoseFromMesh to use Dynamic IK Retargeting, I plan to have one base Skeletal Mesh and different Retarget meshes that can be selected by the player. I ask myself, which Mesh is the best choice for the Base one: the UE4 Mannequin (has most of the animations readily available) or better go for the Manny or Quinn? The retargeters for UE4 to Manny and vice versa are contained in the 3rd person template, so that should?? actually not be a big deal to go for Manny or Quinn, apart from adding more retarget chains in the process, potentially adding up small errors. I did some tests with AccuRig, this looks like a really cool tool, so another option could be to use some AccuRig character as a base one. This could even allow for using the same skeleton (or using Compatible Skeletons) and only do a RetargetPoseFromMesh for others like metahumans. Maybe that isis the best option to go for if most of the selectable characters are made using AccuRig. Are there any recommendations and best practices? Or is my plan not a good one at all?

compact shell
jolly shell
compact shell
wide idol
#

I created a control rig in order to animate my character but I'd like to know if it's possible to start the sequence with a pose from another animation that wasn't made with a control rig instead of using the A-Pose as base.

tranquil lark
#

Go to the animation and bake it to the control rig

wide idol
#

May I ask you how do I do that? I can't find how.

tranquil lark
#

Go to animation asset

#

Go to top of screen

#

There is some button about baking or something like that.

#

Click on that and then bake to control rig

wide idol
#

Can't see anything.

tranquil lark
wide idol
#

Thank you!

honest goblet
#

@tranquil lark or anyone else, do you happen to know if its possible to animate sockets using control rig? I have a simple character wielding a sword via a socket attachment but not sure where/how to learn about animating for weapon use

tranquil lark
#

Sockets are attached to skeletons, you animate the skeleton and the socket follows

#

You can animate via Blender, Maya, Control Rig, etc..

warm creek
#

when you add an anim blueprint do you guys know if there's a way to check how far into the animation we are?
Like return a % or at least a float value of the place in the time line we are on?

viscid willow
crystal imp
#

When you have told them dozens of time that scale matters and they continuously blow you off until it's so obvious they can't possibly ignore the fact anymore......

#

When they keep asking you why the animations look so off on their characters and you tell them and they ignore it like you don't know what your talking about until it becomes a serious issue they can't ignore....

viscid willow
#

We had that issue a lot but our issue was ... "we're just gonna scale the character in game"

subtle thicket
warm creek
viscid willow
coral tusk
#

I've been poking around different tutorials and one that I fall back to often is the following linked video. At the time linked, you should see transform bone nodes being inserted into the main states... thing... Would this be something a blend space could do or is there possibly a cleaner way rather than just yeeting these nodes in middle of this animgraph?
https://youtu.be/ZP05zJ0WsgY?t=559

In this tutorial, I will take you through how to make a first person camera using IK and mouse input.

0:00 Intro
1:26 Setup
5:42 Leaning Forward IK
11:40 Leaning Forward Blueprint Communication
13:58 Leaning Sideways Setup
16:07 Leaning Sideways IK

Please consider supporting this channel through Patreon: https://www.patreon.com/SpyderWebStudios

โ–ถ Play video
viscid willow
#

This fbx doesnt contain a skinned mesh, it can't be imported

subtle thicket
#

whoops sorry wrong files

viscid willow
# subtle thicket *this* is the right one

I'm gonna do a test of my own but one thing I notice is your scene scale appears to be incorrect in Blender and your root bone is scaled down to 0.01 to compensate

This could be causing errors in bone rotation calculation ๐Ÿคท

subtle thicket
#

I honestly don't understand that, I've always had Blender's scale at Metric 1. Only causes issues if I set it to .01, like the skeleton importing, but its miniscule

viscid willow
viscid willow
misty dagger
#

I know this is a total noob question but I downloaded this model file and when I import the materials donot have texture applied to them. What can I do?

tender flicker
#

instead of doing this, is there a way to cache an input param?

unborn loom
crystal imp
# viscid willow https://tenor.com/view/beomgyu-txt-soobsos-dead-empty-gif-21953084

Yeah, you can do that but it's really not a good idea in my opinion. Especially not regular geometry. I don't believe deforming geo is effected the same way, but regular geo like couches and walls and cars generate Distance Fields based on geometry of the structure and if it's small then Unreal will create a simplified version of it likely with holes in it where there shouldn't be....and if you scale this up it doesn't fix the issue....the issues with the Distance field just scales up with it. So importing things tiny and scaling them up is normally a bad idea. I'm sure other things besides Distance Fields are effected by the actual scale of things as well.

#

It's a performance side effect though, Unreal assumes you are importing them at the actual scale you want them....and so for performance the Distance Field of small objects like toy cars and such, will have more simplistic Distance Fields since Unreal assumes you normally don't get close to those objects for you to actually need the extra complexity in the Distance Field

#

Lumen actually uses these Distance Fields....which is why importing tiny objects and scaling them up, will often lead to Lighting artifacts.

#

I'm pretty sure Distance Fields aren't generated for Deformable objects like characters though

misty dagger
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Anyone know what needs to be done for motion warping to work correctly in UE5, I have an animation made in blender that had some movment on root and root motion enabled on the animation asset with a montage created but following everything online I can't get Motion warping to work and starting to think it's my animation

worn aurora
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how can i fix the animation bones (yellow) to be in place as the (blue) one ?

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it's a retargetted animation from my character which is a smaller skeleton to this one

crystal imp
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it might help

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it can cause issues though with the fingers

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in some cases...idk if they fixed that

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I think they did

worn aurora
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no bueno with globally scaled or absolute

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retargetting is a mess

crystal imp
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this enables it

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if you have Full Body IK Setup for it then it will place your hands in the same location

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Retargeting won't change the anatomy of your character

worn aurora
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it places the hands and legs, but what about the neck

crystal imp
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I wouldn't recommend trying to setup IK on the Spine and Neck

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It always causes funny issues

worn aurora
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so it should be off ?

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it's still incorrect.. the hands are straight and foot is floating not fully stepping and touching the ground

crystal imp
# worn aurora

That's because you have Global Scaling enabled, you normally don't want to use that especially on the neck. It's pretty helpful for Root Bone and Pelvis though

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If I have a Giant Character and I want to translate that to a Rat and it's root motion....I will obviously get foot sliding if the root moves 5 miles with each footstep

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so I would use Global Scaling and it would help make that root motion more appropriate given the rats scale

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Turning FK off turns off Animation Translation

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in other words your neck won't move at all in the final animation

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FK works off Rotation translation....IK works off Location and uses a Solver to rotate the bones so that the end reaches it's target

worn aurora
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so i have to set globally scaled for some bones ?

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because setting globally scalled for the root does nothing..

crystal imp
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If someone has a 5 foot arm and can touch the opposite arm, IK will try to make the arm of a normal person reach that target....obviously though the person won't have a 5 foot arm....so just using IK won't solve all problems.....if the difference in length is significant the arms will lock on your character and will never reach the target

crystal imp
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I mean...

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If the animation isn't a root motion animation it will do nothing

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Root motion is something used to move the capsule the player controls in the game

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if you play a root motion animation the user loses all control because the animation takes over

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There are ways to allow both

worn aurora
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im sure my animation doesnt have root motion

crystal imp
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then it's not important

worn aurora
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its a simple walk animation

crystal imp
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I'm not sure what your trying to do

worn aurora
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im trying to retarget a walk animation from my own character to ue5 quinn skeleton

crystal imp
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and what's the problem?

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Did you setup the bone chains with the same naming conventions?

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You may need to set Pelvis to Globally Scaled, sometimes you have to play with the settings and experiment to see what works

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You should probably enable blend to source for the feet and setup goals for them if there aren't any. This will make the feet follow each other. I would leave it off for the hands....I don't see why you would need everything to be in the same exact location....outside of preventing foot sliding, the default settings should work fine

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@worn aurora

worn aurora
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yeah i've tried everything. everythings named the same

crystal imp
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You still haven't explained what it's not doing that you expect it to do

worn aurora
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i need the animation to play the same as the other character

crystal imp
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It would be like telling someone you have a problem but refusing to tell them what the problem is while at the same time expecting them to help you with it.

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What do you mean though?

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What is it doing that isn't right?

worn aurora
crystal imp
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So what's the problem? I haven't seen the original animation so I have no reference, for all I know that's how it's supposed to look

worn aurora
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one sec

crystal imp
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it could be someone running on all fours for all I know

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lol

worn aurora
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@crystal imp

crystal imp
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One is a Skeleton with no Metacarpal bones and no twist bones....so you have to go through and set those to None

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The names on the Left should match the names on the Right

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if they don't they are wrong

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if they are wrong they will cause problems

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Also your Assigning your Neck to the Head

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normally the Head is a Chain of bones from the Neck to the Head

worn aurora
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i deleted the twists

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they dont do anything

crystal imp
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Neck_01, Neck_02, Head

worn aurora
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only messed up the animations

crystal imp
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I can't stress this enough

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A is not equal to B

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If I guide the thigh bone using animation data from the arm bone....it's going to look funny

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If I guide the UE5 Metacarpal bones using the First Finger Bones I end up with twisted fingers

worn aurora
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lol the tutorials on YT suck

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and so misleading

crystal imp
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The ones on the right are telling the ones on the Left how to Rotate

crystal imp
worn aurora
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better now

crystal imp
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I always try to find multiple videos on the same subject

worn aurora
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i did so too

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i watched 20+ videos

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lol

crystal imp
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You left the MetaCarpal bones

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you can't do that

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Literally everybody ever does this

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I wish Unreal would fix that so people would stop overlooking it

worn aurora
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yea i didnt chain the metacarpals

crystal imp
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Set those to None

worn aurora
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because they weren't rigged

crystal imp
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The Metacarpal bones are for the UE5 manny

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your telling the UE5 Manny right now to treat both the LeftIndexMetacarpal bone and the LeftIndex as the Left Index

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the Metacarpal bones are inside the hand....they aren't actually finger bones

worn aurora
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only left part is the legs now

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how can i fix that ?

crystal imp
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You need to setup a Chain from the First Neck bone to the head on your characters IK Rig

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call it Head

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inside the Retargeter you can set Head to Head

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don't use Global Scaling for the head

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it will stretch the neck

worn aurora
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it just did that

crystal imp
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You good now?

worn aurora
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well the head is

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tilted

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it's looking down

crystal imp
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Try setting it to Reversed Interpolation

worn aurora
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one to one reversed ?

crystal imp
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I think so

worn aurora
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not good

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should be looking straight

crystal imp
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Try setting it back and mess with the Pole Vector

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I'm not sure why it would be doing that

worn aurora
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what about the foot ?

crystal imp
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I've never had it do that

worn aurora
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its supposed to step fully down

crystal imp
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Enable Blend to Source

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You can use the IK goals on the other feet as targets

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and use the IK settings to make it follow the others feet exactly

worn aurora
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blend to source is already 1.0

crystal imp
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Well I can't see your settings so I don't know what you have set

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It's why I told you to try setting the Pelvis to Globally Scaled

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if the pelvis height prevents the feet from touching the ground then your feet won't touch the ground

worn aurora
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pelvis is root ?

crystal imp
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also the Pelvis is set as the Root for both, in some cases this can actually cause issues, sometimes it's better to have the Root as the Root

worn aurora
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or i need to make a chain just for pelvis

crystal imp
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I would suggest looking through more videos on the IK Retargeter

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to become more familiar with it, I would be here all day walking you through this otherwise

worn aurora
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i mean all of them are terrible

crystal imp
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The new Retargeting system is more flexible but it has a learning curve

worn aurora
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i've set root as retarget root

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char disappeared

crystal imp
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It's all about setting Bone Chains, Goals, and Settings

crystal imp
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I would suggest doing so for the root as well

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set the root to absolute

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the pelvis to Globally Scaled

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I've had to experiment myself, depending on the issue, the setup will be different

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Also they both have to have their Roots match

worn aurora
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the mannequin doesn't have pelvis chain tho

crystal imp
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If the root of one is set to the Pelvis and the root of the other to the Root bone....then it will treat the Pelvis as the root bone and it will be on the floor where the others Root bone is

crystal imp
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right click it and create a chain

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I'm assuming you know how to do that

worn aurora
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yes lol

crystal imp
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If you don't then I would suggest the Unreal Documentation

worn aurora
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now it's spazzing out

crystal imp
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what did you set the Pelvis too?

worn aurora
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as pelvis

crystal imp
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that's not what I meant

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I meant the settings for it

worn aurora
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it's on none

crystal imp
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btw all of your chains reset because you used the Auto button

worn aurora
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yea i saw that

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i fixed it

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globally scalled sinks the whole character into the ground

crystal imp
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what's on None?

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have you tried Absolute?

worn aurora
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yea absolute looks a bit better

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but the foot is moving so weird

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and like spazzing out or somethig

crystal imp
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Your overthinking it....the feet don't actually need to touch the ground for them to be on the ground

worn aurora
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once he steps on the ground his foot is stuttering

crystal imp
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if your just trying to lower the feet, set it back like it was....go to the foot IK and add a Negative Z Offset

worn aurora
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while the other one is smoothly moving

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no look at the animation of it

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it's not smooth

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it's jittering

crystal imp
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If your characters feet don't touch the ground you shouldn't expect the Mannequins too

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that is only a test area....in-game when your using Foot IK in your Anim BP it will correct foot height offsets

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That's about all I have for you. Don't over-analyze it. Things aren't always what they seem.....just because the feet don't literally touch the floor in the Preview doesn't mean they won't in the level

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I think the feet are meant to float just off the ground in that preview

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I don't believe that represents the true height of them....what dictates that will be their offset from the Root

worn aurora
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it's not that its not touching the ground i know that

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look at the knees

crystal imp
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If they meet the level of the root then they are on the ground

worn aurora
crystal imp
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the root is the ground, not the grey plane

worn aurora
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it looks like it's skipping frames

crystal imp
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because the pelvis is too high and there is no slack in the legs

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the knees are locking

worn aurora
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slack ?

crystal imp
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that's what your seeing

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Slack meaning I can't reach something on the roof without grabbing a ladder

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IK doesn't stretch

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It will make the limb reach as far as it can without stretching and it will just stay there even if you continue moving the goal further and further away

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You could move the goal to the opposite side of the galaxy but it still won't close that 2 inch gap

worn aurora
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then how do i fix that slack

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lower the Z offset or

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it wont work as you said

crystal imp
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You have to bring the pelvis closer

worn aurora
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in UE ?

crystal imp
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you have to lower the pelvis

worn aurora
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to what skeleton

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the source or target