#animation

1 messages ยท Page 28 of 1

winged rover
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can we have 2 sockets on the weapon, and attach them both on the character?

jolly hatch
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I pretty much have the Lyra Animation system working outside of Lyra ๐Ÿ™‚ But the crouch Only Briefly crouches and returns to standing . This is my setup , Anyone know why this is happeing.
Image

hushed agate
hushed agate
jolly hatch
hushed agate
jolly hatch
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humm well spotted

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I fixed that Up but Its still the same, . I searched all through the lyra ANIMBP but can't find anything that is actually setting the crouch as its all lined layers

winged rover
jolly hatch
ashen junco
winged rover
pure horizon
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blobbo_cheer Glad that helped!

jolly hatch
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This Is the issue . He wont stay crouched .

hushed agate
jolly hatch
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That the issue. Its the Animbp from lyra., Its very hard to get your head around.

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i HAVE NOT EVEN seen the crouch state anywhere

hushed agate
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i've not been in the newer systems of animbp's yet so maybe i'll just shut up .... i'm coming back from dev from a 2 year break.

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sorry if i mixed thigns up for you

jolly hatch
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Yeah Its VERY different and also intimidating from my normal animBP stuff, all thread safe linked layers and stride warping, distance matching , GAS TAGS, the whole 9 yards.

pure horizon
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I just want to set keys and make pretty things.

jolly hatch
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Im 100% self taugh from ZERO game dev and programming experience , You can learn anything If you really want to.

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Case and point I just solved it.

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Was the get crouch from movement component that was undoing my set crouch

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Weird as I looked for this setting from the movement component as I wanted to set it, but there is no option to do that, Anyone know how its set so I can keep original method.

obtuse mason
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guys is there a way to increase animation montage timeline?

worthy latch
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anyone has an idea about why the "block idle" animation doesnt get played non-stop?

worthy latch
obtuse mason
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let me check you codes

worthy latch
obtuse mason
worthy latch
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Since it doesn't work non-stop smoothly, I am testing it. That's why it is in loop

obtuse mason
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this is really unormal

worthy latch
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this is the entire code of the blocking part

worthy latch
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I want the block idle animation to play non-stop until the player releases block button

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do I need another node or something?

obtuse mason
# worthy latch hm, what should I do

I have the same thing in with player watching camera I added F botton so when press f it grabs camera and put it in his eyes and matched release to N pose of player montage

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so when player hold F it will look with camera but when release it goes to normal player animations

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yeah that's it try it to see it gonna work but remember when you are adding montage it has to effect what parts of the body so set solt to that parts I only used my left arm so I just solt it with my left arm player runing and climing animations still works

worthy latch
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how that's gonna solve my problem though, I am pretty much struggling with animation transitions, not that close to your example

obtuse mason
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did you try it?

worthy latch
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during the transition of the same animation, it breaks out and tries to blend to another animation, it seems

obtuse mason
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Your developer for howlong?

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Just asking to know if I don't know don't get me wrong

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I am doing this for about 20 days

worthy latch
worthy latch
obtuse mason
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Ok so I'm not a very knowldge

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But let me show you what I mean

worthy latch
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so that runs the idle animation, starts the blending

obtuse mason
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No I wasn't saying that here

obtuse mason
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bro do you know a way?

worthy latch
obtuse mason
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I found a node (Timeline length) but not exsit in my event graph

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and fuction also

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something like make montage slower

worthy latch
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instead, just place a delay for whatever you want to do

worthy latch
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right click, click "new montage section"

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I think that's what you are looking for

echo ibex
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Hello, I have a lot of skeletal mesh which is have same four joints. I want to write some procedural animation logic for this four joint and use them on at other skeletal meshes. I dont want to retarget because of if I want to change something I have to visit all instance and do exactly same thing. So I need something like write procedural animation logic dependent on joint name. These four joints is always at different locations but their names are consistant

obtuse mason
worthy latch
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on top right there is play rate

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lower it down

obtuse mason
spice magnet
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Hello, everyone. Where I can find detailed tutorials about control rig in ue5? I watched a few videos and the best one I found is this https://www.youtube.com/watch?v=VXlBqRqFwc4 But it doesn't have enough information for me, I'm getting the problems with controls and other things and I would like to know more about hand/fingers controls. Like, I see as my character's controls in scene is flying far away, or pose I did is resetting back.

Starting from a simple, freely available skeletal mesh from the Epic Games Marketplace, this tutorial will take you step by step on how to build a Control Rig, and demonstrate why it is a great skill to have!

(NOTE - for UE4, you'll need to enable the Control Rig plugin)

Once you understand the basics from this video, you'll be able to expand ...

โ–ถ Play video
wet sphinx
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Trying to export a character and animation from Blender to Unreal. I export to the FBX and import it into UE fine complete with the animations but when I open the animation I don't see any movement. Anyone know what might cause that?

obtuse mason
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Hi is there a tutorial that teachs how animegraoh exastly works?

peak sparrow
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Am I crazy to interpret that the new 5.3 skeletal editor could allow a quick way to simply update a UE4 skeleton based character into a UE5 skeleton? That in turn would allow the trick of deleting the skeleton and selecting the UE5 skeleton as its replacement to then make all the associated UE4 anims from that older UE4 based character to now work for a UE5 character with no re-target rig needed?

peak sparrow
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So a socket on skeleton is the attach point for when spawned and then a bool variable is needed to say a 2h is equipped, when true you then enable IK target for the offhand to the socket on the weapon.

hallow elm
gloomy fable
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Hi everyone,

in UE5.1 I created animations with virtual bones. Now I tried to migrate my project to UE5.3 but all virtual bones in my animations are back to 0 0 0. Is it generally possible to animate virtual bones or is it better not to do so?

fleet zealot
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In what app are animations usually created im under the impression that models are created in blender and animated in unreal engine

wet sphinx
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I'm trying to get some facial animation from Blender into Unreal but things are looking a bit off. It's close but things like the inside of the eyelashes are squashed and the corners of the eye are pushed in. Any idea what could cause this?

waxen orchid
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did you ever find a solution to this? I can't seem to get the control rig picker to work with my metahuman... found this online but doesn't seem to solve it for me : https://forums.unrealengine.com/t/control-rig-picker-has-two-copies-of-my-metahuman-in-the-actor-dropdown-but-neither-works/1218059 *seems to be same problem im having tho

pastel lily
reef badger
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does anybody know a solution to mixamo animaiton being weird and teleporty since 5.3
idk why but even using the blender addon and unsing the mixamo skeleton itself doesnt work at all.
When putting the animation in cascadeur it looks as if the entire character is at different locations at different keyframes (3m forward for key 12 then back to normal)

ivory hinge
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Hi, can someone help me? im trying to import some animations but when i import them, this error appears in the log
"Animation length 1,411 is not compatible with import frame-rate 30 fps (sub frame 0,317), animation has to be frame-border aligned. "
Thanks.

wet sphinx
worldly swan
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Hello everyone,
Is it possible to blend between different segments in a Montage? From one segment to another

dense marten
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hey, does anybody know if its possible to multiply the intensity of an animation?
e.g. 5cm on on the Z (or any axis for that matter) will become 10, if you'd multiply it by 2 for example?
i'm trying to dynamically increase the animation strength during gameplay
i tried using a blend node but sadly its clamped at 1

odd epoch
pure horizon
pure horizon
hallow elm
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Only Blend logic is changed as inertialization

pure horizon
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Just trying to knock out any low-hanging-fruit issues it could be. Because from the video it's hard to tell what exactly it could be.
My initial thoughts were either a custom or non-standard blend curve (like CircularIn), a very fast blend duration, or the fire anim poses are too different from the idle it is blending in to.

hallow elm
smoky shell
# hallow elm hmm, actually, standard blend is works good, so that's can be reason, thank you!

By default, the engine only blends 2 poses - sort of. The settings aren't exposed at all, but enable cvar a.AnimNode.Inertialization.IgnoreDeficit 1 and it'll get you 80% of the way there.

To get 100% of the way there you need to modify engine source to change from 2 snapshots to 8. Of course this is only possible with source engine build. INERTIALIZATION_MAX_POSE_SNAPSHOTS = 8

However, with a bit of effort, I got put in touch with the epic dev responsible for the node and as of 5.4 it will be exposed on the anim graph node itself.

If you're on 5.3 then try Dead Blending, epic intended it as a drop-in replacement for inertialization.

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Fwiw inertialization (and dead blending) is more performant than standard blend, because standard blend processes two or more animation poses, whereas inertialization only processes 1 and the procedural blending is super cheap

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The only time to not use inertialization, is when the results don't look good

scenic lodge
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Hi , guys i got an issue here i have this state machine animation graph , i have an animation sequence for attacking in the attack state , problem is i want to reset the bool bShouldAttack when the animation end , is there any kinda delegate that might help with this ?
Image

smoky shell
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You could use an anim notify on the animation itself.

However, typically these kinds of systems use montages not animation states

scenic lodge
smoky shell
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Well, fix the issue with it going into tpose then

scenic lodge
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is there a way to make montages go to the locomotion blend space ?

waxen wigeon
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Hi guys, very new to ue5

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i have this problem with my dear Vincent, can somebody help me ?

radiant matrix
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The bones of my exported book are always very very big

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Blender to unreal

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what could be the issues?

rain osprey
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Can someone offer some assistance? I modified the UE4 Mannequin in Blender, i applied weight painting to the bits i added made sure it all works nice

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But when i import it into UE it doesnt work correctly, its saying it needs to merge skeletons or something then always fails

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Is there something im missing here? I thought it should be easy to reimport and use the default SK_Mannequin

radiant matrix
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that wasnt it sadly

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same error on 1 and 0.01

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its a big issue 2 other artists have to now

jolly hatch
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why is my notify NOT working?

boreal widget
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Does anyone know how to import blener animations made by keyframes into unreal engine. I've tried exporting with both FBX and alembic but both doesn't seem to work

agile horizon
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hello)
If I edit a default SK_Mannequin animation (i.e. running forward animation) to adjust the arms position during the run, how can I return this animation to default later if the need arises in the same project?

tranquil lark
# radiant matrix its a big issue 2 other artists have to now

Try using gltf. Epic has been doing a lot of improvements with it in recent versions. Last I tried it was pretty good. Only a small issue with like normals or something (I can't remember exactly, it was like 2 versions ago). Plus you don't have to do any funny business with the blender settings. Where as fbx you are supposed to set the scale to like 0.01

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Nope

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Not in our tests

radiant matrix
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ofc we already did that

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since i am the technical artist

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but gltf also seems to export a whole lot of other things...

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mh

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my inner balance is telling me that gltf could be worth exploring fully

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still this is stupid

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the unit conversion of unreal is not cool

tranquil lark
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gltf doesn't export anything additional that you don't tell it to.

tranquil lark
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We use it

radiant matrix
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is it a big production?

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how does it work with git?

tranquil lark
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gltf is text based. glb is binary based

radiant matrix
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blender only does glb

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there is no gltf

tranquil lark
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It doesn't

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Just change the file extension

radiant matrix
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unreal plugin is there?

tranquil lark
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I've been using gltf export from Blender for at least 6 years

radiant matrix
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do you use blender 4.0?

radiant matrix
tranquil lark
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But UE should work with glb as well

radiant matrix
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nono i dont want to use something you dont advise

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i will use gltf

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but are you using unreals gltf importer?

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or a custom one

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unreals is deprecated

tranquil lark
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What version of UE are you on?

tranquil lark
radiant matrix
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forget it

tranquil lark
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I'm using UE's importer

radiant matrix
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i messed up the versions

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seems like ue5.3 is up to date after all

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good

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are you using fbx for anything anymore?

tranquil lark
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Epic is rewriting the import pipeline of things. fbx is the only one that is still on the old important workflow

tranquil lark
radiant matrix
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that cant be prevented haha

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but i mean you

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your team

tranquil lark
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All things static are done in gltf for my team

radiant matrix
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your pipeline

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can i treat gltf like fbx?

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or is there something i should do different

tranquil lark
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We haven't tried the character stuff in like 2 versions. But we also rely on Cascadeur for animations, so we're probably still going to use fbx for characters anyway

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But for simple skeletons (like a book), I can't imagine it'd be have too many problems

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Also, in 5.3, you can convert and rig static meshes into skeletons with the new skeleton editor

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Could be useful for simple stuff

radiant matrix
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this is a bit strange

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you are not using gltf for animations???

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if your 3rd teammember creates an animation in blender

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wouldnt he export it for animation??

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as gltf

tranquil lark
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No. We do character animations outside of blender. And that program only imports fbx

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So for our characters we export as fbx so we can use that one

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And they only export as fbx

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But they're closed source, so they actually have a good fbx exporter

radiant matrix
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will gltf have issues with animations?

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you said you have to test that

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this is exactly what i need to understand

tranquil lark
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It shouldn't. There was only one issue that we had like 2 versions ago. But they've continued to work on gltf stuff since.

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So you just need to test. It's super easy and quick to test

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2 versons of UE btw

radiant matrix
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thank you

idle kiln
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does anybody know what best practices are for creating and playing animations on the player's camera that blend in and out to gameplay? for use in executions like these: https://youtu.be/md6_Lbor6YM?t=5

Metal Gear Rising: Revengeance (2013)
Finishers, Takedowns, Zandatsu, Quick Time Event (QTE)

Timestamps
00:00 Intro
Combat Moves
00:10 Execution / Zandatsu
04:33 Stealth
07:33 QTE (Break Free)
10:52 QTE (Encounter & Escape)
15:08 Instantly
16:39 Extra
Bosses
17:03 Metal Gear Ray (Raiden)
18:45 Mistral (Raiden)
19:35 Monsoon (Raiden)
20:21 Sundo...

โ–ถ Play video
long blade
#

Has a developer ever casually mentioned something that made you realize you could've cut months off your last project? You could be that developer! Join Unreal Engine Evangelist Chris Murphy as he runs through some of the lesser-known Unreal Engine 5 features that could turn weeks into days.

Weโ€™re excited to bring you sessions from Unreal Fest ...

โ–ถ Play video
#

34:40-38:36

idle kiln
long blade
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I mean that would just be an on action trigger of the event instead of on location

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or am I misunderstanding what you mean

idle kiln
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is there a way to have a camera animation baked into a character's skeletal animation?

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like say i animate the character and camera in maya

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and this animation could be played anywhere on a level

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how would i get that camera animation to play on the player's camera relative to the player's current position when triggered in game?

brazen wharf
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by sticking the camera to the player location (or attaching whatever plays the camera animation to the player)

violet crescent
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anyone know how to trim an animation?

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or like make it end sooner

halcyon garden
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I have this aim offset

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But using that my character is invisible on upper body

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I`m using UE5 manequin

brazen wharf
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make a duplicate of your sequence first, to test on, since it can be tricky sometimes to get it right

gloomy fable
narrow bough
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How can I exclude some objects in the widget hierarchy to be played as animations? I have three separate animations, where I have three different canvases stacked. I want the main canvas to play as animation, but not the other two except for when I press buttons. I've gotten everything to work except for the two canvases that play automatically in the widget since they are under the hierarchy of the main canvas

queen matrix
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Anyone here experienced with layered or additive anims?

Have an IK based ADS and Vis Recoil system. Having issues playing montages for some actions (like bolt action or shotgun fire). Would like to retain the IK position, but play the animaton that's needed.

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without affecting the ADS IK state

glass path
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Hi, im trying to make a blend space for climbing animations. When i look in the blend space the animation plays correctly and is blending correctly, but when i use it ingame for some reason the feet are not moving. im using the standard manny animation blueprint, with added code to make the blendspace work

pseudo perch
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i need some help, im trying to render an animation that i made with a vehicle from the city sample. but it doesnt seem to appear in the renders. i need help asap pls

inland ember
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Hey, guys. I want to learn control rig but its seems intimidating. Is there any unreal marketplace course or youtube playlist I can follow to get into it?

idle isle
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Hi all, I'm in need of a good dance card reference for build my motion matching system in Unreal Engine.

Struggling to find a tutorial or file with the specific movements for the animations I want to create or record with a capture suit.

Any recommendations or guidance would be much appreciated! Thanks!

narrow bough
shell helm
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Anyone know of a reason for control shapes disappearing? Just added a new shape and every other one under the root parent went invisible. They're still in the outliner and I am losing my mind

**They also all moved their origins to the center of the mesh

lilac crest
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Hello, I'm trying to drive an animation with a curve inside an Animation Sequence, but it always return 0.

I put the animation within a Blendspace and tried to insert the same curve into all animations inside the BS, but it did not work.

Any idea what I did wrong?

lilac crest
rapid finch
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Does anyone know if game studios contract out creature design/animation (non humanoid) to smaller studios? Or if they do this in house? Or, is this an industry chat question?

obtuse mason
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guys how can I learn animegrph I just don't understand

misty dagger
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Hello, what causes the tail of bones to be x100 in scale when everything else is at the correct scale? Here are some screenshots, anyone who could help me understand this would be amazing.

sharp linden
still kayak
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Hello, I was using the CR_Mannequin_body to do some animation, however after coming back to unreal the next day, when I clicked on the mannequin the rig controls weren't there anymore. I also sized down the mannequin body as it was too big for my scene, but when I reopened Unreal it's the size it was originally. I'm new to Unreal and am struggling to find sources to help with this.

outer garden
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I'm trying to save some time by re-using the default mannequin control rig, but on a different skeleton setup. So far I've replaced all of the bones, but still getting a compile error, nothing red or warnings. Then there's also the issue of not being able to tweak the axis of the arms for this control rigs node, how would you go on about doing that? https://gyazo.com/7027fe04e5755b079cb7c57c6ca16302

outer garden
tropic ridge
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hey guys
I have this ladder climbing loop animation but in order to get the root motion working I have to key the armature as an object itself??

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but when I do that it pulls every keyd bone with it so there has to be a better way right?

autumn bison
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Hey guys,
Iโ€™m trying to add the animation starter pack to my game, and currently Iโ€™m making a blend space for my character when they acquire a gun. However, when I drop in any animation from the pack, the right shoulder of the mannequin stretches. Im assuming this had something to do with the skeletal mesh, as they were made for the UE4 mannequin, but Iโ€™m very new to the system. Any suggestions how to fix this?

hollow stone
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Does anyone know what is causing my character to do a "stanky leg" whenever I use 8-way strafing locomotion?

It only happens when transitioning from one direction to the opposite direction. If I move forwards twice, for example, the problem doesn't occur.

copper salmon
# tropic ridge hey guys I have this ladder climbing loop animation but in order to get the root...

Typically, you would prepare an in-place animation which means the character would look like it is climbing the ladder, but it is not moving up. The movement up will be applied in Engine by the programmer. This will be the easiest way, since you can't predict the height of the ladder or there could be many ladder sizes.

Another approach is to include root motion, so the root would move up with the character, but you would add the root motion before animating the rest of the character, since the root is the parent and moving it will move everything as you noticed. If you would like to go this way, you'll need to remove the vertical movement from the other bones to move it to the root bone.

tropic ridge
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also I need to switch the character to fly mode for some reason

spare whale
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hey all, we have this ABP that blends our characters talk animations with his idle animations.
But when i change the variable for the talk animation nothing happens.
Is there anything im missing?

regal mulch
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Is this normal? Does it happen because there is some loss of detail after retargeting?

sand gull
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Hi, any idea on why my animation would import "weirdly" to unreal? I'm using blender and auto-rig-pro export, it looks fine in blender, but in unreal the thinger is doing this weird thing... it's only between frames 1 and 2, so I don't really understand what's going on... Any ideas?

sand gull
shell helm
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Anyone know of a way to make a control not distort the mesh its attached to when rotated? I'm thinking like how a gear rotates and there is nothing else skinned to that bone. first image is what happens when I rotate the control and the second is the scale it is supposed to be.

tired garnet
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Hi, I want to do a vertex animation from blender(just like on this tutorial, but not for 3ds max: https://youtu.be/Fmq2QvyEIMA)

But I can't find any helpful materials. Blender require camera setup for exporting to EXR, and I'm rather sure it can mess with animation

In this UE4 guide we discover secrets of shader animations. We will learn how to create new vertex animation in 3DS max and import it back to Unreal Engine 4. Then I share more advanced mesh movement techniques which I am developing in Astro Colony game as a solo developer.

๐Ÿ”ฅ We are getting close to KS with Astro Colony๐Ÿ”ฅ
Please help us and join...

โ–ถ Play video
crystal violet
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Is this a dumb idea: Instead of making a unique "hold" animation for every gun in my game, I create one generic "hold" anim and then make 5 sockets on each gun mesh for each fingers end position and place the fingers on each respective point using an IK rig.

I've already done this for the pointer finger so the finger always sticks to the trigger as it moves while you fire, but now I'm wondering why not do this for every finger and then drastically reduce the amount of anims I need?

crystal violet
shell helm
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The skinning weight? It is all weighted to the one bone for rotations, would that cause issues? It rotated normally in blender without any distortions but I know the solvers are different

shell helm
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No worries! Its the most complicated rig I've done so it's been an exercise in patience. Would it be a mesh issue if it functioned normally within blender? Are there settings within the skeletal mesh that I can pick to say no to deforming certain bones?

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I've been mostly working with control rig for this one, am I able to go look at the solvers independently?

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I will look into that, thank you! I'm also gonna see if there's any setting within the skelmesh as well just in case

tired garnet
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Can someone explains me how exactly this node works? I know its used for vertex animations, but what about the pins and how it works under the hood

misty dagger
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Control Rig is causing a lot of crashes in 5.3.2. Is this a common problem?

hardy flicker
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can anyone tell me why my root bone is doing this

hardy flicker
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nvm

sturdy dragon
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I have a question, How would I go about learning about physical animations? Videos seem outdated so I'm guessing documentation and looking at Unreal Content examples?

ashen junco
sturdy dragon
heavy bay
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Hey guys, i am trying to trigger animations on a metahuman at runtime through an animation state machine but cant get the anims to trigger, i have the inputs through the project settings input mappings but i am told they need to be registered through controllers or pawns but i dont know how to do this, does anyone have any ideas?? TIA

atomic lodge
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Someone in this server was working on a dragon game using control rig... does this ring a bell for someone? :P
I was looking at doing something similar.

mystic tiger
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Hello, anyone has any idea why when I create an animation montage, its getting interpolated with more frames? the animation that I am creating the montage from exported with the corrected frames?
E.g animation has 78 frames and the montage has 97

ashen junco
mystic tiger
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I added 2 SS montage vs animation @ashen junco as you can see the end frame of the 2 animation is different, and the montage its also interpolated to last the whole 97 frames rather than until 78.
Edit: I think i figured it out, it looks like the target frame rate was incorrect when exporting, I am using send2UE from blender and its sending it at 24 frames rather than 30

pliant jolt
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Why my Skelton is like this when i Import it ?

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in the Right is Ok , But has this ball of wool

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but if i zoom in, i can see the bone, and its a normal size

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oh, its too small

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Where i can change>

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?

faint perch
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Why does my skeletal mesh become a dwarf?

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Unfortunately my game is not set in Lotr

faint perch
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Fair enough, but this is a paragon model. Should be rigged up already for UE skeleton.

real atlas
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I renamed a finger bone on my skeletal mesh (I originally made a mistake with naming), but once I reimported, it went through fine with no messages or anything, except now that finger bone is missing from the list, what do I do to bring it back?

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in fact, it even happens when I import the new one on its own, rather than reimport onto the original. makes even less sense

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fbx

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same settings as usual, same mesh as before and had no problems until I renamed

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and I actually renamed 2 bones but only one is having this problem

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theres literally nothing different about this

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Ive not done anything wrong or different

real atlas
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what the hell why is my retargetting result so awful? made another character using the same skeletal mesh but just changing the proportions a little, and it completely offsets the bones that it needs to, and some animations just dont work at all, I think theyre infinitely small because the camera gets lost and I see nothing

real atlas
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finally worked it out (after it somehow managing to break ALL my animations on the original mesh and making me reimport them all which removed all the changes/settings I used on them) and it works fine on a new character, but except, theyre just tiny now? literally looks perfectly fine just so much smaller and its not affected by the root motion stuff

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christ, its not even worth the effort is it

neon merlin
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Not sure what I've done but when I play the fire animation it rotates my gun 90degrees and wont put it back xD any ideas what I've fucked up?

outer garden
#

Why are the IK arms parented entirely to the clavicles? When I move the clavicle, I want it to be just moving itself, and the arm behaving like an IK chain. Also, how do I expose the base IK controller in an IK chain? Like a leg, I want to be able to move the thigh bone and still maintain the leg working as an IK chain.

outer garden
#

Does anyone have a video/guide of a breakdown of the mannequin control rig?

leaden vault
#

Does unreal have a Parent or Gimbal way of manipulating objects? Right now I only see world and local.

But in the Houdini gif you can see a mode where the axis match what is in the parameters and when you change one it ONLY change that axes value. I don't see a way to do this in Unreal.

heavy bay
#

Hey guys, i am trying to trigger animations on a metahuman at runtime through an animation state machine but cant get the anims to trigger, i have the inputs through the project settings input mappings but i am told they need to be registered through controllers or pawns but i dont know how to do this, does anyone have any ideas?? TIA

outer garden
#

How do I make a simple spline ik chain? Like a rope with a base and a point, then an affector in the middle. It needs to be able to rotate and scale as well. I've only found the Spline From Points node which is useless.

quartz heath
#

When using the anim budget system, is there a way of forcing the mesh to "normal" tick rate when it is on screen rendered? From my experience the tick rate is not influenced a lot when being rendered or not

real atlas
#

just questions and questions

round jolt
#

I have this problem on UE 5.3 that when I add additive layers to an animation, in the scene the skeleton gets broken but on the editor side it's seems fine. Can somebody help me with this?

rain tundra
#

Hi guys!

Iโ€™m making a FPS/TPS game where you can switch perspectives, and Iโ€™ve managed to switch the perspectives through owner no see functions.

Iโ€™ve also made a double mag reload animation, but, as you can see in my video, the anim notify that Iโ€™ve set on the double mag reload animation is not working only in first person mode, but, it appears to show in third person view too, which is not right and it looks weird, because the second mag is going through the third person characterโ€™s headโ€ฆ

So, my question is, how can I somehow hide the second mag in my third person view? Iโ€™ve tried using owner no see, but I got lost and didnโ€™t manage to do it right, because Iโ€™m a beginner and my skills are not advancedโ€ฆ

Iโ€™m really lost on thisโ€ฆ I would be really grateful for your help!

dusky wing
#

Hey all. In 5.2 when Imported a character the morph target sliders loaded in just fine. If 5.3 the morph target sliders dont appear where they where. Anyone know where they went?

hexed igloo
copper obsidian
#

Hi, im a newbie trying to do animations... im trying to get the pelvis to go down, but when I do so the character like spine goes thru itself into the pelvis and like gets squished? Did I rig it wrongly?
Or how do I create crouching or sliding movement?

rain tundra
hexed igloo
#

show me the bp thats spawning the mags

#

nevermind the image is just small

hexed igloo
jaunty ferry
#

Hi guys, sorry to interupt but
I'm currently at GameJam and we are figuring out how to set an unique animation on specific surface in Unreal engine 5. We basically want to drift on ice, and only on ice.

rain tundra
jaunty ferry
hexed igloo
#

I would recommend you leave the game in third person and only go into first person in certain situations like ADS

#

or when using melee weapons

cedar meadow
#

well, i hope this is the right channel for this but does anybody know what things can cause stretches like this? Basically i replaced the default character with my own (still using the same skeleton) and the neck is very stretched out, i also retargeted the animations so they worked with my new character and they all look fine in the previews

rain tundra
cedar meadow
hexed igloo
misty dagger
rain tundra
# misty dagger hi, can i ask how what u used to create this animations?

Become a member: https://www.youtube.com/channel/UCFjBMoGhlEum8jRgPvmWpJg/join
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Make ( FPS ) animations for Unreal Engine 4 with Blender and Mr Manne...

โ–ถ Play video
misty dagger
rain tundra
rain tundra
misty dagger
brave mirage
#

Hey guys quick question. Ive got a chest I need to animate opening with three pieces. How does this work? Do I animate it in Blender and import the animation in the FBX or bring in the three separate pieces to Unreal and then animate it in Unreal?

brave mirage
#

After I animate my chest with bones and import it into Unreal I get tons of files. Not sure what Im doin wrong. I select the three separate meshes then the bones and export from Blender.

copper salmon
# brave mirage After I animate my chest with bones and import it into Unreal I get tons of file...

Is your chest made of separate objects/meshes which you then parented each to a bone? If so, I suggest to treat the chest like a character where all the pieces are merged together into one object. This object should be skinned to the skeleton. Skinning will be a basic assignment of weights for each separate piece. Also, name your animation. It seems that a lot of animations were exported for some reason.

brave mirage
#

Yea 3 pieces each with their own bone. Ok, Ill try combining everything and weighting each section to a bone. Thanks

placid grove
#

Hello, I apologize if this is not the right spot to ask this question. I was looking into hwo to animate within unreal, and came across control rig. Seems great, but there seems to be a lot of manual setup for it. My question is, if i have a character using the unreal skeleton, is there a way to basically "Right click, and apply control rig" ? I guess i was hoping that by using the epic skeleton, you could get a basic control right automatically for it.

tranquil lark
#

Third person template project comes with ctrl rig set up for that skeleton

misty dagger
#

Anyone know how I can fix this issue below -

I have a MetaHuman I pulled out of the TSW Editor to make my own animations. I did this in Blender and stuff put the animations back into the editor and I have an issue where it's like the boes are fully rotated either backwards or 180

#

I haven't changed anything to do with skeletion in Blender as I want the animation to work with the Skeletion in game then making my own if that makes sense

#

idle anim is theres and the other animation is mine meant to be a walking but you'll see it's not faired to well.

#

Thats my Blender settings when exporting the animation

remote summit
#

Is there some way that I can reload the middle animation without having to delete and re-add?

placid grove
wild flare
#

I am new to animations and I downloaded am animation template that is essentially the lyra locomotion system,
The character is being animated to pull out a gun and aim when a key is pressed but there is no node in the character bp that is aiming the weapon

this aiming i believe is being handled in the anim blueprint.
where in the anim bp is the inputs being handled?

#

in other words, how can an ai use an anim bp if the anim bp is only configured to the players input?

median grove
#

its possible to animate character inside of unreal engine and save the animation as animation sequence then reusing them in animation blueprints?

remote summit
#

lots of videos about how to do that

median grove
remote summit
wild flare
remote summit
remote summit
#

It is no different then the player, you just have to call/modify the state via the blackboard

wild flare
remote summit
covert depot
#

hey guys, I need to make a rigged snake like mesh follow a spline
what is the best approach for that

remote summit
#

AI moves its view based on a feature called focus

#

Set the focus of the AI and it will look at the target. you will need to setup aim offsets and then put that in your animBP

remote summit
# covert depot hey guys, I need to make a rigged snake like mesh follow a spline what is the b...

Hello guys, in this quick and simple tutorial we are going to learn how to move a character along a spline in Unreal Engine 5!
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โ–ถ Play video
#

You guys need to learn to use youtube ๐Ÿ˜›

covert depot
#

I watched every tutorial on this subject, that's why I entered this channel because it does not answer my question

remote summit
#

So, your issue isnt with moving a character on a spline, the issue is something else (assuming you saw that video)

covert depot
#

snake like object follows a spline, that's pretty obvious

wild flare
# remote summit AI moves its view based on a feature called focus

but then somewhere in this template is a fire animation that is managed by the anim BP, (there is no "play anim" node in the Character BP, anim bp is managing it).
So then since the anim BP is only configured for player inputs (like left mouse,)

how could the anim bp be set up to also account for ai "input" that isnt using the enhanced input system?

remote summit
covert depot
#

ok thanks for your time

remote summit
#

This is a complex topic that requires the use of curves

remote summit
#

Hey everyone! In this video I go over how to create and set up animation montages for triggerable animations in your game, as well as how to use slots in the anim graph to control how the montages play in game!

https://www.facebook.com/ArtofficialEntertainmentPage

Discord Link: https://discord.gg/TBMxXHWC2g

Patreon Link for model, animation ...

โ–ถ Play video
remote summit
remote summit
wild flare
# remote summit You create an event for firing, and then you call that event in the blackboard A...

been testing some more

rotating my AI to look at the player snaps him to the rotation and does not use the implemented "turn in place" ect of the animation BP.
any way to have the AI's head move properly with the animation blueprint?

in this example I have removed the enhancedInput look nodes and just hard coded the character every tick to add 0.1 to both axis and my camera turns, (along with my skelealMeshes head)
when this code is run in the AI, it does nothing.

the AI is a duplicate of the character class with the hard coded look nodes.
its the same in both the AI and player character but yet the AI's head doesnt move when the axis's are updated every tick
any ideas?

remote summit
#

this is not an animBP issue, this is related to how you are handling the AI

#

But, to be a bit more clear, AI does not follow the same process as the player, in some cases. The logic can all be there, but the way you call the logic has to be handled in a different method

#

EG: you could be calling the player controller, which the ai is not, and thus the information inst being passed along

#

Linking events like this to tick is also horrible for performance, I guess i get it for testing, but why?

#

There is an option in the movement component that handles the "instant" rotation, as well as a variable that manages the rate of rotation

#

Something to keep in mind is that the animBP is not the same as the player/ai BP, and differes in implimentation as well as aplication

#

the issues you are mentioning here spawn from several areas and several domains of dicussion, but are rooted in what I belive is a lack of understanding in that connected process and not really related to any specific issue ๐Ÿ˜ฆ

#

So, sadly, I cant really pinpoint a simple answer to help

#

https://www.youtube.com/watch?v=8skq8t_Fffk this shows you how to make NPCs look at the player

Hello guys, in this quick and simple tutorial we are going to learn how to make a the AI look with its head at the player in Unreal Engine 5.
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Check out my Steam Game! https://bit.ly/3...

โ–ถ Play video
#

this is just the head though, so... really depends on what you are trying to do

#

Ryan Laley also has an entire series on AI and how to get that working. I would spend some time with that if you are going to plan to go further

wild flare
remote summit
#

Good luck

hallow dust
#

I made animations where the root bone are moving with the animations using MM, I enabled root bone motion on the animation and the animation blueprint, when I try to move the character now they don't move and the limbs vibrate. It was able to move without the root bone enabled ( though it looked really bad cause of the teleporting back to the first frame). Does anyone know what could be causing this? Also, for some reason when I try to use my animation for stepping to the right there is a blending happening between the idle animation and the step right animation for the arms (closed fists and bobbing up in down like in the idle), but no other direction is causing this (they stay in the idle with limbs vibrating).

I've put the proper settings for root motion on all the animation assets and the animation blueprint?

edgy rover
#

whats the post process bp?

#

in animation

hallow dust
#

I never used a post process bp for this

brave mirage
obtuse mason
#

Hi guys

#

We have curves in animations tab

#

And it should show the curve bones of the character we have there

#

But I canโ€™t find curve bones my character have and it showes metahuman bones I guess

#

It is bug? Also I installed auto setup

faint perch
#

Ugh, for whatever reason, my animation has like two frames where its just rotated and not facing the right direction.

edgy rover
#

delete the frames

dusky wing
#

All my ARkit facial motion tracking setups broke in5.3. Er... at least my anim blue prints no longer apply the facial animation morphs. Did ARKit Facial Mocap Change in 5.3?

heady notch
#

In unreal 5.3.2, does anyone have an issue doing a 'Retarget Animation Asset' on a Animation Blueprint? It works fine for every other asset but when you go and do the Animation Blueprint, clicking retarget just closes the window with no results at all.

copper salmon
# covert depot hey guys, I need to make a rigged snake like mesh follow a spline what is the b...

Do you want the snake-like mesh to also deform following the spline? I think you will need to have the object follow the spline first. Then, you will need to manually snap and orient the individual bones to points down the spline. This should make the snake-like mesh look like it's bending with the spline while moving along it.

In the figure, the blue points are the individual bones. Assuming the head bone coincides with the origin of the object, you won't need to snap it.

covert depot
formal path
#

Hey all, I'm having trouble working out how to apply anim dynamics to a skeletal mesh attached to my metahuman character. I'm unsure where I should be applying the Anim Dynamics and how I get the metahumans movements to apply to the anim dynamics. Could someone please help unconfuse me?

obtuse mason
#

We have curves in animations tab
And it should show the curve bones of the character we have there
But I canโ€™t find curve bones my character have and it showes metahuman bones I guess
It is bug? Also I installed auto setup

obtuse mason
#

fixed it lol

wild flare
#

need to use the "GetForwardVector" node on the head bone of a skeletal mesh.

How can I get an object reference to a specific skeletal bone?

formal path
#

Does anyone ever answer on here?

remote summit
formal path
remote summit
#

Youtube is where most things are. If you want to post on the forum you can, but not always helpful

#

Really just depends

#

I am not familiar with the term animDynamics, otherwise I could be of more help ๐Ÿ˜ฆ

#

https://www.youtube.com/watch?v=tXnw6nh09N8 This goes into the broad spope of it

This video will explore the powerful world of Anim Dynamics nodes in Unreal Engine 5. We will utilize these nodes to simulate dynamics in Citrine's earnings. Throughout this tutorial, I'll guide you step-by-step, helping you set them up flawlessly while sharing valuable tips and tricks to enhance your workflow.

Learn how to infuse your game ch...

โ–ถ Play video
#

as to how that would apply to your skeletal setup, probably would need a bit of thought process.

#

seems to be in a logical location, within the animBP

#

So, if I understand your question correctly, you need to go into the animBP and add the node mentioned in this video

#

doing so will enable the animdynamics. How to modify them or get them working... no clue ๐Ÿ˜›

formal path
remote summit
#

So, you are attaching another skeletal mesh, to your skeletal mesh?

formal path
#

Yeah I'm attaching a necklace skeletal mesh to my metahuman

#

I then made an anim BP for the necklace and tried using copy pose from mesh and anim dynamcis there

remote summit
#

So, go into the animBP of the necklace and add the node. It should interact with any physics object

#

make sure you turn on simulate physics

#

its a small checkbox that needs to be enabled for these things to work once attached (doesnt always have to, just worth a shot in this case)

formal path
#

Oh ok, I thought that was just for rigid body stuff but not anim dynamics, I will go try that

#

Thank you, even confirming that I was on the right path will really help me to work this out. I'm very new to Unreal so working out if its me or the software is tough..

remote summit
#

I think it has to be turned on, for the physics thread to run on the skeletal mesh

formal path
#

I see ok, that would actually make quite a lot of sense

remote summit
formal path
#

Lol, yes it seems to be a little black magic at times

remote summit
#

It is always a checkbox... 90% of the time

formal path
remote summit
#

I put notes as a reminder for things to check on my MIRO board ๐Ÿ˜›

formal path
#

whats MIRO is it like millanote?

remote summit
#

yeah, I think. I saw Sovereign using millanote, looked cool.

#

Miro is a web based board, for sharing ideas and working through them

formal path
#

Yeah they sound like they do a similar thing, absolutely amazing how effective they are. I now use them for all sorts of things

remote summit
#

Well good luck, don't be discouraged, and keep learning! Hopefully, you get your project working as you desire.

formal path
low charm
#

Can I use an anim notify to freeze its animation in the current location and start it up after an event happens?

viscid mural
#

Hopefully quick question, using Quinn and its child animations (so basically using manny I guess). Inside of โ€œMF Idleโ€ I can add keys to the arms and have them change Quinnโ€™s idle animation perfectly. However when I key Quinnโ€™s legs, they donโ€™t do anything new at all. Iโ€™ve tried this in MM idle as well and just about every animation I can find including their blend space. How can I change their legs in idle?

#

toe - ball- animation key works but leg wont

#

see leg moves ever so slightly but ultimatly not enough

#

foot works but not leg

#

even weirder, i can rotate the leg backwards.

edgy rover
#

what does the extra yellow line mean?

viscid mural
tepid light
#

hi; is this room only for actor animation or does UMG apply too

viscid mural
#

Well I canโ€™t load discord on pc for some reasonโ€ฆ but I opened a level sequence and dropped the mf idle animation into it to edit it that way and I noticed it doesnโ€™t have any control points on the legs at all. Iโ€™m assuming thatโ€™s the issue. How do I add or enable them?

frosty moon
#

this is how looks in editor

#

but in game it looks like

#

do you guys know why? i need soem help

misty dagger
#

Question about control rig. On editor startup rigs are never compiled and do not work until compiled.

We hold our breathe anytime we edit a rig for fear of editor crash.

5.3 is this a known issue or is there something I missed?

viscid mural
#

Solved

viscid mural
viscid mural
frosty moon
#

In editor it looks nice but in game somehow anim change

#

Idk why

tranquil cape
#

So quick question

#

It is possible to give an ABP, or more specifically the AimOffset, only when you give the character a property?

(Like, a character will only get the AimOffset when it has the gun, or sword, etc)

Let's say theoretically, I have a character's ABP and it doesn't have an AimOffset. And I have a weapon class that will apply an AimOffset to the character.

So what should happen is that the AimOffset from the weapon should "overlay" or "override" over the original ABP; it applies the AimOffset on top of the ABP.

queen matrix
#

Good morning! ๐Ÿ™‚ Anyone here that would be able to give me an advice on additive anims and using montages as additive over IK determined pose? For example reload while ADS or Bolt Action animations. Having some issues with our current set up

novel viper
#

Is there a way to force a bone's yaw but ignore pitch and roll so that pitch and roll are unchanged?

round jolt
#

I have this problem on UE 5.3 that when I add additive layers to an animation, in the scene the skeleton gets broken but on the editor side it's seems fine. Can somebody help me with this?

sinful raptor
#

How to make vehicle doors open & close using the animation instead of a timeline like they do in city sample?

wide idol
#

Is there a way to make the ABP jump from one state to another without being connected by blueprint?

#

I couldn't find how, but I'm sure it's possible.

low charm
#

@wide idol Look up State Alias

#

@wide idol Read the first comment in this post.

wide idol
#

Thank you! I'll be sure to take a look at that post.

timber summit
#

Does anyone have any suggestions for setting up hit reactions in the animBP? I was thinking of having a montage slot for hit reactions but I'm not sure the best way to add them to the final pose.

gritty tulip
#

Excuse me , Could you please take a look this screenshot. I have been trying to add control rig to my character but I dont quite get what is happing to its Toes section

faint perch
misty dagger
#

Hello everyone, i don't know why manny and quinn can share the same skeleton while they have different body structure

pure cosmos
#

Hi, can someone point me in the right direction on how you would go about implementing secondary animations for attachments. So for example a rifle attached to a characters back that reacts to the character's velocity, like in the Last of Us Part II.

copper obsidian
#

Noob question here, do you create a new level sequencer everytime you want to create a new animation? (After exporting the animation you made as a animation sequence?)

fathom bluff
#

@copper obsidian once you create the animation and save the asset you can delete it from the sequencer and work on a different animation

copper obsidian
fathom bluff
#

What are you trying to do? you might not even have to do all that

copper obsidian
#

Uhh just trying to create some simple animations like proning and other stuff for the default UE manny

#

just practising and creating some placeholders

fathom bluff
#

You can use a level sequencer or edit animations in their sequence

copper obsidian
#

Hmm okay thx!

fathom bluff
#

Like duplicating an idle animation, open it. and you can key curves onto them to make new ones.

copper obsidian
fathom bluff
#

This is good for upper body animations i find, But if your doing heavy animations like prone you might want to take it further and use a control rig with sequencer

copper obsidian
#

also kinda dumb qn but, u can create a new level sequencer just by dragging a CR rig into the scene and it should auto generate?

fathom bluff
#

Yes your right that does create a level sequencer for you

fathom bluff
#

np !

copper obsidian
#

Rare to get help here dead appreciate it

fathom bluff
#

Got lucky haha im usually in other discords

copper obsidian
#

May i join the "other" discords?

fathom bluff
#

I've been using ESRPG so i've been in that one mostly lol

#

@pure cosmos If you check the pinned messages of this thread, the very bottom is an article on what your looking for. Danglies?

copper obsidian
fathom bluff
#

yupp

copper obsidian
#

wait which one huhh

fathom bluff
#

oh Easy SurvivalRPG

copper obsidian
#

do they give help if like... it isnt rpg nor the MP package ._.

fathom bluff
#

i'd say this is probably a better channel to post in as their are more eyes on it

#

there

fathom bluff
#

@pure cosmos you bet

muted wadi
#

I am having real difficulty getting an aim offset to correctly point a pawn's weapon. I have a weapon in a right hand socket on the default unreal mannequin, and I've gone so far as to force weapon rotation to the direction the skeletal mesh is pointing when inventory is loaded, but no matter what I try, the weapon is always offset to the right of where the pawn is actually looking, and where the aim offset is pointing. How do I fix this?

#

There is no funky rotation of the model itself, either

fathom bluff
#

@muted wadi your trying to turn the wrist in to make the pink line point towards the line trace?

muted wadi
#

Nope, I am not touching the wrist at all. I'm just using the socket

fathom bluff
#

or you just want the pink line to

muted wadi
fathom bluff
#

trying to understand your question and your goal

muted wadi
#

Well, I guess I'm wanting the aim offset to align with the direction of "look", which is how I'm making the aim offset rotate in the first place

#

The problem is the weapon in the hand never aligns

fathom bluff
#

collision

#

?

muted wadi
#

No, disabled

#

I'm thinking this would be fixed with a proper model built from the ground up, but I'd think at least the unreal mani would be more suited to this

fathom bluff
#

So it just doesnt spawn the same as it does on the skeleton previewe?

#

Its not a mannequin problem

#

Its either the attaching or the animation logic

muted wadi
#

it spawns fine, with the mesh aligned to the SKM rotation

#

I'm forcing it that way, because the hand socket is a bit off as well.

#

SKM and rifle have the same world rotation

muted wadi
fathom bluff
#

how are you getting your aim offseet?

muted wadi
#

Here's the lerp aimpoint method I made

#

This works really well, overall.

fathom bluff
#

You could try adding keys to your animations

muted wadi
#

But the rifle still has that offset. So it's almost like the aim offset isn't quite getting to the position its should for some kind of damping reason, perhaps?

fathom bluff
#

but depending on the amount of aim offsets your using that could be tedious

muted wadi
#

I am very new and really inexperienced with animation.

#

So probably not the easiest for me at this stage

fathom bluff
#

I havent looked at c++ for a while

#

but ideally you want to get the head location, and then use the forward vector of the camera

copper obsidian
#

Hi, another noob question here, should I be deleting my level sequencer after im done creating the animations? it seems to have some references thingy which im not sure if it is safe to delete or not =/

fathom bluff
#

@copper obsidian Just save all before doing it. Its just telling you that it remembers you did something with it.

copper obsidian
#

it should be safe right?

fathom bluff
#

@muted wadi I think its animation related possibly just because of how turned in the weapon is, but i also feel like i might not completely understand

#

@copper obsidian Delete the mesh and sequencer from your level, save all. then delete them. might get rid of the reference warning.

#

its safe no worries

copper obsidian
fathom bluff
#

If you are done making animations, you can delete both yes. the skeleton in the level is just for the sequencer

copper obsidian
#

ah ok thx! anyways can just drag back in the control rig and it would automatically create the level sequencer and everything else again so its completely safe right?

fathom bluff
#

Also, if you are having issues making animations due to control rigs you can delete the ctrl rig from the sequencer

copper obsidian
#

NOTED alright thx

fathom bluff
#

Yea exactly.

copper obsidian
#

noooo I deleted the "middle" sliding animation by mistake T_T and its like gone D: and since I deleted the level sequencer i cant get back the animation...

#

I still do have the animation sequence tho... is there anyway I can "put" / "import" the animation sequence back into the Level sequencer? so I can like, edit it to make it stop moving at the end frame?

fathom bluff
#

yea you can load the animation into the sequencer, and then make edits. and bake it out

copper obsidian
fathom bluff
#

5.3?

copper obsidian
#

yeah

copper obsidian
fathom bluff
#

@copper obsidian

#

Yea load it like this

copper obsidian
#

Oooooooooooooh ok ill try that

#

it worked but then the animation isnt playing which is weird

fathom bluff
#

because of the control rig

#

delete it

#

or you can bake it to the animation i think

#

on secone

copper obsidian
#

oh wait u r right, u can just like delete the control rig and the animation would start playing

#

tho, there isnt those dots or the bones thingy to move about tho for the animation that is imported =/

fathom bluff
#

yea but then you want the control rig to edit, im trying to see if i can remember

copper obsidian
#

ill check / try later on

fathom bluff
#

ohhh

#

you delete the control rig

#

then right click there

copper obsidian
#

Thx!!

low charm
#

When Importing my skeleton from Blender it creates a new Root Bone in ue5. The name of the bone is the name of my armature in Blender. Everyone on the blender subs say its a ue5 thing.

opal agate
#

Is this set up correctly? Character ends up back in reference pose when I package the game...

copper obsidian
# fathom bluff

Edit: Im actually just dumb. it worked but the way the joints were displayed is changed soooo uhhh it looked different but I managed to change the animation. WabuWabi

stark maple
fair ginkgo
#

I tried using TwoBoneIK and setting the effector location to where the hand should be and the upper arm to an offset to the player but that didnt lead to good results

obtuse mason
#

Hi guys need a little help
I added a montage to my charcture and it only effects it's right hand but when the animation is done it it still keep effecting the right hand and animations in animgraph are not working in right hand

tawdry hemlock
#

i have some animation in unreal skeleton i need to retarget it to mixamo character there is a easy way i tryed with ik retargeter but hands and fingers look bad there is a better way? thanks

polar current
#

Hi all, I would like your opinion on UE Control Rigs: How often do you think it's used inside Unreal Engine versus used by other GCC apps such as Maya and Blender?
It's a fairly simple process to set it all up inside Unreal and to show it off. Basically what I am asking is how often are Control Rig is used versus just setting up environments, lighting in the Film/ Games industry.

I was directed to ask here, instead of @industry

hollow gulch
#

Are there any conditions that come with using mixamo animations?

paper mango
#

hi guys, I'm trying to solve this problem. As I said in the forum post I've tried using an additive animation, but I'm rather new to animation so I'm not sure what I don't understand that's making me struggle so much. Can anyone help?

flint olive
#

is it possible to use the same animations, montages and animationBP assets with different skeletons in unreal 4.27?

analog hound
#

is it passable to change a Ridgidbody in an override animation blueprint ?

copper obsidian
#

if u just wanna do basic animations in unreal engine to create prototypes and placeholders which will eventually be replaced by like actual "real" artist assets u can follow this guide. it helped me quite alot. I think it does the job quite well enough. https://youtu.be/w9mijf-gKOg?si=x51clSawkGP4FFCQ

Learn how to use Control Rig in Unreal Engine 5 (UE5) to rig and animate a character in engine with this tutorial that works as a complete introduction guide to Control Rig in Unreal Engine 5 (UE5). By the end of this Control Rig Tutorial you'll learn how to create animation sequences for any skeletal mesh using Control Rig in Unreal Engine 5 (U...

โ–ถ Play video
ashen junco
flint olive
hexed summit
#

Does anyone know if it's possible in UE5 for a control rig blueprint to inherit from a child class of UControlRig rather than UControlRig itself? I have a fairly large control rig blueprint that's doing a lot of procedural animation and I'd really like to move some of the variables and math heavy logic into a C++ base class. After looking at the docs it seems that 4.27 used to prompt to select a control rig class to inherit when creating the asset but I can't find any equivalent in 5.3 ๐Ÿ˜ฆ

paper mango
#

I know you can do that with other blueprints, I had to reparent a blueprint today from a c++ parent to a blueprint parent that inherited from that c++ class and it worked np

ashen junco
paper mango
#

it's probably more about reducing spaghetti than saving performance

#

alternatively then, make your c++ class and right click it in the content explorer and select "Make blueprint child"

ashen junco
#

Also Control Rig doesn't break fast path/multi-threading, so perf concerns is much less justified

hexed summit
#

Yeah it's not for performace reasons, I'm even happy to take a performance hit for this if that's what it takes. I've been trying at this for days at this point and so far the best solution I've found is to store the variables on another component on the actor and write some RigVM methods that access that component and its variables through the execution context. It seems to work fine but it's really hacky and a bit messy having to pass a bunch of variables in and out of the blueprint. The frustrating part is it seems like this used to be possible in 4.27 and the code for using the parent picker is still there in the control rig factory class 5.3, just not getting called.

hexed summit
paper mango
#

rough

#

if anyone could help me with this I'd be grateful. if I'm doing a top down single player game with that asset, would I be better off recreating it as a particle system (I assume it's implemented as an animation with bones in order to facilitate hit detection, but I'm not implementing an aim system)? Even if so, I'd rather gain the knowledge I'm lacking to implement it as an animation.

winter finch
#

Hi. I've recently started using CC4 and I'm having a few problems flipping the character I created into UE5 (stiff spine, wrong angle of arms and legs).
What tutorials/courses have you used to get the perfect animation after retargeting?

floral horizon
#

If I am creating animation sequences for a character. I shouldnt need to animate the top half of the body separately to the legs right?

I mean if I have walking running and crouching animations, then I have a holding sword or shield animation. I don't need to make running while holding shield, walking while holding shield, etc. ?

#

I can just blend the top and bottom half of the character from the spine up?

gilded isle
#

Is this the right place to ask about morph targets and how to best use them in Unreal? Ok then...
Does anyone have any tips or tricks for smooth blending of morphs used in facial animations and customizations?
My topology is good and consistent but I'm finding some crunching in areas where the morphs meet when mixing.
They look great in Lightwave and in Unreal but crunching occurs with some when mixing with sliders in Unreal. Any help is much appreciated. ๐Ÿ™‚

lunar kraken
#

can somebody help me with this i have couple of issues first theres kind of obvious horizontal lines in the render and these lines also in the editor
also the groom has some kind of pattern or texture or grain i cant tell what is it
lastly the simulation in render is different from the one in editor when i play in sequencer its more damped not that springy

#

the horizontal lines in editor

paper mango
#

oooh

#

I got it going forwards now and it's not invisible

#

his chain tip is still going parallell though

paper mango
#

oooh 90% of what I want

#

the chain tip still goes loopy though

#

that's what ended up working, remarkably simple, I just had to add in the bone in the node

#

just gotta figure out how to make it stop when it hits something now ๐Ÿ˜„ and then add yoink mechanics

flint olive
#

when importing from blender is there a way to remove the end bones?

#

like it always does Bone_end , like it just duplicates a bone that has no use

#

oh nvm i had to uncheck leaf bones from the blender exporter

#

well now i have to reimport the new skeleton without the leaf bones but theres no option to reimport the skeleton asset

paper mango
#

the tip and the chain start to diverge as the tip is tied to the orientation of the arm while the chain isn't

paper mango
#

the chain tip is on a different parent bone to the chain, that makes me think I'm implementing this wrong?

#

any insight into why it's animated that way?

#

Looks like they stay in roughly the same location for most of the animation anyway so I can use the chaintip for hit detection, would be nice to make it look neat at some point though

limber shell
#

In maya i have this 2 objects with 2 different bones.

I want to use it in UE for seperate actor classes thats why i divided it to 2 meshes and 2 bone hierarchys.

But in unreal i want to reparent the Green bone to the first bone hierarchy, but i want it to STAY at the location it is now.

So my question is do i need more bones from the white part sticking out to the same location as the green bone to keep its position or can they not use the same space ?

#

Like so :

ashen junco
limber shell
#

Thus do i need to create another bone that has that location on the white bones (photo2)

sturdy steeple
#

Hi! I'm making a sort of animation framework for my game and I run into an issue. I have multiple skeletons that each have their own AnimInstance. They also have instances for linked layers with their own animations and all of those layers inheret from a base class that is a template and not assigned to any skeleton, so they can all use it. This works fine for the anim logic but I want to also make all the calculations (speed, orientation, etc) inside this template class instead of duplicating for each skeleton. I tried but can't seem to pass variables correctly to each instance. Any idea? Or maybe a better way to do it

dense hound
#

Should I use locomotive system for animations

#

For my character

#

And can I use both like some from locomotive system and from marketplace

charred wind
# lunar kraken

these look like a default MSPreset texture showing from the fur/skin shader

dense hound
#

Can someone please help me out

distant dagger
#

you didn't give really enough details to give advice

#

Alright question for the animators out there
Is there ever a real use case you have where you want to position the IK hand with the IK control, but you want the hand to stay oriented with the forearm bone? Basically, IK position but FK rotation?
There is a function for this in the CR_Mannequin_Body (in-engine animation control rig) and I cannot for the LIFE of me actually understand why it was put in

dense hound
#

I need to know if I should use the advanced locomotive system for unreal 5 or if I should just use my own animation pack I'm hoping I can use advanced locomotive system and have things like running rolling taking cover shooting enter exit cars and then add some movements I like from other assets on market place

distant dagger
#

you have to decide that for yourself

#

we don't know all the details of what the "advanced locomotive system" even IS

#

or what you're comparing it to

#

or what your needs are

#

you just gotta pick one and roll with it and find the problems as you go

dense hound
#

I know that but I asked thats why I joined this group

distant dagger
#

I think it's too broad and general of a question

dense hound
#

I wish I knew someone who knows more complicated things within this unreal

distant dagger
#

Also its been like
an hour since you asked
you're not guaranteed a response, especially not one that quickly

#

depends when people are on or who knows what

dense hound
#

Yeah I didnt think of that either

distant dagger
#

look up tutorials about this pack. Look how how to get started with locomotion inside unreal

#

if you think the pack will make it easier then go with it
like, just. start doing something, you cant ask somebody else to make that first-step decision like that

lunar kraken
#

that took me maybe full day to find it ๐Ÿ˜„

#

now im struggeling with the simulation the physics looks good in sequencer and when i render i get rigid hair like high stiffness i have no idea why the physics is different in Movie render queue and wind doesnt work somehow neither in editor or render

fathom bluff
#

@flint olive Ignore Leaf bones, nvm saw you found the fix

dense hound
#

Does anyone know why my character is looking like this

distant dagger
#

again, no
we need more details

dense hound
#

Okay so I have the ue5 default Manny and I went into viewport and changed the Manny to my character mesh

#

And it's acting up like this

distant dagger
#

Is your character using the Epic Skeleton?

dense hound
#

No

distant dagger
#

Then you can't just swap the mesh like that

dense hound
#

Ohhhhh

distant dagger
#

There is a lot of logic built into most of the default packages that epic gives you

#

It all depends on having that specific skeleton

#

Those bones with those orientations and those names

dense hound
#

Okay so should I delete my character and start over

distant dagger
#

even using the epic skeleton, it's not an easy swap sometimes

dense hound
#

Is their a way to fix this

distant dagger
#

otherwise you need to build them yourself, or go through every blueprint and know how to change the logic
but that's pretty advanced and a pain to do

dense hound
#

My character is already riggddy

#

Rigged

distant dagger
#

Oh well

#

You can either re-rig it to use these packages or you can build the systems yourself

#

And you just need to decide which seems like less of a hassle

dense hound
#

Okay

#

I think Il reimport my character and put him in the epic skeleton

distant dagger
#

its not as simple as that

#

I mean you take this to maya or blender and totally redo his skeleton

#

you can find auto riggers that will make you a rig that fits with the epic skeleton if you google around

dense hound
#

But it's worked before I got him modelled and rigged from a guy on fiverr

distant dagger
#

This is why I say we needed more information

#

if you can't change this rig at all then you are in kind of a bind

#

and you need to just remake the logical systems yourself

dense hound
#

I should be right

distant dagger
#

but you cant just import it into unreal and use a different skeleton
the one you are importing doesnt have the same bones

dense hound
#

Yeah it doesn't

distant dagger
#

unreal only works like that if your bones have the same name as the ones already in the skeletal asset

#

thats the only way sharing skeletons works

dense hound
#

Okay so I can't import it and use it like that

#

What did you say I have to do blender?

distant dagger
#

Scroll up

#

I'm not walking you through every step of this

dense hound
#

Okay Il use an auto rigged

#

Rigger

#

Can you atleast provide me a website that auto rigs

distant dagger
#

No

#

Becuase I don't use blender for rigging

dense hound
#

What do you use

distant dagger
#

My office has Maya and I am trying to learn how to do rigging directly in unreal

dense hound
#

Oh okay

#

So Il google auto riggers

distant dagger
#

Try this guy

dense hound
#

Okay great thanks so much ๐Ÿ™‚

sturdy dragon
#

Need some help: I'm trying to introduce Physics Control into my character. The left is my one and the right is the Content Examples. What is the difference between a skeletal mesh being a child of physics constraint and the other way around? On my one, it automatically makes physics constraint a child of the mesh
I should note that my one is a character class and their one is an actor class

rain osprey
#

However atm i have it setup just constain to path and that does not let me combine the two mesh's into one for import into UE, how would i use bones and a skeleton to achieve the same result so it can be imported into UE? The main mesh is just static using nanite so is not included, its just the two smaller moving pieces

#

I ideally need to add bones to each of the pieces then animate them to follow the curve?

quiet crescent
#

Hey peeps, have a control rig question.

Is there a way to increase or decrease the length of a spline chain along the predefined points?
e.g. I want a chain of bones to "grow" down the spline chain.

#

The same effect can be done by reducing the maximum value when using the "fit chain on spline curve" function, but the value can't be driven by a non const.

subtle lava
#

Little bit off topic has anyone been having issues with animation performance in there ABP?
I have been wanting to write a blog post on animation optimization techniques in real world scenarios, however trying to build out a "real world" ABP with issues has been feeling pretty false.

I would like to optimize someone's ABP preferably on ue5 mannequin.
(maybe this might be better in performance channels hmm)
can find blog post example on my discord profile

frail lily
#

I keep getting this strangge feeling that there's going to be something really great about unreal 6 when it's in but I can't presict what it's gonna be although it seems it's going to make work a lot more easier. This feeling almost get me to halt anything in unreal until then

tawdry hemlock
#

if i have all rifle animations and 1 pistol idle animation what is the fastest way to do pistol walk and run? like blend rifle for walk with pistol?

fathom bluff
#

@tawdry hemlock layered blend by bool

#

@dense hound In your skeleton, In the Hiererchy panel for the bone settings. Turn on show render targets. Is your Pelvis set to animation scaled?

fathom bluff
#

@tawdry hemlock Sorry, make an Enum for character states, and then use a Blend poses node in the animgraph

tranquil cape
#

It is possible to give an ABP, or more specifically the AimOffset, only when you give the character a property?

(Like, a character will only get the AimOffset when it has the gun, or sword, etc)

Let's say theoretically, I have a character's ABP and it doesn't have an AimOffset. And I have a weapon class that will apply an AimOffset to the character.

So what should happen is that the AimOffset from the weapon should "overlay" or "override" over the original ABP; it applies the AimOffset on top of the ABP.

So basically, is it possible to apply an AimOffset only during runtime?

muted wadi
#

Why does putting the Transform (Modify) Bone node in line prevent all animation completely?

gloomy pike
#

Hey
Motion warping (Skew Warp) with a scaled up character mesh always warps too far.
Is there a solution for that?

#

seems like the modifier just runs in local space ๐Ÿ˜ฆ

misty dagger
#

Hello, any way to delete exery x frame in the anim? Working with mocap source and need to simplify the original animation.

wet sage
#

hey is it possible to dynamically set the bone to modify in the node bone transform (modify)? it would be simply used to create a dynamic flinch system, ive got everything working but cant seem to set a bone's rotation outside of that node and that one doesnt let me set the affected bone dynamically from what i understand. any help is appreciated, thanks

#

ive also tried exposing the pin but the checkbox does nothing in this case

#

also i tried binding variables but couldnt find which type it uses so they wouldnt pop up in the bind options

runic lance
#

Did anyone ever share a rig for the default unreal character for blender? Like a blend file with everything set up and ready to go?

lone nest
#

Good evening, I have purchased a package. I need to integrate some animations from this package into the ALS system. How should I proceed? I will detail the question through visual and video explanations.

#

Firstly, should I make the Arrow Shooting animation additive? If it needs to be additive, what settings should I apply?

#

Should I use Bow Pose or ALS_N_Pose, or another pose?

#

Which slots and curves should I add? Should I add the curves from the chosen pose? Because I saw them doing this in a YouTube tutorial video.

#

If I make animations additive for the Upper Body, even if it becomes low-quality or faulty, what should I do?

#

I tried blending animations directly with Blend Mask without making them additive, but instant changes occurred in the Z-axis independently of Root Motion settings (Enable Root Motion and Force Foot Lock on or off). I couldn't solve this. If it can't be done with the additive method, how can I blend with Layered Blend Per Bone and resolve the sudden change error in the Z-axis?

#

I WOULD BE REALLY REALLY HAPPY IF YOU COULD HELP ME SINCERELY.

#

By the way, when I don't make the animations additive, for example; the character only shoots straight ahead when firing an arrow, and the Aim Offset doesn't work.

#

Please Help me about theese problems

lone nest
#

I am experiencing a Root error in both Mixamo and the animations I recently purchased. If it were related to the purchased package, it could have been easily resolved. However, the issue is not specific to the package I bought; I am encountering the problem in both the purchased package and Mixamo animations. In both cases, the character appears to be floating in the air with the Root bone visible.

#

According to your suggestion, should I perform a retargeting process from the UE4 Mannequin to the ALS Mannequin using IK Rig, instead of doing a Replace Skeleton?

#

Even if I add keys and manually adjust the Root bone as shown in the image, there is still a sudden change or distortion in the Z-axis. In other words, manually correcting the Root bone doesn't seem to work.

I believe there are simple solutions to these errors, but I can't seem to find them.

#

By the way, thank you for trying to help. @opaque stirrup

#

The only thing I want to do is integrate a montage in a way that is compatible with ALS. How can I do this in the most accurate way? Is there anyone who can show me step-by-step or recommend a source?

I would be very happy if you could help, please.

dense hound
#

Hey can anyone help me my character is looking weird

flint olive
dense hound
#

He is distorted

flint olive
#

gosh you have no sense of humor, anyways id imagine you are using an animation that is retargeted?
go to your skeleton and set all the bones to use Translation Retarget to Animation Scaled.

dense hound
#

Sorry about not laughing it was funny believe me I loved it it's just that I can't seem to get help and I'm in kind of a hurry but I found it funny

elder galleon
#

got a little question in regards to blendspace. i have got a blendspace set up that if i was to left to right the character would normally straff but I have another character im trying to duplicate
this to but its blendspace is set to right is turn right not straff.

#

looking at some documentation i have found Use Direction: If using a blend space, does it require the rotation of the character? The alternative is to use the Forward/Backward, Left/Right and Up/Down velocity.

#

yes im using blend space

#

yes i require rotation

#

but im confused on how to get the left to right velocity

floral sky
#

Control Rig uses a VM right?

ashen junco
floral sky
#

Interesting. Thank you

misty dagger
#

guys i'm starting to make animation for my game but i need some advices

#

i have a fps game with some weapons

#

should i do an animation blueprint for every weapon?

#

or if i use one singular animation blueprint how can i choose what animation to play based on the weapon that im using?

misty dagger
#

guys is there any other way i can create my animation blueprint? i would have to create a state for each weapon and connect every state to each other, its a lot

low charm
#

Im having a character spawn after an event then possessing them in the level blueprint
when the newly possessed character spawns the get owner cast is failing
this is my printout.

#

Im super new to this but I think it has something to do with the controller being controlled by another character when my new character is spawned. Does that have anything to do with it?

high pike
#

is there a way to parent an alembic to an alembic? Like parenting an alembic effect to a dragon's mouth?

ashen junco
summer plank
#

How would i get a value from 0 to 1 depending on how much time has elapsed in an animation blueprint

#

time as in the animation timeline

#

im trying to interpolate something over the animation length

ashen junco
summer plank
#

Thank you!

#

Oh and is there any way to use timers in animation blueprints

ashen junco
summer plank
#

alright!

summer plank
#

i just cant seem to figure this out

#

i have a state machine

#

and in one of the states i want to use some sequence

#

but i also want to rotate a bone as the sequence is being played

#

like. over time

#

im really not sure how to do that becausethere is no time remaining property or variable in the sequence

oblique gate
#

Anyone have any pointers on how I can use some of these "zeroheight" animations I have? I have a basic jump and the animation with "zeroheight" has the root at the bottom, the result is that when playing this jump animation, the mesh lowers itself. Anyone work with this kind of thing before and know what I can do to have that match the meshes's starting position? Video for reference

sharp zinc
#

Please I need help

ionic forge
#

Hello.. I am using Unreal 5.3 and I am trying to retarget an animation from Mixamo to Metahuman.
I had to add a root bone to the Mixamo animations using a plugin in blender.
Now the pelvis in metahuman seems to be in a fixed location and only rotates while it is expected to move as well.
I have tried making pelvis as the Retarget Root and making the Translation Retargeting for it to be Animation Scaled (tried Skeleton as well)
Still nothing seems to work.

ionic forge
#

Got it to work. It worked by removing Pelvis chain from both the IK Rigs and recreating them.

fringe sparrow
#

half based this off john wicks walk, does it look okay thinkhmm

fading apex
#

Can anyone recommend any good references or tutorial videos on how to approach facial animation on a moving character? (Preferably not Metahuman)

misty dagger
#

guys how can i add a bone to my weapon and attach my ik hand bone to it?

#

this is my situation

novel kindle
#

How to make the character in it's place when climping not going up into the air

novel kindle
misty dagger
novel kindle
#

I don't know ๐Ÿ˜ฆ

misty dagger
#

oh, ok thanks anyway

past frost
#

Hey guys, is it possible to apply several additive animations at once (Using the Apply Additive node)?

#

Im trying to do this, but it looks like the additive animation with the highest alpha will override the other. Is this an engine limitation?

#

If so, is there another way of adding several Additive Animations at once?

fringe sparrow
tepid swift
#

Hi, everyone .
Does transform(modify) bone anim node can modify body instance in anim graph? There is a skeletal mesh in the scene which owns a cloth asset to do cloth simulation. However after i change some bone's scale in the anim graph which the skeletal mesh uses, the cloth simulation seems to be calculated based on origin bone size.
Thanks in advance~

gentle kestrel
#

Hi @wide pulsar did you ever figure this out? I'm facing the same problem.

native flame
#

Anyone can know why my character shrinks down, even if I add a simple default control in control rig?
I've just started learning it

copper obsidian
#

Anyone knows why my character crouch moving animation (top left on screen) is bugging out? (im using the animation on the right that is playing)

copper obsidian
tawdry hemlock
#

I downloaded some rifle animations from mixamo but hands dont hold my gun well what can I do? I need to modify all the animation or there is a better way? Thanks

little creek
#

Hey there. I'm running into an issue for making squash and stretch animations within Unreal.
For starters, the issue I have is I don't know how to make the animations in a way the engine can actually show them as they are in software.
I tried using Blender's scale inheritance scale, but it creates some differences. Here is the test model in UE an Blender for reference, duing the exact same point of the animation. I believe it must be something to do with the hierarchy and how Unreal interacts with bones using it...

upper nacelle
# misty dagger guys is there any other way i can create my animation blueprint? i would have to...

You need to use linked animation layers for that.

So you create a logic once, the base, and create different animations for every weapon type you need.

Check the documentation for more datails:
https://docs.unrealengine.com/5.0/en-US/animation-blueprint-linking-in-unreal-engine/

The Lyra sample shows a great way of doing this.

Modularize your Animation Blueprint logic by using Animation Blueprint Linking and Templates.

misty dagger
#

Guys, I would like to set this value on an anim notify from an ABP. How can I go about doing that?

limber shell
#

This is probably the dumbest question but all tutorials uses already made animations.

If I want to create a new animation for a skeletal mesh, do I need to make it a controll rig first or how could I make the most eazy animation for my turret weapon to rotate (bones exist with weight paint)

misty dagger
limber shell
#

Anyone ?

visual sandal
#

what animation bp node could I use to make this work off the bool condition?

limber shell
#

Anyone have any tips or tutorial for the Create animation. I find no information on how this works.

Had my skeletal, and klicked this.

I want to create 1 animation but have no ide how to even keyframe

hallow elm
#

Hi, I need help about retargeting
I edited animation sequences, and I created animations from preview mesh.
Then, its right hand looks correctly in editor, but it's incorrect in PIE... like the pictures....
Why???

limber shell
#

I cant get my controllrig handels to work, they dont affect the skeletal mesh

heavy kayak
#

hey guys

#

need help*

#

im using montages to play certain annimationjs

#

but i got a Slider UI thingi that changes the "Spine bone" rotation"

#

but when using the montages its not using the rotation of the skeleton :/?

heavy kayak
#

hey guys when im using addative settings on my annimations my character shrinks down to 0 sacle size :/ ?===

#

anyone ???

sturdy dragon
#

Can anyone here help me with knowing how to enable the Physics Control component? I am copying the setup from Content Examples to my project but not getting any setup progress

visual needle
#

@pallid trail Have you added a default slot in your Anim BP to run the montages?

spice magnet
#

Good evening. If I'm using spring controller in anim bp for bones animation (I'm emulating hair), can I make bones react to collisions of character's mesh? For now my hairs passing through character's head.

ripe ledge
#

Hello. How to fix model skeleton breaking during import? I import by simply dragging and dropping folders into the project folder.

misty dagger
#

for making reload animations shoud i do 2 animations, one for empty gun and one for half full gun right?

misty dagger
#

and when i want to show the bullets i just attach them to a socket in the chamber and the mag right?

little creek
#

Hey there. I'm working on an armature for squash and stretch based stylised characters.
Issue is, the only way I managed to make the setup work is by separating all bones from their own hierarchy so that they don't follow a chain, making each bone an independent element.
Is this something that might cause issues?

heavy kayak
#

hey guys when im using addative settings on my annimations my character shrinks down to 0 sacle size :/ ?===
anyone ???

sonic crag
#

Hey there guys,
right now im working on a character and i am trying to attach buttons to its clothing. The Buttons have to follow the animations correctly. Is there a good way to achieve that?

sage crystal
#

I'm new to control rigs.
Presumably 80+% of indie devs use the standard ue skeleton
Why would everyone then be making their own control rigs as it seems they are? The built in ue5 mannequin control rig seems ok but is missing some obvious controls such as dragging the hand somewhere and have the arm follow, so I would expect the internet to have improved versions but google and marketplace just looks at me funny when I try to find any

sage crystal
hollow lotus
#

what is the future of the Actor Sequence Component? has or will anything replace it or will it be deprecated fully?

severe vault
#

Hello! I'm trying to debug some animations with "show debug animation" debug tool. There are so many things going on in the screen that the information that is showing which animation is playing is way off the screen to the right. Do you know if there is a way to scroll through that stuff or eliminate some of it so I can see what animations are playing when I move my character? Thanks! Using 5.3.2

flat sluice
#

I love when I change a float value in a multiplication node in control rig the editor crashes

#

third crash in 5 minutes from control rig, 5.2

smoky shell
#

Control rig has been under very heavy dev for a long time, and still is, wouldn't be surprised if 5.3 has a lot of fixes over 5.2 (but haven't checked)

#

5.1 was horrific, you had to go through a certain process to even get your changes to execute in game, and it would crash the editor all the time when using live coding

lost flame
#

So I was told there's a way to lock the position of a bone (Control rig) in sequencer but I don't understand how. For example, being able to keep the characters hand placed onto the door nob and moving the hips wont move the hand off the nob.
I tend to animate in blender and /or cascadeur instead of UE5 specifically because of this one main thing.

#

Animating in engine is very time consuming, but so is animating in cascaduer and then tweaking small things that don't match up in engine

trim sparrow
#

Played around with cascadeur and maybe it's because I'm so new to animating but I was able to make 100x better animations than I ever did in blender. Going to stick with it for making unreal mannequin animations (can rig any humanoid to the mannequin in blender, and I'll just avoid making a cat or something until I want to learn animating in blender w/rigify or how to properly import/export a custom rig between the two). I don't want to spend all my time learning the nuances of animating manually when I'm working on solo projects and this gets me 90% of the way there

patent thorn
#

I'm trying to regarted two characters with very different hights and I'm getting this problem that's making my smaller character float in the ground. is it something I'm doing wrong? or is it normal?

#

it would be nice if the feet would be in the ground

serene plover
#

Making my AI and creature I got didnt have an abp or whatever. So Im setting up the idle/walk/run

#

when I make it switch from walk to chase speed the jump is like doing the jump and then twitching backwards and doing the jump again

#

Its not smooth and im not sure if its something where I need to do something in the animation area or what

#

(its a slime)

analog hound
ashen kernel
#

can anyone recomend any resources on the workflow for creating a character and exporting to ue5?

pseudo shadow
#

Anyone know if unreal editor for fortnite has animation files? Trying to chase one down inparticular

#

The good ol griddy

ivory condor
#

Control rig is working well when I do play test in PIE and standalone mode but after packaging game the control rig is not working anymore.. Does anyone know how to fix this issue?

patent thorn
#

I'm trying to regarget some mixamo animations in ue5, but for some reason my character floats when retargeting crouch animations, any idea how to solve it? I'd like to use the feets are the reference when retargeting, is it possible?

#

this is my reference pose

#

on this animation the difference is smaller

brazen jetty
#

Is there an easier way to update retargeted animations? I am finding myself retargeting my entire animation blueprint from the mannequin, playtesting the game for a while to find my IK Retargeter settings could be a bit better. I make the changes, delete all the animations and blueprint, and run the retargeting again, just to find myself doing that again a few minutes later.

brazen jetty
spiral moss
#

Have you found a solution for that?

tawny steppe
# spiral moss Have you found a solution for that?

Not exactly, but it stopped being a problem. The animations themselves worked fine, but when creating an animation sequence they would get an insane number of frames. Don't remember exactly how I fixed that, but it was something simple.

spiral moss
#

and when I create an anim montage I see an insane number, and when I put a notify it somehow fix it

tawny steppe
#

I remembered it being something simple like that, just edit the sequence and it resolves itself. It's got to be a bug, I couldn't find any logical reason for it

steel musk
#

anyone know anything on the marketplace that has a free staff magic animation in it

subtle lava
#

Do we have ik rig generation assistance yet

ripe ledge
#

Hi! Tell me, why are the bones not highlighted here? I can't put preview mesh and use animation yet

sleek valve
#

is there any place to download animation that's is not mixamo?

sleek valve
#

What?

glass heart
#

Hello, how do i find and addthe AI_Classic the AnimClass that has the idle and running etc animation in it cuz i dont have it here (when it stops running & walking, it needs to have the idle one.. etc), i tried to google it but i couldnt find like what i need tho

analog hound
wintry hornet
#

What should be connected into the 'Node' here?
It's a bound function for AnimBP sequence player

sleek valve
#

Can you give me the site?

desert wren
#

Hello hello, I'm trying to retarget an animation right now, but in the IKRetarget preview it looks perfectly fine all the bones are normal and animation plays out as it should. When the animation is actually duplicated/retargeted as its own new animation the hands start bugging out really hard

anyone experience anything similar and know whats up? i'm not really sure what the issue is or where to get started on fixing it or even where to ask for help as i couldnt find anything online

top pic is in the retargeter preview, bottom pic after being retargeted
https://i.imgur.com/tzCuHLB.png
https://i.imgur.com/wlHau68.png

crimson moat
#

Hi after importing animation into unreal engine (5.3) animation gets jitters and after hours of looking into it I have nothing if someone could help that would be great !
What I tried so far :
different framerates
import frame rate lock
post process and other options disabled
a lot of different fbx export settings

Animation do not have Jitters in Blender Maya and in FBX viewer it happens only after importing animation into the engine it self

split rose
#

Has anyone had any luck using motion matching nodes?

#

I've made a a motion database with a couple of movement anims for testing, however the character just wont animate.

#

The trajectory seems to be calculated correctly from the debug visaulization.

warm nest
#

Anybody know how I can add an additive animation? Every time I add one, and use it, it shrinks when i use the animation to an unseeable size.

agile horizon
#

Hello!
Anyone can give me advice on exporting multiple animations for my rig from blender to ue5?

I have an armature, a mesh, and a couple of animations in my blender file. I can select different animations in action bar.

But when I import it all in Unreal I dont see separate files for every animations, only one animatione sequence. It works in engine (i can play it on "event begin play", and it works as intended with my mesh), but how can I access the rest of the animations to use them in animation blueprints?

#

should I just choose dif animations in action editor and export them without a mesh?

#

yep, that was it'

#

my bad

median hound
#

Hey there, a question for the animators in here:

Since I do not have knowledge about animations in UE so far, I wanted to state my question here.
I am currently trying to get a prototype to work that has been rigged and modeled in Blender, a very basic setup:
3 cylinders with 1 bone each that can fold open into a Z shape and back. I want to use this as a prototype for a foldable sail animation later on.

Following the YT tutorials as best as I could, the animation and mesh seems to disappear once I try to make a montage and drag the sequence in. It is not viewable and invisible or whatnot in the actual viewport after starting the game.

Help would be much appreciated, since animation is not my strong field by any means in UE 5

scenic shale
#

Does anyone know if it's possible to achieve an "on-twos" effect purely through an AnimBP? My goal is get choppier animation in a non-destructive manner, so that it's toggleable instead of baked into the animation. Something like the UE5-powered title Pseudoregalia which allows toggling the character's low framerate animation in the video settings, though I do not know if that developer achieved it via AnimBP.

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median hound
urban dew
#

Hey, i am wondering if its possible to set up a skeleton mesh into assets from quixel, like, i made this stone boy with some rocks, and it would be quite awesome if one could animate it in some way.

misty dagger
#

So in Blender I have my Armature, now question is can I rename that or will that end up adding a bone before the root bone ?

#

reason I ask is cause I want ability in UE to do both warp stuff and also root motion stuff but to do this I have to ensure the root is the main bone

gaunt sky
#

Evening all, quick question. Is there a way to expose variables in a custom anim notify state? Similar to how the 'PlaySound' notify has inputs for a sound, volume, etc.

ripe ledge
#

Hello! How can you change the size and expand Skeletal Mesh?

viscid willow
viscid willow
# misty dagger reason I ask is cause I want ability in UE to do both warp stuff and also root m...

Keeping the name as Armature ensure the armature node is not imported. IIRC the engine filters for the Armature object and removes the node on import, which would suggest an Unreal Import side operation to manage the Blender rigging system.

This does make things like root motion a little bit weird, but so long as the root is the parent object in your rig, you should be able to manipulate the root for root motion.

viscid willow
# scenic shale Does anyone know if it's possible to achieve an "on-twos" effect purely through ...

This is certainly achievable.

Here's an example. All the animation clips used are full 30fps source files but the skeleton is updating on 3's.

It's actually two skeletal meshes, one is invisible and fully animated. The other uses a pose snapshot to capture the pose of the invisible skeletal mesh at certain intervals.

Pose snapshot is one way. There's likely a Control Rig solution you could experiment with ๐Ÿ™‚

#

I would also add this is an aesthetic solution, it's not an optimisation. This would be more expensive because it's evaluating two skeletons instead of one.

scenic shale
pallid needle
#

Why wont these fingers move? I think only one does? ๐Ÿ™‚

misty dagger
viscid willow
misty dagger
#

I was thinking though so I can name my armature same name as the mesh

viscid willow
#

Yeah, unfortunately it doesnt help for organisation of your scene

inland ember
#

My unreal editor is freezing when I tried to import an animation that I got from mixamo.

#

Please help

#

I have already tried it 8 times and everytime it froze

copper salmon
inner ridge
#

I'm abit confused as to how I import a skeletal mesh as one and not as separate skeletal mesh parts into UE without having to have separate objects in blender ๐Ÿค”

misty dagger
undone geyser
#

Hey guys
Is there any way how I can run 2 montages?

Like, I have my loop "#1 montage" and I want to play "#2" that should override "#1" and after "#2" is finished I want to go back to "#1"

night rover
#

Just use montage section

#

You can drive what section to play at run time too

sharp coyote
#

how do i keep a retargetted animation root locked? it seems like if i retarget an animation that is held in place by 'Force Root Lock' the same no longer applies to the retargetted animation for a different skeleton

viscid willow
devout dagger
#

I have an animated character that I brought into UE as Alembic geometry cache. There doesn't seem to be whole a lot of info about handling geo cache anims for characters. I'd like to use this with AI NPC actor. Any tips?

devout dagger
#

No one?

sharp coyote
#

in the preview of my retargetter everything seems fine. this animation is root locked

#

once i export the animation the new animation stops caring about root motion options entirely

#

enablerootmotion and force root lock do nothing

#

testing this with the retargeter provided by epic with the project for ue4 mannequin to ue5 mannequin this doesnt happen so ive done something wrong or forgot something in my ik

sharp coyote
#

ah, i found the issue

#

needed to set the translation mode of root to globally scaled in my retargetter

rare birch
#

I'm encountering an issue where the feet of my rigged character twist 180 degrees, for both foot_r/l and ball_r/l in UE 5.3. In Blender, the skeleton bones appear fine. Does anyone know what might be causing this twisting problem? I used Auto Rig Pro to rig the skeleton to be compatible with the UE4 mannequin skeleton. I'm hoping to find a solution for this issue. Any help would be greatly appreciated!

remote elm
#

how come a blend mask with 1.0 on the ik_hand bones get influenced by the lower body? is this intended? its almost like it blends between them eventhough i want nothing from the lower body animations influencing the ik_hand bones

remote summit
#

I hope somebody can help me with this... I have been at this for hours.

BACKSTORY: I think I am the only person in the entire world who actually creates my skeletal meshes with the X in the forward direction (like the engine expects you to). This is relevant because I can't follow normal tutorials on how to set up the IK system.

I am to the point of the tutorial where I need to modify the primary and secondary axis, right now I have Primary as x:0 | y:-1 | z: 0 and this is what I get

#

the issue with this setup is, the sub bone (calf_twist_L_01) does not follow the rotation and has some odd offset now.

#

Here is a picture of the calf_twist_R_01 in the proper location as it should be (without the IK setup)

#

I am super confused as to where I should go from there.... so, any guidance or help would be greatly appreciated

#

In maya, I see that X is forward and Y is down

#

and on the claf_twist_R_01, X is backward, and Y is up

#

If I set Primary (x:1) and Secondary (y:-1) I get the following

#

Now, if I set the primary axis to 0 for all, then it stays as it should, but the twist bone does not follow the orientation of the parent now....

remote summit
#

I tried to look at the Mannequin, but I get nothing on the IK in there as it doesnt use the IK node. Instead, it creates an IK rig that ... looks even crazier ๐Ÿ˜›

smoky shell
viscid willow
viscid willow
viscid willow
devout dagger
uncut flint
#

anyone got an updated tutorial on motion matching for 5.3, documentation doesnt seem updated afaik

rare birch
fringe minnow
#

what's the best way to handle drawing/layering curves that control morph targets, ideally something reusable between actors?

smoky shell
remote summit
#

the engine expects X as forward, wouldn't no offset, be the correct method, as the engine expects that?

smoky shell
remote summit
#

lol

smoky shell
#

I'm not being funny, that's the intention

remote summit
#

then change the engines forward axis to Y

#

if the engine is suppose to "follow manny" and manny's forward axis is Y, then seems like a simple fix to me

#

or, perhaps, what I am saying has merit. here nor there and not the point of this conversation as I dont need to argue to try and find the answer to the problem I face

smoky shell
#

You're running into issues doing that already ๐Ÿ˜„
It will be possible to get IK working regardless, but you'll have to work out the aim axes yourself

remote summit
#

The easy answer is, follow Manny

smoky shell
remote summit
#

No need to get upset about it, I was simply making the point that your "correct" assessment was wrong. Two things can be true at once. 1) The correct forward axis is X (as this is the engines forward axis) and 2) an answer to my problem is follow the direction of Manny

#

I am trying to see if there is any other answer that doesnt require the entire rework of the character. If you can guide me in that direction, GREAT!!! If not, that is okay!

smoky shell
#

I was trying to help, if you had said that from the start instead of treating it as an argument then there wouldn't be an issue
The fact you're getting defensive means I won't continue attempting to help from here

#

Literally no one was trying to make any argument, I was trying to help, I'm not interested in that

#

Can't help you if you get angry and try to fight me over that, I don't have the information so until you've provided it I can't factor it

remote summit
smoky shell
#

Lets be clear
The saying "it takes two to argue" isn't true here, you did that all on your own
This is why I won't be trying to help you further

remote summit
#

shrugs cool, appreciate whatever the attempt was