#animation

1 messages · Page 34 of 1

cinder blade
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@rain solstice When adjusting the transform in a control rig, you'll notice there's an "initial" value, a "current" value, and an "offset value." The "current" transform will get zero'd out whenever you compile. To make the change stick, you can right click the control and choose one of the options to set the offset or initial transform from the current, depending on whatever's appropriate for your code.

If the rig is working correctly, the travel radius of the mainrod will depend on where it's fixed to the wheel relative to the center. Assuming you're using a control offset from the center of the wheel to move the mainrod, you would offset that control further from the center of the wheel to increase the travel radius.

velvet geyser
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I have the same issue, were you able to resolve it? From what I see cloth physics is just canceling the morph targets even when using Mesh Deformer as you described.

runic solstice
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Quick question about blendspaces in Unreal, I've used and setup some before with other animations. Is there any specific things I need to look out for when making those animations myself? I'm using cascadeur at the moment

vivid coral
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i want to create 2 simple animations, an interact animation with the hands moving forwards to touch and walk/run/crouch while holding a sword. anyone ahve any yt vids for a referencee?

fringe shadow
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Do anyone know how to change the material on mesh?

I want to animate face expressions of LEGO Characters. Face Experience are 2D textures.

quiet brook
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🫠

plush oak
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I've downloaled an animation from mixamo and I've converted for UE when I import this error happens I think is about the skelaton already have bones but Idk how to delete them

plush oak
coral sun
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Any reason why this list is empty? The skeleton for the animations is present in the project

wary wharf
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hi anyone know how to retarget animation from ue5_Manny to my own skeletal mesh ? i tried the IK-retargeter but I am not that good with UE5 (can voice chat if anyone can help)

full crag
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Anyone use Cascedeur for animation of characters?
Curious about the pros and cons.
https://cascadeur.com/

Cascadeur is a standalone software for 3D keyframe animation of humanoids or other characters. Never before making animation from scratch or editing one has been so easy and fun. Thanks to its AI-assisted tools, you can make key poses really fast, instantly see the physical results and adjust secondary motion. All while retaining full control at...

tropic holly
sudden sedge
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I'm trying to make a jump land animation, and I'm trying to make it a sort of additive animation based on a curve

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Any ideas on how I might go about with that?

humble slate
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I have a minor problem in anim graph, when right clicking to show context menu, it freezes for 15 seconds.
It seems to populate nodes with every animation in the content for that skeletal mesh. Is there a way to disable that?

autumn elk
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Hi! Anyone with experience transfering Wounder studio mocap to CC4 Characters here? I can`t seem to figure it out here. Some bones are just not working correctly.

wheat badge
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is there a way to modify the Reference pose for using with Compatible Skeletons? No matter how I modify the ref pose using the retarget manager the legs always cross :/

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I want to avoid editing in DCC software in DCC software

ebon granite
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I replaced the 3rd person mannequin with a custom mesh and an UE rig made with AutoRigPro but I'm having this problem whre the feet are stuck to the ground. Apparently it's an IK problem so I followed this guy's video (https://www.youtube.com/watch?v=LM06-K1F-is&t=486s) but it didn't fix my problem + the nodes are totally different
Anyone has an idea how to fix that ?

Project Files: https://www.patreon.com/posts/78617641 .
In this video, I am going to demonstrate how to solve the commonly occurring foot sliding issue and IK foot placement not working properly issue on retargeted animation blueprints. This usually happens when you retarget default mannequin animation blueprint into a new animation blueprint w...

▶ Play video
charred owl
charred owl
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Q: Is there a way to bind to an animation montage being finished playing? I've seen you can set a timer based on the duration of the montage but that seems chintzy. is there no event that fires when a montage is complete or interrupted?

opaque comet
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Trying to wrap my head around how Unreal assigns animations to skeletons. I imported a skeletal mesh with a test animation, imported using the mannequin's skeleton as the skeleton reference. When I try to select an animation asset to preview, this test animation is not shown, though it correctly shows it is assigned to the same skeleton. Any reason why this would be happening?

charred owl
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So you can either open the animation asset and add the mesho to that asset's list of compatible skeletons (if they are indeed compatible), or if not, you can build an IK retargeter and convet those animations to work with the new mesh.

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Does that kinda make sense?

opaque comet
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Yes, sorry, I'm an idiot. When I imported the skeletal mesh, it looks like it did not keep the name I set for the animation in blender, so it was not showing up in my search and I thought it wasn't properly targeted. Looks like it's there now

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But yeah, it correctly shows this new test anim is assigned to the same skeleton

opaque comet
charred owl
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this is what we're using because we need the Blend.

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any idea how to use the node you're suggesting along with a Blend value so we can blend montages together?

rigid gate
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Hi guys i have problem about asaign my animstions to charcater in sequencer Its about i try to use face morph target animation and body movement animation in same time on unreal sequencerBut its makes blend to animations i think thats why facial anims gonna be lower how can i fix that guys?

opaque comet
leaden grove
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was wondering if I could get some help with animating my character holding a rifle when it picks it up, I am farily new to unreal 5 and im just trying to create a charcter that moves easily and picks up a weapon and still can move around normally in a FPS perspective, ive been watching alot of yt videos and its just caused me to go in a loop hole for different peoples methods and im just kinda lost now lol

feral gorge
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Hi I'm looking to hire someone hourly to simply hang out with me while I create stuff and advise me with issues I'm running into creating cinematics. Tuts have gotten me pretty far but they lack context sometimes. I'm currently at the animation stage of my scene and require some assistance with a few problems.

Please feel free to DM me. I'm usually available at night after 8:00pm EST (Florida), and periodically throughout the day.

ebon granite
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You guys think I can grasp the animation/skeleton system of Unreal (meaning I can fix most of the export/import issues) if I read the whole docs about animations, skeleton and controls rigs ?
Ngl I'm getting frustrated trying to switch characters smoothly between character BPs

round grotto
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Sorry for the double post in cinematics. Realized it should be probably here... Hello everyone, I have a quick question. I have some UE4 rigged characters and UE5 animations. I guess it would be better to change the character than the animations, right? I only found tutorial for changing the animations but not the actual skeleton. Can someone point me in the right direction?

waxen moth
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Hi guys, Im having an issue w a metahuman w a mixamo animation that plays fine in the sequense but when i press play it just falls thru everything and dissapears, any one got any time to maybe helpt me?

dreamy orchid
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You ever figure this out? Killed control rig for me.

steady sentinel
serene plover
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What would cause a skt to morph wrong like this?

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Vertex weights?

turbid needle
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Hey, I'm having some trouble exporting GLTF from blender to unreal. I'm having to use GLB for the export format. My problems are coming down to some bizarre loss of shapekey animation when I export. The shapekeys are there in the imported file, but aren't represented in the animations.
Left is the anim in Blender 4.0. Right is the anim in Unreal after being imported as GLB from blender

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My shapekey test, titled "Wahoo" is imported just fine and looks the way it does in blender. However when I check "auto" on like I would with an FBX import with shapekeys, it still doesn't animate in the actual animations

turbid needle
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inside blender the shapekey uses a driver that attaches to joint transform to animate the shapekey. This worked fine when I was testing shapekey animation in fbx, but not here

blissful quarry
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Hey guys, is there a way to play additive animation in sequencer, right now when I put 2 animation layer in the same body part, they are blending, playing like at 50% each instead of being additive

serene arch
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wowzers making a pure animation based look up/down with no ik for a true FPS perspective is a lot harder than I imagined

minor spindle
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Hello everyone!
I have a question about MH ABP. I need to follow his eyes by moving camera but. I'm following tutorials, but several lessons mention the need to disable "Blueprint Post Processing" for the "Look At" function to work correctly. However, disabling this feature makes my ABP appear incorrect. How I can use my normal skeletal mesh and use "Look At" node for EYES ?

sharp karma
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Guys, did epic release the motion matching project with 500 animations that was mentioned in the GDC presentation? I can't seem to find it

tired solstice
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could anyone help me sort an animation not playing all the way threw?

wild flare
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Aparently Epic is releasing a 500+ animation starter pack for free in 5.4.
has this made its way onto the marketplace yet? i cant find it.

ebon granite
wild flare
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but idk, i cant find it

tired solstice
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when i imported the animation i got this error could this be playing into it?

Animation length 2.25 is not compatible with import frame-rate 2 fps (sub frame 0.5), animation has to be frame-border aligned. Either re-export animation or enable snap to closest frame boundary import option.

sharp karma
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By the way is the Motion Matching system they showed the same we have for some time as the Motion Trajectory plugin?

wild flare
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im re-watching their 4 hour livestream from yesterday, ill let you know if they say anything about it

sharp karma
wild flare
sharp karma
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I hope not, the whole point of the preview is to identify and fix bugs before the full release..

dim tapir
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Hi everyone kind of a niche question, but hoping someone might know a solution or point me in the right direction. I am using auto-rig pro in blender to generate a ue5 mannequin which works fine and I get no merge bones issue. However when I use a UE5 default animation it seems like the character get some issues getting "squished almost

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Above is an example, where it has the "default pose" as an animation, and you can especially notice an issue with the hands on the lower one, as opposed to the actual default pose which is the prior picture

humble slate
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Hey, animation noob here.
I have a root motion animation of sitting on a chair (starting in front of the chair). How can I blend the root motion so when I sit on the chair, it blend properly to the final position from my current position that may be a little offset from the starting position of root motion?

zealous crane
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Hey not sure what channel this would fall under... But we're getting a ton of log spam that are variations on this line. Anyone run into this in 5.3 before or know what the fix is?

[2024.03.21-19.52.52:814][ 64]LogUObjectGlobals: Warning: Calling StaticLoadObject("Class /Script/CoreUObject.Object", "None", "/Game/Characters/CR_Char_V2.CR_Char_V2") during PostLoad of ControlRigBlueprint /Game/Characters/CR_Char_V2.CR_Char_V2 is illegal and will crash in a cooked runtime

forest furnace
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Has anyone had issues where rewind debugger isn't actually recording anything even though there is an actor selected?
It says "Start a recording" even though there's a recording

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Nvm looks like I needed to have it on standalone for it to work

cyan bridge
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Hello friends, anyone here know if you can use virtual bones with the control rig? Like should I be able to bake animations with keyed VBs?

Its currently not working in my project and I figured asking here might save me a step

cyan bridge
viscid willow
cyan bridge
viscid willow
# cyan bridge I have controls set up in the metahuman rig for virtual bones connected to the h...

okay, my speculation is that the virtual bones are going to not be able to animate where you need because when they're created in a skeleton they have a parent and a target, so they will always animate to the target position. That's at least what I understand.

You could do the same setup all in control rig rather than make a VB in the skeleton, you could make a bone or control as a target transform for a weapon in the control rig itself.

cyan bridge
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Would that be able to be baked out you think?

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On curves maybe?

viscid willow
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oh so you're looking for a solution to handle a variety of weapons?

cyan bridge
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Exactly

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Different girths and hand positions and all that

viscid willow
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I'd say you want a bone exported with the skeleton, like you mentioned. The metahumans dont have a prop bone/weapon bone?

cyan bridge
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Unfortunately no and despite my best efforts importing the skeleton doesn’t seem to add the bones. I suspect there’s a work around with live retargeting bc the face mesh has its own skeleton but follows the body animations

viscid willow
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yeah the head uses a copy pose solution IIRC so the spine is identical between the body and head mesh, and the head is set to be a "follower"

cyan bridge
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Oh amazing I was asking about this the other day, is there documentation on this?

viscid willow
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You could probably find it in the metahuman setup if you have a character imported to the engine

cyan bridge
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Oh yeah I’ve played with metahuman version of this

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I’m not sure how it works, the bones that don’t match in the skeletons can operate independently?

viscid willow
# cyan bridge I’m not sure how it works, the bones that don’t match in the skeletons can opera...

I believe so. Because this is done in the anim bp you could have other nodes in there driving animation, while the copy pose is used to match the corresponding bones.

https://youtu.be/Oe7fYS9qxmk?si=b2WkMdaJglf1mumV

This is a good video. The wings backbling in particular has animation states, while also matching to the character.

This talk by Epic Games' Senior Technical Animator Jeremiah Grant covers Fortnite’s use of animation Blueprints including the use of Blueprints for gluing together character parts after retargeting, dynamic solutions for low LODs, and faking dynamics in higher LODs with procedural animation techniques.

Learn more about Unreal Engine at http://w...

▶ Play video
cyan bridge
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Thanks! I’ll take a look at this

viscid willow
lunar basalt
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Hello, does anyone know how can I bind trajectory variable to motion matching system through animation blueprint in UE5.4?

boreal swallow
lunar basalt
boreal swallow
lunar basalt
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Oh, I found it. thanks

dim tapir
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Now you can fix it by editing the reference bones and basically making adjustments to make it has similiar proportions and rotation as the real skeleton, but it's a bit tedious

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I was a bit let down by the fact that the plugin I used didn't automatically solve this though, since it markets itself as UE5 compatible. Other than that the plugin is very good, but yeah you gotta manually correct these issue for now I suppose

dim tapir
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however... with all that said, if you fix it once, it should work for the forseeable future, granted that you use the UE5 mannequin or UE4 mannequin skeletons only

quiet anchor
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Hello. I would like to use Random Sequence Player node in Animation BP; but I would like to program transition to trigger when Random Sequence Player node finishes. Is it possible?

quiet anchor
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Alright, if this is too specific of a question, I'd like to describe my actual problem.

I have a behavior that I would like to implement, and I'm wondering if it's appropriate to do it in animation BP.

I want to have an idle animation with some flourishes randomly thrown in. I would like to have a simple idle animation, which plays for a random amount of time (not necessarily just one cycle); then it transitions to one of several flourishes (a character looking around, or checking his equipment, or limbering up); then after a flourish ends I want it to transition back to simple idle animation.

I know of "Random Sequence Player" node, but it does not quite have a behavior I desire — it just picks an animation at random an plays it for a random amount of cycles.

gentle lake
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for my death animation i use a transition of a boolean, should i do this or play montage what is the difference ?

azure roost
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Anyone know how I can either change the retargeting templates or how to correctly export/name a 3ds max biped character so I can use the new autiIK/Autoretargeting feature?

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Very spares info on that out there rn...

rigid gate
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Hi guys i have problem about asaign my animstions to charcater in sequencer Its about i try to use face morph target animation and body movement animation in same time on unreal sequencerBut its makes blend to animations i think thats why facial anims gonna be lower how can i fix that guys?

honest lion
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Try control rig

frank shuttle
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Any Ideas, how to fix that problem ?

cyan bridge
frail sparrow
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is there a way as of recent to get the ue5 manniquin control rig to blender

pure mica
open egret
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Anybody got a link to a tutorial i can use to change locomotion states when collisions happen (like going inside)?
I've tried casting and such but...

cyan bridge
frail sparrow
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As far as I know they aren’t I’ve checked the discord

full crag
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When downloading stock animation from sources like Mixamo and elsewhere, you have the option of choosing a framerate.
I've tried both 24 and 60 with the same character and in Unreal when playing back the motion is identical.
Is there any advantage in downloading 60fps animation if you're creating a cinematic at 24 fps?

outer iris
little creek
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I'm doing some research on animaiton blueprints / blending... But I'd like to know, what are some pointers you reccomend for making animations meant to work together in a blendspace?

viscid willow
# little creek I'm doing some research on animaiton blueprints / blending... But I'd like to kn...

Locomotion is a common use case for blend spaces. The important thing to consider when making locomotion assets that you want to blend together is to make sure they all start from the same phase in the walk cycle.

Left foot contact, right foot passing, right foot contact, that kind of thing. My preference is to export my locomotion assets starting from the left foot planted and hips are at their lowest position. This means that when I blend out of idle, the left foot is always planted, and the hips blend down to give a tiny bit of anticipation.

viscid willow
# gentle lake for my death animation i use a transition of a boolean, should i do this or play...

You could certainly use either. If you have a montage slot you use for full body animation, this is often recommended because when you play a montage through this slot you know it will override all other parts of your anim graph, so your death anim will play without interruption from other layers or potential blends in your anim graph. Otherwise you might need multiple checks or transitions in a typical state machine to ensure the blend to your death anim plays correctly.

little creek
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I have tried to look into Graystone's Anim BP to properly study some stuff but there seem to be some areas I'm missing...

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For example I cannot find the blendspace for locomotion, only the state machine

viscid willow
little creek
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This is all there is in his Run state...

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It's only the blendspace for lean and slopes

viscid willow
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Hmm is the locomotion cached elsewhere and blended with this lean state. That was a typical approach in ALS. Have locomotion states, cache it and then use it elsewhere

little creek
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This is what there is for ground locomotion

viscid willow
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So it's not in ground locomotion or the locomotion state machine?

Is this a paragon character?

little creek
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Yeah it's one of the paragon assets

viscid willow
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I could be wrong, but I thought I heard that the anim blueprints for the paragon assets were largely incomplete when they released.

Does the abp allow you to preview locomotion at all?

little creek
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Yeah it lets me

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Albeit, the rotation variable isn't plugged to anything

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That might be the cause here.

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There animations for the entire system are set there and prepared, but a wide array aren't actually in use. So it's surely just half made states...

little creek
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@viscid willow Currently my main concern is to visualize how I should lay down my animations to make them blend with eachother, when using the start / loop / end system.
Laying down and using the blendspaces is a non issue, it's pretty simple to prepare them math wise. Though I'd like to figure how to make them work with varying movement speed as well, but that's for later.

viscid willow
little creek
viscid willow
little creek
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Basic locomotion what I want to use first as reference

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I'm looking through the animations for some patterns... I see each one has an event when each foot gets planted, but it's used for playing footstep sounds.

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Alright, so if I'm thinking correctly.
The idea is to have each each "beat" in the animation to line up with eachother, assuming they can blend with eachother?

viscid willow
outer tangle
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ue 5.2.1, any idea why the control rig "FulBodyIK" node isnt there? I have a blank project in 5.2 where i can use the node, but for some reason in another older project that i updated to 5.2 the node doesnt exist

viscid willow
little creek
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So what I see in the blendpace is that in the frame where, during the Forward run, Graystone's RIGHT foot is planted down, when pausing and blending to 100% of other animations is roughly at the same phace, though not with complete precision, which makes sense as it adds organic variation and keeps in account stuff like how the stance affects movement.

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Ahh, I think I get it!

viscid willow
outer tangle
little creek
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I also see that while the startup animations have slightly different lenghts for all directions, all loops have EXACTLY the same duration.

viscid willow
little creek
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Then there are also the blend animations for 180 turns which make me curious...

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They are of course showing off. In normal games you normally don't want that kind of thing unless it feels good.

viscid willow
viscid willow
little creek
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Realistically, for dynamic speed I would just use a slow / fast animation, blend between both and and adjust the rate accordingly

little creek
viscid willow
little creek
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Scale up the playrate until it stops looking good, then change to an animation made with that playrate in mind.

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Games like League of legends do it all the time

viscid willow
# full crag When downloading stock animation from sources like Mixamo and elsewhere, you hav...

For cinematics id argue that there's no real advantage there. Other than if you wanted to increase the framerate it would be consistent, because if you took a 24fps animation and increased the playback to 60fps in the cinematic the engine is needing to interpolate more frames meaning you're seeing subframes which can result in some undesirable poses.

This would be the case if you had a 30fps game anim being played back at 60fps at runtime. You can sometimes encounter subframe jitter which can result in things looking unstable or making arcs look less smooth. This is usually only noticeable on animations with quite extreme pose changes over a short time.

little creek
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Also iirc... Baked animations would always generate subframes with linear interpolation, yes?

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Which for a vast majority of animations looks awful.

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@viscid willow Well thanks for helping me out with this. I still need to look better into blending the animations to and from start / end and other areas, but so far you cleared the main doubt I had. Cheers!

ripe yew
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Are there any docs or videos on how to setup UE5 IK on quad legged characters.

full crag
vestal python
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Hello, does anyone know the best way to setup a blend space? So I got the toon animation pack from the UE marketplace store, most of the tutorials have the directions labels such as right and left./ But with the toon animation pack there's angles. I am trying to set up the blend space for a jogging animation. I'm just having some trouble because even when I set up all of the animations they play over and over while the player kind of glitches out when I turn left and right.

balmy whale
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Is it possible to print or anything for debugging in the Anim Graph? I can't tell if my section of animation is wrong or if it's just not actually running

native umbra
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same with all the numbers

vestal python
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makes sense

native umbra
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A lot of your animations are transitions though

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you don't use those transitions with a blendspace as far as im aware

vestal python
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yeah im confused with that

native umbra
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so you can ignore all of those

vestal python
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the asset didnt have documentation

native umbra
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yeah, transitions require special setup in your animation blueprint

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as a specific state

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so if you're idle and start running to some direction, you play that animation

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such an asset wouldn't include information about this as its more about general animation principles

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like this is just the more basic side of 'how to setup an ABP'

native umbra
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like open the file while its running and you can see where pins are going to

balmy whale
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Oh okay. Thanks

native umbra
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Does anybody know how to 'bake curves'? I am adding curves into my animation, and I'd like them to be baked in / removed from the animation but still keep the data, if that makes sense...

vestal python
native umbra
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So forward is 0 degrees, a lot of speed

backwards is 180 degrees, a lot of speed

idle is 0 degrees, not moving

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left is going to be -90 degrees (or maybe 90, cant remember) with some speed

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etc

native umbra
vestal python
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with the animation pack it has things like RunR90 if that makes sense.

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I can show you

native umbra
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yeah

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RunR90 is going to be 90 degrees to the right

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so just slap that in whatever your run speed is and at 90 degrees

vestal python
native umbra
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oh i see

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looks like 90R is a turn, so you dont want that

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you just want your jog loops

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so like 5 animations total

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idle, jog forward/backward/left/right

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once you get that you can practice adding mroe

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can you identify your basic 5?

vestal python
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so I can identify the forward animations but the backwards is kind of hard to identify for me

native umbra
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im sure itll be a lot / long screenshot.. hahaha

vestal python
native umbra
vestal python
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sounds great, wish more people were like that. I know I will

native umbra
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ohhhh

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your set doesn't have backwards

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this is for a 'forward facing' character

vestal python
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i got scammed, smh lol

native umbra
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so like, you couldn't use this in something where you can strafe, or run backwards while facing forward

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This looks like a great pack, but its not for every kind of game

vestal python
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I gotcha, I can find backwards animations. When I think about it its probably for endless runners

native umbra
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definitely don't think you got scammed, i think probably you just didn't realize the difference in game types and such (i also never thought about it and had to learn)

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I play a lot of shooters, so i play games where you can strafe and walk backwards and stuff

vestal python
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I know I didnt

native umbra
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but some games, like Final Fantasy and elden ring and such, your character pretty much always faces the way you are moving

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you never 'walk backwards' in those games

vestal python
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gotchaa

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ahhhh

native umbra
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its a good pack but, yeah, unfortunate lol

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there are free ones on mixamo that you can use

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sets of them

vestal python
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I want to make a character action game. I may be fine. Im using a plugin called GBWPowerhit and I was following the tutorial and they set up an 8 way direction movement with 6 animations

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yeah I will, the plugin came with some too. I wanted my game to be super animated and stylized. In a way Im making a tech demo for my project

native umbra
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that plugin looks neat

vestal python
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Yep, I wanted to make a character action game for so long but I never really was motivated to actually try so recently I had a change of mind how I view life and have been learning a bunch. But that plugin will save a lot of time because things i was looking to incorporate the blueprint is basically already there

native umbra
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yeah thats awesome man. Game Dev is a hella long journey, so I highly recommend finding a community to help out if you can!

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This discord is amazing of course, but sometimes smaller knit communities can provide other kinds of support

vestal python
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yeah, Im aware. Im in Baltimore, I tried to get into the UMBC game jam but I found out about it too late

viscid willow
wispy zephyr
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i exported my animation to ue and the character in the animation is side ways on the floor when it should be standing

wraith verge
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Hi, any idea its possible to debug/preview the states in here?

elder galleon
elder galleon
wraith verge
elder galleon
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im guessing here but i think this is where the entry goes so you are always gettting true to disarm

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on my abp mine is say idle then to walk and it says 100% in the idle because i need a condition to move

zenith wren
royal jewel
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Hey guys im very very new to ue 5. Im in the process of attempting to animate an Ornathopter from the film Dune. Ive managed to follow along steps in how to create a control rig for a car however my knowledge is only as far as copying a tutorial. I dont understand how to manipulate control rigs for anything other than a car. I was wondering if anyone knew of any videos that would explain how control rigs work and thus allow me to apply this create a control rig for my Ornathopter model and allow me to animate it. Thanks guys.

native ridge
# royal jewel Hey guys im very very new to ue 5. Im in the process of attempting to animate an...

Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...

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Anybody here used animation slots from within the sequencer?

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I havnt used anim blueprints as am doing cinematics but I think i need to use it now

runic turret
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can anyone help me to retarget animations ?

bronze depot
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hello everyone, wondering if i can get some help or point me in the right direction. Im spawning a sword actor in my characters hand and trying to get my mouse xy to be able to move it infront of my character I cant seem to figure it out. 😦
freely move the sword infront of my character with mouse movement, i have the sword movement setup within a blendspace.

cyan bridge
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Okay so the other day I was asking about animating VB and got some help from help from @viscid willow which was much appreciated.

That being said it turns out my needs are a bit more complex than I realized at the time.

Basically I’m trying to figure out a way to manipulate weapons attached to my character in level sequencer to then bake to a game ready animation sequence.

The stipulations are: I’m using Metahumans so I have an array of different skeletal meshes, the props won’t have their own skeleton if it can be avoided. There are also a variety of items that can be equipped.

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I tried adding bones but I can’t find a solution there that propagates the added bones to all the skeletal meshes

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I also tried a separate skeletal mesh for just weapons but this solution proved problematic with the control rig

viscid willow
viscid willow
viscid willow
brazen wharf
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does someone know if there's a way to run animation BP pre-physics but skeletal mesh post process post physics?

native pagoda
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For retopoloy of a character, is it more of a science or art? Are there specific rules that I should follow on the size, shape, and placement of each poly? Or should I just follow guidelines on edge loops?

unreal sorrel
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Does anyone know if I need a jump_start and a jump_end animation to have a working animation tree?
Would it be easy to add those in later? or would that be difficult?

elder galleon
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well technically no you dont need them. but I have needed them in my project

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start jump... is in air jumping loop land

ivory perch
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In the Manny AnimGraph's Locomotion state, I am trying to insert switching to a one-shot animation if a custom boolean is set. How would I transition back out of the state after the sequence has played exactly once? I'm new to messing with AnimGraph so I could be approaching all of this wrong and this could just be the wrong way to do it.

keen needle
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Hi! I am learning the Unreal animation system and using Control Rig. I followed the documentation to quickly get started with the Control Rig section and found this problem, as shown in the picture. I don’t know why this happened. Maybe it’s my bone binding. Or the skin weights are not set properly? I don't know, I'm hoping someone can answer this question

cyan bridge
# viscid willow Seems like an oversight not to include prop bones in the metahuman skeleton. I...

Sadly I’ve already tried this, I added bones to their shared skeleton however the skeletal meshes did not acquire the new bone, this makes sense bc that skeletal mesh has no bone group or skinning information. Sadly you also cannot update the meshes from a new source file.

I could add bones to each metahuman body type and swap out the original skeletal meshes entirely but if it’s possible I’d like to avoid that. I figure there has to be a way

cyan bridge
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This isn’t the best tutorial but it shows more features than some of the other ones. Consider setting up a construction event in your rig to set initial transforms, it should mitigate weird rotations, especially in the fingers.

keen needle
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OK, I'll check it out, thank you

earnest storm
cyan bridge
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You need to make an upper body slot and put it where you have the default one now, also move the default slot to after the layered blend and set the montage to play in the upper body slot

cyan bridge
earnest storm
cyan bridge
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Yeah, did that not work?

earnest storm
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Unfortunately not - im still messing around with it but im sure ill get there

earnest storm
boreal quarry
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Having a weird issue with retargeting in 5.4 Preview. The rig is made with Auto-Rig Pro in Blender, with the same bone names and everything. Using this same method, it works fine in UE 5.3.2. You can see when I'm editing the pose, the meshes match up, but when I change to running mode, the model is super offset Z, and the pose is messed up. Any ideas whats going on?

odd laurel
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Does anyone know why the right end of my flag is not clothy? I used the cloth paint and painted it but still doesnt work

coarse crater
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I changed bland space 1D, I just copied the default one and set my animations and I don't know why but the lower part of the body (Legs) AI doesn't move them at all

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someone can help?

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it seems via control rig, but I need control rig :/

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in my AI

runic turret
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Can Someone help me with this, I have an old animation of ue4 mannequin and new retargeted one, All the animations work fine except only 2 of them doesn't work ,
The old climb down animation works fine but has crappy arms
I fixed the arms with the new retargeted one but doesn't even get played now.
I checked animation sequence, AnimBP, climb logic and everything is same just the animation changes makes the difference.
I dont know what to do.

high musk
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Hello, is it possible to retarget these two skeletons? This is an asset I bought off the marketplace and the skeleton seems poorly done, at least its different than all other quadruped skeletons i've seen. Root bone connects to the middle of the back and then branches out to the front of the body and to the back of the body. I modified the skeleton to something that would be easier to retarget to other quadrupeds.

First image is of the back that branches, second is the skeleton i want to retarget to that is based on a more "normal" quadruped skeleton.

mental arrow
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Hi, I have question about aimoffset in the engine. I added my 3 animations in the AimOffset1D and every animation is set to Additive Anim type to Mesh space and Base Pose type to Selected animation frame with my animation as reference, does anyone know why my character is falling through floor on -45 and 45 degrees? How can I prevent this?
Thanks in advance

charred owl
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Trying to correct a retargeting issue. I've created a custom pose and now wish to rotate some of the bones. But all my transform tools are greyed out. Can't seem to figure out what I've done wrong. Any quick tips for me to try? (there is no "Edit Pose" button to enable)

radiant matrix
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something extremely strange is happening to my animations

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the event notifiers are not working

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they dont get triggered

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how is that even possible

daring osprey
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[QUESTION] Using UE5.3.2: Attempting retargeting using the base ThirdPerson template after similar trouble setting it up myself with a Retargeter Blueprint but I get similar results. It operated normal for when I did do a quick retarget from the animation to UE4 mannequin and again retarget to the UE5 mannequin and both appear to work okay.

The animation starts off okay but after exporting, and when verticality is introduced the pelvis appears to not go down so the body should stay aligned to the floor.

What am I missing in my retargeting? I'm using the pelvis as the retargeting root. (but have also just copied over the retarget blueprint provided in the ThirdPerson Example). Thanks for any insight to check.

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Looks fine in the retargeter blueprint (seen here). Only export is not the same.

cyan bridge
boreal walrus
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How do I apply physics and skeleton assets to my material?

full mirage
obsidian magnet
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Hello guys , what is the correct way to modify mixamo animation to fit my needs ?
Lets says i got a sword attack animation and i want to modify it for the character to hold a spear ?
I wanted to export the rig to blender , do a IK basic (because the mixamo rig doesnt have IK) and reimport it to unreal , but seems off to me ! 🙂
Thanks in advance !

azure roost
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I´m starting to get a bit desperate here...
I keep getting crashes on exporting the animation from a retargeter...
Everything works fine, used a wonderAI mocap as source and a 3ds max biped fbx as target.
IK targets for both created, retargeter as well and no errors anywhere, looks fine when running retargeter in the viewport, but on export, it keeps crashing...

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I already started the whole import/IKrig/Retarget process over 10 times, Biped sucks for exporting to Unreal due to the dumb way the root bone is not placed at 0,0,0, also I can´t figure out what naming convention to use so the autoIKrig/autoretarget works...

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I´m using Unrela 5.4 preview, but I DID manage to successfully export the IK retargeted animation before on a fresh project, just now trying to get it working in the branch of our mainline i keep running into issues...

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Goddamn it, now it worked...
Copied and renamed the original sequence before exporting/retargeting, maybe there was some redirector messing things up somewhere....

outer garden
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Anyone have any guides for doing the default manny control rig conversion to a new character, but with different skeletal hierarchy and amount of spinebones? It seems to straight up break if you don't have 5 spinebones.

zinc bridge
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Hi guys, how do i replace a skeletal mesh in an animation sequence?

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I tried to "replace skeleton" option but then the animation sequence doesnt make the character move

opal jay
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is there a way of change the Montage group from default group to upper boddy? Ex: 50% of the montage is DefaultGroup and the other 50% upperboddy

wheat knot
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Anyone know why my character imports with the first blendshape turned on despite me not doing that?

full crag
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Does anyone know if there is a way to offset imported animations in the z-axis?
Some of my animations are 'floating' about half a foot off the ground. I need to lower them.

spiral forge
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Has anyone used OVRLipSync for realtime dialogue animations?

mellow sleet
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Hi, asked this in the Metahuman channel but figured I would try here as well. As I was animating my Metahuman Control Rig in sequencer, the rig suddenly 'disconnected' from the mesh and now the mesh is not moving at all (including other shots that I previously animated). It looks like my animation curves are preserved, but how do I 'reattach' the mesh?? Deleting the MH blueprint and bringing in another into the level doesn't seem to work - the control's move independently of the mesh. I also tried deleting my Metahuman from my project entirely and re-migrating it into the main project, no dice. I did have an animation constraint on an IK hand. Could this have broken my project entirely?

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I included a couple screen recordings which shows the issue. I even make a blank level and level sequence and my rig is still broken. I am really scratching my head here and would appreciate any help.

sand oar
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If I use launch character on a actor in the middle of a root motion animation t can only move them in the z axis (up) how do I fix this?

hallow elm
true mauve
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since lego fortnite was all animated with control rig and sequencer in engine do you think its still worth learning rigging/animating in blender?

runic turret
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Hi,
can someone help me with this, I have an old animation of ue4 mannequin and new retargeted one, All the animations work fine except only 2 of them doesn't work ,(climb down one)
The old climb down animation works fine but has crappy arms
I fixed the arms with the new retargeted one but doesn't even get played now.
I checked animation sequence, AnimBP, climb logic and everything is same just the animation changes makes the difference.
I dont know what to do.

ivory perch
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What should I be reading up on if I want to get a spear thrust animation looking well? I mean that the rear hand is pushing the spear through and the left hand is letting the spear slide (it is not tightly holding on).

tender forge
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Can anyone help me?
So, I'm making a game in Unreal Engine 5. My character walks normally with animations, but every approximately 4 seconds, he slows down and it looks like he's sliding on the ground. His walking speed remains the same, only the animation is like that.

naive mountain
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Does the 5.3 skeleton editor truly let you delete bones from a skeleton?

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I've been trying to delete the twist bones off of the skeleton but it doesn't show the bones in the mash. But it keeps showing the bones in the actual skeleton. And I want to optimize this character but i'm not sure if truly inside of unreal

pure spear
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Does unreal have tools to batch editor anim notifies?

naive mountain
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doubt it

tranquil lark
deep ridge
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Hey there, hopefully this is the right channel to ask. I'm importing a Blender model I purchased and it's importing every single piece individually instead of being put together like it is in Blender. Unfortunately, I don't know as much as I should about Blender, but I'm wondering if there's a setting I missed in the UE import options that keeps the skeleton/mesh intact when importing?

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I did confirm that the model does actually have a skeleton created, and I exported the armature as well as the mesh from Blender into the FBX

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The "Combine Mesh" import option isn't available since i'm attempting to import a skeletal mesh instead of a static one

jolly hatch
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I exported a mesh I was not happy with because the scale was to big, and reimported it smaller. Only issue now it that the animation Bp rescales it to big . anyway to prevent this

viscid willow
viscid willow
# pure spear Does unreal have tools to batch editor anim notifies?

One way to approach this is with animation modifiers: https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-modifiers-in-unreal-engine?application_version=5.3

You can use these to place anim notifies in your sequences and determine where they're placed by analysing the animation. One example is foot fall notifies which can be done by comparing the height of the foot bone relative to the root bone to infer when a footfall notify should be placed.

Epic Developer Community

Animation Modifiers enable users to define a sequence of actions for a given animation sequence or skeleton.

viscid willow
viscid willow
sturdy ibex
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Anyone know if the state machine nodes in character AnimBPs in the Lyra Example should light up when testing? Thought they should, but maybe somethin is wrong? Using 5.3

viscid willow
summer tapir
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Hey

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Please someone save me. So I got my character base:

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I made him some hair:

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But when I choose the head socket it isn't there

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It's years away from the actual socket for some reasons

viscid willow
summer tapir
viscid willow
summer tapir
viscid willow
summer tapir
viscid willow
summer tapir
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this is with the parent socket

viscid willow
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So you can see that the mesh is offset from the origin, the transform manipulator.

viscid willow
viscid willow
summer tapir
viscid willow
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do you have a screenshot?

Is it pretty much where I had drawn it or is it matched to the head socket?

viscid willow
# summer tapir

Okay, so your hair socket attached to the head, so to make it easy you could make it so that the socket is just 0,0,0 from the head. Then make the origin of your hair match where your head bone is here in blender, and then you will have ashared transform which will match to your head.

summer tapir
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I found the issue

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It has nothing to do with the world origin

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It's a blender x Unreal issue

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Where it has 100 times the scale

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So I just had to change the scale to 0.01

viscid willow
summer tapir
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It was a sclae issue

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It being an origin issue didn't make sense anyways

viscid willow
summer tapir
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Yeah

outer garden
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There was a booth at gdc about animation in ue5, how to use advanced control rig. But I can't find it. It's not on their twitch channel.

naive mountain
viscid willow
naive mountain
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Unsure. Need to test animations for performance changes. Other users reported that the engine still "uses" them secretly.

viscid willow
naive mountain
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I also wish I could "copy and paste" full skeleton skin weights from high LOD to low without using external program

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Haven't tried this yet though

viscid willow
naive mountain
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Generate? Like paint the skin weights myself?

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The elbows go full macaroni noodle right now after deleting all the fwd, bck, twist, correct bones. But I'm thinking I could achieve a decently desirable effect by transfering the high LOD skin weights to the low LOD "slimmed down" skeleton.

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I'm experimenting with 5.3 to see how far you can take optimizing a meta human without leaving the program.

viscid willow
naive mountain
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Oooh!! 😋 let me play with those settings later. I have also heard that the setting doesn't do anything. But I will test in a few hours when I have time to work today.

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But step one will be confirming if these bones are actually deleted

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I'm thinking I might need to try an export it and look at it in blender to see if they exist underneath the surface

viscid willow
naive mountain
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I believe you. I've just heard other people online. Say that it works with the Manny when it comes to performance. But it doesn't work for the meta human when it comes to performance

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But I will soon put all the rumors to arrest when I strip. Stretch all of these possibilities to their limits

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I'm thinking maybe this new retarding tool could also be a potential solution, but i'm not sure

ebon granite
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I got a few beginnerish questions if you guys don't mind:

  • I have this character mesh rigged and imported in UE5. I swapped the mesh from the third person BP and everything works but the IK bones. Maybe because of the control rig. So is it "allowed" to use anohter mesh's control rig or should I create one from scratch for this new character ?
  • I also noticed that when I imported it, I picked the UE Manny skeleton for the parent when I open the skeleton editor for my mesh, some are greyed out (the IK bones mostly) and it tells me that the bone exist in the parent mesh but not on the current skeleton. So how can I map/transfer/create correctly these bones to my skeletal mesh.

I think I might've missed some steps especially when it comes to IK stuff and the control rig. I don't know what should be done tho. My end goal is simply to use the animations from the store on this character mesh I downloaded online (not rigged initially for UE5, did it with AutoRigPro) (sorry for long post)

viscid willow
# ebon granite I got a few beginnerish questions if you guys don't mind: - I have this charact...

Kinda for both of your points if the IK bones are not in your imported skeleton and animated then they wont work with the control rig because while the exist in the Skeleton, for your skeletal mesh they are culled. Similar to what @naive mountain has been talking about.

You'd likely want to add bones which match the IK bones you see in unreal, meaning they start at the root and match to the feet.

That said if you dont need IK you could remove the control rig from the animation blueprint. Alternatively there are IK solutions without necessarily needing animated IK bones.

ebon granite
# viscid willow Kinda for both of your points if the IK bones are not in your imported skeleton ...

Yeah it works perfectly if I remove the control rig from the animation BP but I'd like to keep the IK foot interaction with the ground, that's where my problem starts.
I added virtual bones (don't know if that's what I was supposed to do), parented them to thei respective parents and in the anim graph, I replaced in each nodes referencing the parent IK bones, to my new virtual ones. And it didn't work

viscid willow
# ebon granite Yeah it works perfectly if I remove the control rig from the animation BP but I'...

I'm a fan of this IK setup because it can all be encapsulated in the control rig and doesnt rely on imported IK bones: https://youtu.be/GTOs4XwzcME?si=_HT-c00JfaGqeEUE

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

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naive mountain
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Gonna need to write some baby python scripts, or im gonna go insane copy and pasting these bone search terms

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Lod 1 2 3 4. So I'm gonna need to figure out exactly what bones are missing from what LOD

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1 and 4 have normal elbows lol

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So it has something to do with the bones i'm deleting

ebon granite
naive mountain
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I wonder if retargeting would help.

viscid willow
viscid willow
# ebon granite I'll watch it, thanks, the comments are praising it. But I got a question for yo...

I do my own animation so I dont really use anything from the store. That said I making your custom character skeleton match the Unreal skeleton is a good idea becuase it will likely be compatible with anything you find on the store.

I would say you might want to get a good understanding of how retargeting works in the cases where your skeleton has different proportions to some of the animation asset you find.

ebon granite
naive mountain
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Yeah, so I gotta figure out how to get that skin weight to the simple bones. I'll probably just have to somehow get the high LO. D data to the low LO. D bones figuring out which specific bones to delete

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So it'll be a balance between deleting what I can, keeping high L0D animation datathat still looks "good" and not stretching the limits of what is possible too much.

viscid willow
ebon granite
viscid willow
naive mountain
viscid willow
naive mountain
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There are a good 100 or so curves that reference. The bones I want to delete

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Xd

ebon granite
soft frost
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How to export animation to ue5 in one mesh (because I'm splitting one animation into a large number of unnecessary and incorrect ones?

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it's for my friend

supple flame
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Hi, how can I bake Additive Layer Tracks in Animation Sequence to animation, or export it to fbx? in UE 4.27.2

naive mountain
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What is the difference between gray circle and grey bone?

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this changed from Bold white bone > to grey bone > to grey circle, depending on the LOD

sturdy ibex
main gust
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hello there im trying to retarget animations from Manny to CC4 character. It works fine but there are some inconsistencies in the retargeted animation.
My question is.
Is this something that should be accounted with? Is the animation retargeting just sort of a heavy lifting tool? Or do you guys have any experiences tips and tricks / resources for where you setup retarget well enough that there is no need for further adjustments?
Also is there a way to use IK for adjusting animations? Right now Im doing it bone by bone and it seems ineffective way of doing this.
Thanks in advance and have a great day.

outer tangle
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I am working with control rig to create procedural animations, and im seeing that its starting to be too much logic to be contained within one rig, so im considering the idea of splitting the logic into multiple control rigs, and then hooking them up together in an anim bp. Are there any performance drawbacks or considerations when doing this, or would it be the recommended approach?

carmine magnet
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anyone know of a solution - I am transforming spine bones for a lean, but the ik bones do not follow because they're part of a separate hierarchy. Surely there must be a way to get them to track together @_@

manic spire
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does anyone know a fix for setting up a modular control rig on a mixamo character? Currently, when dragging in the spine socket, other sockets do not appear while they do for other characters (like the shoulders)

deep ridge
viscid willow
deep ridge
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I know it's probably impossible to really tell without just looking at the .blend file, so no worries if you can't

lament wyvern
viscid willow
viscid willow
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nah seems like theres a very short animation being looped which has some changes to the body, not just the clavicles

boreal quarry
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I've seen a lot of similar posts about retargeting not working properly with their IK feet. I have 2 solutions to 2 different issues:

  1. For when your animation loops and your character walks out of place then teleports back on a loop, this has something to do with root motion.

When making your IK Retargeter, and before retargeting animations with it, Select the 'Root' target chain in the 'Chain Mapping' menu. In the 'Details' panel, under the 'FK' section, change the 'Translation Mode' to 'Globally Scaled'. Now retarget the animations or Anim Blueprint. This should properly root your character for root motion.

boreal quarry
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And
2. When your feet slide along the ground, instead of walking normally. Most of these people seem to be having issues with the IK Foot bone, and I understand why.
Auto-Rig-Pro, and Game Rig Tools both seem to have this issue, and don't setup the IK bones correctly or something, I'm not exactly sure why.
But for some of you, this should fix your issue (it's probably not the best solution, but it works for now?)

Duplicate the 'CR_Mannequin_BasicFootIK' located in 'Content/Characters/Mannequins/Rigs' and rename it for your character.

Open it up, and click the 'Preview Settings' tab on the right. Change the Preview Mesh to your character, this is just a preview, but changes the thumbnail on the image to let you know which character it's for.

By default, the 'Forwards Solve Graph' should be open, if not, open it in the bottom left in the 'MyBlueprint' Tab. Basically with blueprints, we are copying the translation and rotation of the 'foot_l', and 'foot_r' bones, and applying it to the 'IK_foot_L' and 'IK_foot_R' bones. You can copy the blueprint from the image.

You're disconnecting the 'A' pin from the first sequence, and splitting it with another sequence to the original IK Trace part of the blueprint, and to the new section at the top for correcting Foot IK Bones.

Finally, when you're done with the Bones Correction Blueprints, open your Animation Blueprint, and open the 'AnimGraph' from the 'My Blueprint' tab on the bottom left. Select the 'Control Rig' Node, and in the details menu on the right, scroll to the 'Control Rig' section, and change the 'Control Rig Class' to your new Control Rig for your character.

Doing this should allow your character to properly follow the animations from the UE5 mannequin, and IK Feet still work!

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Close-up of just the Correct Foot IK Bones section

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Animation Blueprint Control Rig Changes

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Now, I'm having a different issue that has persisted though all of the trial and error of figuring all of that out.

When I land from a jumping animation, my characters BLOWS TF up, and gets all sorts of messed up. I have no idea why this is happening, if anybody can give me a tip.

Also getting this error when exiting Play Mode:

Trying to play a non-additive animation 'MM_Land_RTG_Male' into a pose that is expected to be additive in anim instance 'ABP_Manny_RTG_Male_C /Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.BP_Player_New_C_0.CharacterMesh0.ABP_Manny_RTG_Male_C_0'
lament wyvern
viscid willow
boreal quarry
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I fixed my weird scaling issue with the landing animation!
It seems retargeting animations ignores additive settings, and doesn't transfer them to the new animation. I resolved the issue by opening the retargeted 'MM_Land' animation, and in the 'Asset Details' tab, scrolled down to 'Additive Settings' and changed 'Additive Anim Type' to 'Local Space', the 'Base Pose Type' to 'Frame from this animation' and 'Ref Frame Index' to 26.

If you're retargeting Additive animations, make sure to set up your additive settings on the animation, as they don't transfer when retargeting.

(Ignore the derpy mouth, if anyone knows how to use Auto-Rig-Pro to skin an armature/mesh from Game Rig Tools, that'd be dope 😄 )

past violet
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Sorry if this is a simple question but I am not sure how to blend between 4 animations. I have an idle animation, a walk start, a walk loop, and a walk stop. Can someone point me to how these should fit in a blendspace in UE5?

mint grail
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I have this model saved as an .obj and a .fbx file. In Unreal it imports as a single static mesh with 3 material slots.

I want to animate the red gems revolving around the center axis of the staff. What's the best way to do this?

I'm aware of some options, like using an axis rotation material node, or importing as separate meshes and animation data in the .fbx... Not sure what method is optimal or commonly used though.

Bonus would be if I can dynamically adjust animation speed at runtime.

somber briar
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you could also rotate the crystals with WPO but that'd be harder to accomplish

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you could make a really simple rig, but that would be less performant I think but also more flexible... maybe the best way would be to make a simple rig and animate it on loop

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if you want it to react to different things then probably making it a static mesh with a root and a crystals bone would be best and also could create bones for each crystal if you want to be able to spin the crystals and then make an anim blueprint that controls all the states and blends between them

viscid willow
# past violet Sorry if this is a simple question but I am not sure how to blend between 4 anim...

There's some documentation on Blend Spaces: https://dev.epicgames.com/documentation/en-us/unreal-engine/blend-spaces-in-unreal-engine#blendspacesetup

Also if you download the template project, you will be able to see an example of a blend space being used."

That being said, your walk start and stop would work much better in their own state rather than being put into a blend space with your other animation assets. Typically for the assets you mentioned you would have an Idle State, a walk start start, a walk state and a walk stop state. Something along these lines:

Epic Developer Community

Blend Spaces are graphs where you can plot any number of animations to be blended between based on the values of multiple inputs.

pseudo solstice
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So animation usually is "in place" in root position, and matches actor right, but would it better to move root along animation and then teleport actor or something?
Its easier to animate, so It would be better imo

lament wyvern
pseudo solstice
sturdy ibex
#

Anyone know how to log/print/find the animation blueprint layer/subinstance name that is running on top of the ABP_Mannequin_Base in Lyra, for example?

#

As in, when equipped with something, the Lyra animation BP has a ABP_ItemAnimLayersBase running on top of the base anim BP, but is there a way to log it in runtime? Because let's say I have a number of different ones and I want to see them.

lament wyvern
full crag
#

Hi guys
I have a pruchased animation from ActorCore that is almost but not 100% looping seamlessly.
A bit of a hiccup as it starts each time.
It is using a UE4 Mannequin skeleton.
For a rigging noob like myself, can anyone describe in a bit of detail exactly how I might 'fix' this animation so it loops perfectly?
Any feedback EXTREMELY apprecieted!
This is a preview of the actual animation clip
https://actorcore-dl.reallusion.com/product-media/JICf6b760295efda4651/JICf6b760295efda4651_20221219080630251_Thumb.gif

naive mountain
#

record it in 2 different programs yourself first. rule out import error

viscid willow
pseudo solstice
viscid willow
pseudo solstice
#

ah, right, ye I plan to see that workflow, I have not made animation yet 🙄

#

appriciate help tho, its promising

viscid willow
vapid breach
#

I also recommend using cascadeur with their new unbaking tool, it helps a lot when editing mocap data

past violet
viscid willow
tawny gazelle
#

Hello guys, I purchase a pack with "hair card" in Artstation, can some one recommend a tutorial, because I do not find away to apply this to my metahuman , thanks in advance

native umbra
#

So I have a control rig with some pivot controls (their location used for the pole vector of various bones).

However, the pivot control is in a really strange spot by default, and it's warping all my animations I try to use with it in sequencer. Is there a way to change the default location of this control? I feel like it should be super straightforward, but I'm not finding any way to do it. When I drag on the gizmo and hit 'compile', it snaps back to its original location.

outer tangle
#

anybody know how to permanently disable auto compile on a control rig? changed some variables, now a control rig wont open (invalid pins cause crash). maybe if i can bypass the autocompilation on start, i will get to open it and fix it

timid shadow
proven depot
#

Hey does anyone know if there are any sequencer animation courses/tutorials for UE5? I have been trying to learn animating in sequencer but I feel like I can't find any good videos or documentation on how to actually do it. Also, 5.4 is bringing a bunch of new stuff for the sequencer and improving a lot of the workflows but I have no idea how someone is supposed to actually learn these new tools unless they work at epic games?

viscid willow
# proven depot Hey does anyone know if there are any sequencer animation courses/tutorials for ...

For animating in unreal I would recommend these two resources.

Animating in Unreal 5.3 Playlist: https://www.youtube.com/playlist?list=PLZlv_N0_O1gZWzNFLQiawPLg9VW6ncowW
Animating in Unreal 5.1: https://youtu.be/FgJ1stTScxI?si=LruMuH0MVJOiUfj0

For the new animation features in 5.4 there's this great video from GDC: https://youtu.be/u9Z8CK561_Y?si=9TnYImGacwIKiuxv

With Unreal Engine 5.0, rigging and animating in-engine became a real possibility. UE 5.1 has taken another step forward, so artists don't have to hop back and forth between various DCCs. Learn about the recent changes to the Control Rigs and animation tools via real-life examples.

Learn more about recommended Hotkeys & Preferences: https://dev...

▶ Play video

Get an in-depth look into how we rigged and animated LEGO® Fortnite in Unreal Engine, and how we reinvented Fortnite Battle Royale’s locomotion with Motion Matching. This talk will show the tools we’ve developed and share details on the content we’ve built, including the transition to Motion Matching on a live title, how we landed on the animati...

▶ Play video
proven depot
raven copper
#

HI, when I import my animation from cascadeur to UE5 , the mesh scale is messed up in the animation and it gives a warning that "Imported animation has diffrent bone transform."Any solution please?

timid shadow
#

import anim to blender and exporrt again, its work for me

naive mountain
#

How can I look under the hood to see what this component setting does?

#

enable body correctives?

#

UEFN, the new metahuman

#

its in the BG_Girl1 blueprint that comes with the new metahumans

#

so nothing in the Skeletal Mesh viewport is changing...

royal jewel
#

Hey guys really new to UE5. I’m just trying to make a simple action run of a motorbike through a city. All the animation tutorials online people use either blueprints or control rig and i’m not sure which to use and what scenarios each should be used in? Any advice would be great thanks

naive mountain
#

For just something simple, it really depends on what kind of animations you have access to

#

You might be able to use control rig. To make the motorcycle tilt sexy-like side to side

#

There's gotta be so much stuff about motorcycles. Just keep looking you'll find it research

#

The new track & gimbal camera controls are gonna be sick to use for you!

timber summit
#

Do montage notify events always trigger (at some point)? or are their instances where it might not trigger?

left spade
#

hey guys im decently new to unreal engine 5 and this isnt really an animation problem but i dont know where else to ask for help. basically im trying to just pose a rig i have but its in a ton of parts and i really dont have a clue what im doing. any help is appreciated

sly mulch
#

Hey does anyone know any possible reason why my Anim Blueprint doesn't output any animations? However my Blendspace seems to work just fine?

compact siren
pseudo solstice
compact siren
distant dagger
coarse crater
#

Is there somewhere on YouTube showing how to create animations using mocap in Unreal Engine 5?

#

I would just like to see the process from start to finish

naive mountain
#

Look up iPisoft

#

2 kinects
Multiple ps5 cams
Or newer iphone

#

As well as other software

coarse crater
#

I have a budget of $5,000, I want to buy a good Motion Capture Suit and create animations using the Unreal Engine, can anyone recommend something? what will be the best, I care about the quality of the animation, I don't have to animate my fingers and face. I will emphasize that I am a beginner, creating animations in the unreal engine is simple with a control rig, but time-consuming.

#

I know that $5,000 is not much for a Motion Capture Suit, but I simply can't spend more than that at the moment

#

Will there be anything for this amount?

naive mountain
#

If you're new, you should probably only spend a couple hundred and play with some cheaper solutions involving camera arrays

#

If you don't need to animate hands. Or face, then these may be perfect for you

#

You could buy 5 used playstation five cameras online and youre set. I think some people just set up two iphones And the crazy sensors on those things work very good

reef sphinx
#

Hey, if anyone here can help me with this problem, I will pay you. I'm on a deadline and I need to get a solution. Please message me. Problem: I have a sequence with a keyframed light, but when I render it out, the light doesn't move. Is there some special setting needed keyframed objects to get them to show up in a render?

native umbra
#

I'm looking to constrain my transform in my control rig. Tutorials are showing there is a "min / max" tab in the details panel of the control, however mine does not show that

#

forgive the terrible image, not on my own PC so I only have discord access via my phone

#

Does anybody know what happened to those buttons?!

#

Ah, nevermind - I need to change the value type to something other than Transform!

coarse crater
cosmic loom
#

Im trying to get motion matching working, however I don't know how to bind the trajectory component to the motion matching node in my animation blueprint.
According to the docs (https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-matching-in-unreal-engine) I should be able to bind it like this (first image) but I don't see that binding. See second image for how it looks like. Has this been changed?

Epic Developer Community

Use Motion Matching to create responsive animation systems, that select animation poses from a database, to match a dynamic system query at runtime in U...

hasty oar
#

anyone know why a ragdoll skeletal mesh would be firing off anim notify's?

hasty oar
opaque comet
#

This is more of a blender question, but I'm wondering if anyone has good resources for learning how to set up armatures with multiple poses/animations in blender so that they import nicely from a single FBX file into Unreal. I remember using older versions of Blender c. 2.7/8 where it was quite easy to just make multiple animations in the file and export them all with the skeletal mesh. Now it seems like a lot of this has changed with the way animations are assigned to armatures and I'm having a hard time understanding what is and is not good practice. I've seen other tutorials push the different animations into NLA strips, but I thought the NLA strips were more for layering animations together.

full crag
#

I need to correct an animation that doesn't loop seamlessly. You can see in the attached a slight 'jump' when the animation loops.

I tried selecting the animation in Asset Browser and applying 'Add Looping Interpolation' but made no difference.

How would I fix this in Unreal?
I assume I first need to somehow convert to keyframes but how?

naive mountain
#

You can try animation curves to make it look better

#

But usually in order to perfectly fix this issue. The easiest way is just to go back to the source Of wherever you got the animation from

#

And that looping interpretion feature is a joke

#

Trying to look up and it looks like you could just add a little animation curve towards the end of the animation. You just translate the character forward a little bit

naive mountain
#

Move the cursor to the beginning of the animation at frame zero

#

Select the root bone in the skeleton tree and then click the ad. Key button at the top

#

Then scroll to the very last possible point of the animation

#

Click the root bone and move the character forward. Just a little bit in one direction

#

And then click add key again

#

Then you can drop down the curves menu. Edit the curve and you look perfect just by simply translating in one of the axis

#

Should fix it without needing to do anything difficult

full crag
#

Thanks! Not perfect as there is a bit of foot sliding happening. But an improvement. Would be better to delete and interpolate just the last maybe 12 frames but not sure how I would accomplish.

naive mountain
#

You could go further and set keys for individial feet when they are planted. But its hard to fix these small looping errors in engine.

rigid gate
#

when i try to clean rootbone's weights its not let me clean
?

full crag
naive mountain
#

Who made the anim?

#

Might be an import settings mistake

somber light
#

Is there a way to automatically set bone translation retargeting mode of a skeleton without doing it manually? I tried doing it with python but it's read only. Blueprint does not have such function from what I have found to do it in runtime

sand rain
#

I'm running into an issue with trying to replicate a gameplay tag in a GA so that it triggers a state in my ABP.

if (GetAvatarActorFromActorInfo()->HasAuthority()) {
      LocalASC->AddLooseGameplayTag(ZSGameplayTags::Character_Rifle_Equipped);
      LocalASC->AddReplicatedLooseGameplayTag(ZSGameplayTags::Character_Rifle_Equipped);
    }

This was the only work around I could get working, which seems completely wrong. Initially, the replicated version has the animation working between clients, but the server sees none of the animations. Then when I add the non-replicated version, I see the animations for all clients and servers. I have the tags mapping to bools in this variable FGameplayTagBlueprintPropertyMap GameplayTagPropertyMap; that lives in the anim instance class. Any ideas why it acts this way and how I'd go about fixing it?

naive mountain
somber light
naive mountain
#

😔

somber light
#

Probably on asset import I am going to do it automatically by subscribing

#

in cpp

naive mountain
#

Oh ya I forgot cpp exists

somber light
#

Yea I saw that as well, thing is I would probably only do this in runtime if I don't manage to do it at asset import

#

although hmmm, I don't think a small function like that would make a performance issue wdy think?

naive mountain
#

Idk

#

Prolly nbd just throw it in there

somber light
#

Now talking about doing it for every player in the lobby

#

might be 10, might be 100 if I ever go the battle royale route xD

naive mountain
#

Retargeting near 100 players at runtime?

somber light
#

Yea running this script 100 times then

#

And they are retargeted as well, they are copying the animation of a parent skm in their blueprint

#

just wanna change the mode

naive mountain
#

I'm out of my depth rn, But why would you need to retarget live

#

What does mode do post retarget

somber light
#

they are already retargeting at runtime, I just want to change the bone translation retargeting mode

#

To not retarget all animations always

#

if it's a different skeleton that is not necessarly compatible out of the box I need to set up a retargeter

naive mountain
#

Sorry I just thought rettargeting was something that you did before you launched the game

somber light
#

and I have too many characters as in having the nerves to retarget all animations always

naive mountain
#

Oh I see

#

And these characters are so different. As such, to need different retarging options

somber light
#

Good thing is: It even retargets IK Rigs

#

so only my base character right now has ik rigs made for his skeleton

#

the others still copy the leg ik etc etc

#

and It is better for disk space and memory I think if you don't have to load animations of 50 different characters of players around you

#

instead all use one set of animations

naive mountain
#

I see you're cutting your losses by giving everyone an I. K rig for much to retarget at runtime. Instead of shipping the game with thousands of animations redundantly

somber light
#

Alright, I will check out the on asset import cpp skeleton editing first

#

and if that does not work I will try the cpp runtime

#

See you on the other side

naive mountain
#

🫡

viscid willow
keen needle
#

I can't understand why I can't move the bones

#

When I move the control points, the bones cannot follow the movement

potent fern
#

Hi.
How to show debug of the trajectory when working with motion matching in 5.3 and 5.4 preview?
Any help is greatly appreciated.
Thanks

lusty ore
#

Trying to make a rubiks Cube. Unreal imports only part of static meshes . Tried importing with different formats, but still no good results

lusty ore
#

I tried FBX , glTF, obj

lusty ore
pseudo solstice
#

You got mods in blender probably right?

#

When exporting with fbx, make sure to check apply modifiers

#

Its export setting

lusty ore
lusty ore
raven copper
#

Hi, is anybody using cascadeur tool? My ballistic trajectories are not rendered in the viewport even though the visibility is set to visible in the objects panel. Help please

misty dagger
#

Heya!! Anyone here who has worked with video files/2D layers and colour filters?! There is a very specific effect I need to create if anyone is interested to discuss

pseudo solstice
#

do you select all parts? and have "select only" ?

lusty ore
pseudo solstice
lusty ore
pseudo solstice
#

check "limit to selected"

lusty ore
#

All parts of the mesh are selected

pseudo solstice
#

ye, but check that box 😄

lusty ore
#

ok

lusty ore
#

Thanks for the help though

pseudo solstice
#

show me that file

lusty ore
lusty ore
pseudo solstice
lusty ore
#

I'm a newbie 😅

pseudo solstice
lusty ore
#

I thought it should be one skeletal mesh?

pseudo solstice
#

well, you got each rig to each cube, so you can't have one, i just exported meshes ;d

#

you make one rig, and add bones inside rig "Edit" :D, not rig each part, go find some rigint tutorial. there is also blender discord if you need more help 😛

lusty ore
#

Thanks! I guess it was more of a Blender problem

naive mountain
naive mountain
#

Scroll down and they recommend iphones or camera arrays as good enough

full crag
naive mountain
#

If you purchased the animation, I would request a fix. Or a refund

vocal owl
#

is it possible to change the type of an animation notify from a "sound" notify to a regular notify that triggers an event? I don't want to go throough all of my various animations and manually replace the "Play Sound" notifies but I realized I need an event and not just a sound for an existing notify

full crag
#

Other than Mixamo, what are some good 3rd party sources for mocap?

random terrace
#

Workflow question for those using Maya and Substance Painter.
I use Maya to model and animate, Substance painter to UV and paint, which spits out an fbx without animation but with hierarchy. When importing in Unreal I get the right look but I'd like to also import all these parts animated on the skeleton that's in Maya.
I could bring back the fbx that Painter spits out inside Maya, replace each geometry in the hierarchy then export an fbx with the animation but given the number of mechanical parts, this will time consuming. And when I change the geometry again, i will have to do that again.
What's the better way?

random terrace
#

it's a machine with a lot of parts inside, that get revealed when the armor gets taken out

naive mountain
naive mountain
#

Animation BP

#

Character Blueprint

vocal owl
# naive mountain Trigger a notify in your Animation Blueprint, call a Blueprint interface functio...

The issue is I already made a notify of the "Play Sound" type (https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/SkeletalMeshAnimation/Sequences/Notifies/) so it doesn't trigger an AnimNotify event at all, it just plays the sound immedaitely and there is no way to add an event for that notify. I want to switch every occurance of that notify to instead trigger an event that can then play a sound or execute custom logic

Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.

naive mountain
#

Make a new notify

#

Click on the anim timeline area and select new notify

vocal owl
#

yeah, I can do that, but i have like 50 instances of this notify spread across a ton of animations and was just wondering if there is a way to switch the type all at once

#

I can go through and open every animation and right click and do "Replace with notify"

#

its just tedious / I'm worried about missing one

naive mountain
#

Python! 😃

#

Find all notify of name
In certain animation monages
Save times of notify as x
Delete those notifies
Create new notifies with whatever name at times x, in each montage you designated earlier

#

As far as python scripts go, it's not too complicated. Just make sure to turn off auto save when you start testing lol

vocal owl
#

makes sense

naive mountain
#

Wow its actually much easier

#

They have a replace function in place! So should make the script dummy easy.

#

For ease of use, python has a "_ selected assets" thing. So you can just shift click all of the animations in the content browser that you need. Figure out what notify classes that you need to put into the function. And then run a loop running this replace notifies method.

#

There is also a blueprint node of this but idk how to run blueprints in a script type way to permanently change assets.

#

Good luck 🫡

vocal owl
#

wow actually looks very simple, I write plenty of python for other stuff but have never tried with UE before

#

thank you

balmy whale
#

How do people dynamically place the right hand in a position on an item that is attached to it? I have a dynamic grip system on weapons and I'd like to have the right hand go to the right grip position. Currently it's attached to the root of the gun, but I want it to move to the specific socket. I got this working for left hand easily, but if I move the hand the gun moves with it since it's attached. What is the best solution for an issue like this?

naive mountain
#

Hand IK? If

balmy whale
dusk elk
#

my blender animation is importing sideways dose anyone know how to fix it

subtle thicket
#

So what method do you people use for attaching, say, multiple weapons to sockets without needing to add multiple sockets to the hand? way I've been doing it is like that, but needing to adjust the socket manually for every different weapon. surely there's a better method?

naive mountain
naive mountain
naive mountain
#

Maybe use some gentle hand IK

knotty current
#

How to access to linked anim blueprint variable?

versed slate
#

Hello, i have very little expience with animation. Im making a game multiplayer game. It is true first person meaning there is one mesh and Im not doing a separate pair of arms. Im trying to rig the gun to the hands and my goal is to have aim down sight feature. what would be the best advice or workflow to implement this using Maximo animations for the locomotion?

naive mountain
# versed slate Hello, i have very little expience with animation. Im making a game multiplayer ...

Get the animation into unreal, program basic wasd movement with character blueprint. Make an animation blueprint for that character with basic wasd blendspace (import mixamo anims for this), and then research what is called "IK" to be used on the head & hands.

IK is basically a real-time way to slightly move specific parts of the body, during an animation, without having to alter or make a new animation from scratch. So you can use IK to make the head always look up/down at where the camera is pointed and have the hands do similarly. Honestly, I don't know if you need IK for this. You might just be able to program some specific bones to tilt up and dowj by copying the tilt of the camera. But thats hyper optimization talk.

Given the mixamo animations, you will need some kind of IK or anim correction programming to do this. (There are many ways to do IK. Inside the animation blueprint. You shouldnt need to do anything complex like control rig or full body IK)

#

In theory, right to left aiming would be done like any other fps. Up and down aiming would make the character bend their neck and upper back. Hands would be programmed to follow the gun, head or line of sight. However you want your game to be.

#

The camera might be tricky. You might need to put the camera in or slightly behind the characters head and make the head "see through"

#

Multiplayer code should probably wait until after you get these basics completed, as it will be significantly harder to do.

#

😘

novel viper
#

Hello. I'm struggling hard to understand animation retargetting. In my game I have almost hundred animations and a complex animation blueprint. Now I recently remade / tweaked the character a bit, threw it in Mixamo, like my previous char with the same exact skeleton. And now I want to retarget all of my old char stuff (animbp and animations) to my new char, but I have no idea how to do this. I've watched several tutorials, but they only seem to cover retargetting single animations. But, I have hundreds of them and my animBP is ofc the most important thing. I also have a lot of blendspaces and stuff. How do I do this? When I right click my animbp and click retarget i see an empty window. Can't select anything 😦

naive mountain
#

Retargeting is the same for 1 or many when you get to that menu

naive mountain
#

And try unticking this box

novel viper
#

Oh nice thanks!

#

I unchecked show only compatible and now it shows up in the list. But I wonder why it doesn't show as compatible? It's exactly the same rig from Mixamo 🤔

#

How could that be?

#

Ok that seemed to have worked

pure bloom
#

Hello everybody,

After talking with somebody on the Unreal Engine 5 channel, they suggest me to post it there.

I got some problems with my animations and probably ABP.
I dont suceed to solve by myself, Maybe you could help me to solve it ?
PS : i am not a professional with UE

Here is the topic : #ue5-general message
and here is the video of one of my problems : https://streamable.com/hgjwhx

Thank you very much

Watch "Crouching animation problem" on Streamable.

▶ Play video
trim stump
keen apex
#

any of you guys got the new motion matching working ?

#

i cant seem to figure it out

obsidian grail
#

hi, i was redirected here from UE5-general. im quite new to the world of game engines etc and i am following a video to learn to rig up a skeleton mesh.
when i create a null for the right leg the axes are the wrong way around and i cant seem to change it.
Can anyone help? can attach an image if needed/allowed, thanks in advance!

naive mountain
naive mountain
#

Maybe you have an IK's child with translation resistance set to 1?

#

And we dony know what you used in your anim bp to grab so idk

pure bloom
naive mountain
#

If you're using I, k, please show us your logic

#

And show us what you're trigger the hand holding

pure bloom
#

this ?

pure bloom
ivory karma
#

Hello does anyone know if you can copy the rotation of a specific axis rather than all axes using the Copy Bone node

naive mountain
#

Can u right click and split pin

#

Or do get rotation>set rotation

random terrace
ivory karma
#

That gives me this

sudden sedge
#
Source Global Transform (-0.009945,-0.216484,77.563670|-7.140442,91.703285,-1.262197|1.000000,1.000000,1.000000), 
Converted Global Transform (0.000000,0.000022,-0.000000|-0.000003,-0.000000,0.000000|1.000000,1.000000,1.000000)
LogEditorFactories: -- imported successfully
FBXImport: Warning: Imported bone transform is different from original. Please check Output Log to see detail of error.  ``` Anyone have any ideas what this means when I'm importing an animation?
#

I have keyed Bip01 animation but it's not being imported

viscid willow
# pure bloom sorry if my question appears stupid for you but, what is IK ?

Just had a look at your initial issue, this is happening because your crouch animation does not have animated IK bones. For the UE5 Mannequin characters they have IK (Inverse Kinematics) on by default in the ABP meaning that the Feet will be matched to the IK bone position. If those bones arent animated, such as in your crouch animation, then the feet get stuck in place.

You can solve this by finding animations which have the IK bones animated, but it seems that marketplace anims don't come with animated IK bones by default. The alternative is to remove the IK control rig from the ABP.

naive mountain
#

Sometimes you can "split pin" and reveal hidden, more detailed options for input or output

ivory karma
#

Ah ok. Do you know of any other nodes that can achieve the same purpose?

naive mountain
#

Are you trying to make 4 wheels rotate like a car or something?

#

Get rotation > split pin > drag rotation axis you want > set rotation (axis you want). Something like that.

You may need to set a variable like currentRotation and set it before calculating this logic so you dont lock the bones rotation in place

viscid willow
ivory karma
viscid willow
# pure bloom sorry if my question appears stupid for you but, what is IK ?

If you still want IK to run on your mannequin character, you can add a virtual bone for each foot coming from the IK_foot_root and replace the IK bones inside to control rig with the virtual bones.

I feel like this should be a tutorial because the IK bone issue seems to catch a lot of people using marketplace assets, and I think that the Foot IK setup from Epic is fine, but it's not flexible enough for marketplace/mixamo which are all different.

trim stump
versed slate
#

Anyone know that best way to make an control rig for a mixamo skeleton

viscid willow
pure bloom
cyan bridge
#

Hello, I have a system where I use facial bones to update my mesh’s appearance in a character creator menu. (I’m aware this is traditionally done with morph targets)

I’m using a pose asset with curves for my face bones. I’m worried about performance since the poses need to be updated in the anim graph.

Anyone know a way for me to “apply” or “compress” the pose asset transformations? I don’t need them to be editable after the player is out of the menu

distant dagger
#

Does anybody have any resources on customizing the new Modular rigging stuff in UE5.4 preview?
I know you can crack them open and look around, and I know it's brand new, I'm just having problems understanding how it all plugs together.

#

I want to try to make it work with non-epic skeletons, so I need to change the hard coded names, change what the modules are looking for as connection points.

cyan bridge
viscid willow
viscid willow
pure bloom
viscid willow
pure bloom
pure bloom
# viscid willow if you're using the third person sample project and using their animation bluepr...

I got some other similar problems that i didnt find the solution yet, as i told on my first topic, i added a smooth "go down" to the camera for my first person view, and the result has made something weird to my 3 person when i crouch, its kind of lag, because the capsule instantly resize when crouch, and my crouch animation is lower below the ground, then i added a smooth upper for this animation but it doesnt have a nice comportment in game, its not good. i tried a lot of things but nothing works. Do you have an idea ?

viscid willow
pure bloom
#

i make a multiplayer FPS, so i need the others to see my 3 rd person body, but i need a first person for myself to have another view, a better view for fps 🙂

#

but maybe there is another solution i dont know

pure bloom
pure bloom
viscid willow
pure bloom
pure bloom
#

to the 1pers camera

viscid willow
versed slate
#

idk how

pure bloom
#

ok here is my blueprint part for crouching smooth in 1st person

pure bloom
viscid willow
viscid willow
# pure bloom

hmm nothing immediately stands out as being particularly incorrect here. Do you have transition animations for crouching or does it just blend to the crouch animation?

distant dagger
#

hit the T key, click unhide on the left hand side, and/or open up the control rig and click a control in teh dope sheet to force UE to load them

versed slate
#

thanks

distant dagger
# distant dagger Does anybody have any resources on customizing the new Modular rigging stuff in ...

Found an answer for this on another discord

https://www.youtube.com/watch?v=eMRmLnqd8sw

Unreal Engine 5.4 Preview gives a preview of Modular Rigs. We're going to dive in and wrap our heads around connectors and setting up the data flow that allow us to create custom modules. This is loosely part of our control rig series and compliments our procedural and functionification tutorial.

🎓 Modular Rig
🎓 Connectors
🎓 Construction and ...

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pure bloom
pure bloom
near hamlet
#

hello! i have a bit of a weird issue, on my player i have a secondary rig just to show weapon swap animations. for some reason, this rig dosent show the movement of the animation on the attached gun actor, but when equiping the gun, it appears on a spot of that animation's track. any idea what could cause the animation to not constantly show?

pure bloom
pseudo solstice
pure bloom
pseudo solstice
pseudo solstice
pure bloom
#

oh ok its that 🙂

#

thank you for the informations

#

then do i need to use it, or remove it ?

lethal blaze
#

hi there - if i have a joint based facial rig, can i make blendshapes for it in unreal to be used with live link face?

vague mural
#

Hey there, any experienced animator willing to help me animate a windshield wiper in UE5? It's probably a 5-10 min job, just 3 bones that need their rotation changed. I've never done animation before in the engine and I don't know what I am doing. Tried control rig, probably way overkill.

vale rune
#

Anyone know why this is happening

ivory perch
#

I've been trying to do animations with a spear that should slide through the model's hands. I thought I'd try to use the weapon bone for this. When I look at the animation in the sequence, I don't see anything about a weapon bone like weapon_r or weapon_l, nor the socket I created for it. Is there something else I need to add so I can create an animation with the weapon in mind?

sand rain
#

Has anyone used gameplay tags to drive animation state changes? Specifically in a multiplayer setting?

eternal blaze
#

Anyone experienced with VB's and IK? DM me im willing to pay for some support

serene arch
#

hey, i have a animation blueprint that has multiple blends. but I'm only using the multi blend occasionally.. if i'm blending a bunch of animations with 0 alpha, is there still a performance hit? would it be optimal to make the multi blend into a state with a state machine? so its only doing the multi blend when it needs to?

hybrid idol
#

Does anyone know how to get AimOffset to work with Paragon characters? The animation blueprint comes with AO built in and the yaw and pitch seem to be set correctly but the animations doesn't seem to when moving the camera

hidden vector
#

How do you all prefer to make first person animations

#

I just realized I have no idea what the best practice is, or just a good doable practice lol

#

Do I make the arms and the gun their own skeletal mesh 🤔

#

I suppose for general items I could maybe just rely on shape keys instead

#

but then what's the common practice of syncing those with animations lol

#

I suppose I could also just add more bones to make them one skeletal mesh, i'll probably just mess with that for now unless someone knows another good way to make quick animations for stuff. For now this will work fine, it feels jank though lmao

steel galleon
#

my animation changes after exporting ( i am using mr mannequin tools for exporting my animations from blender to ue5 )
i tried a lot of stuff but cant figure out the problem, please help me solve this.
pls ping while replying

versed slate
#

hey all, the game im developing is dependent on the mixamo skeleton which is why im not using the epic skeleton. Does anyone know the best way I can retarget epic skeleton to mixamo?

burnt shard
#

hey guys I retargeted the UE5 manny to a Paragon Wraith skeleton and when retargeting the run animation, it uses root motion even though it is disabled

#

Does anyone know why this may be the case?

heavy kayak
#

hey

#

the animation works but not playing montage ?

#

ideas ?

dusky dust
heavy kayak
#

hm

#

wdym

#

i am using a animBp

#

liek this

#

?

#

@dusky dust

dusky dust
#

yea

#

why do you need arms slot tho

#

may be overriding the default

#

not sure

#

you should blend them by bones of the arms

heavy kayak
#

hm

#

how do you mean

#

?

dusky dust
heavy kayak
#

hm still dont work :/

dusky dust
#

well that how i blend expressions with the rest of the body

#

but you have to set the layer setup in the layered blend node

heavy kayak
#

oh right

#

bleh with the bone name and all that

burnt shard
#

My animation looks perfect in retargeter but when exporting it looks stiff as shown at end of clip

#

I don't understand why this is happening

dusky dust
burnt shard
#

What do you suggest I do about that?

dusky dust
#

tick show retargeting options

burnt shard
dusky dust
#

try set everything to skeleton and ur hip to animation

#

or spine

#

idk how this skeleton works

#

you have this when you right click it on it

burnt shard
#

I did that but it hasn't effected the animation at all

dusky dust
#

its mixamo character?

burnt shard
burnt shard
dusky dust
#

for mixamo u prob will need to add and extra bone

#

Mixamo character fbx with root bone : https://www.patreon.com/posts/25850046
Project Files : https://www.patreon.com/posts/26508299
Support my work on Patreon : https://www.patreon.com/CodeLikeMe
Blender Plugin : https://github.com/enziop/mixamo_converter

When It comes to root motion and mixamo characters in unreal, it never works as intended, ...

▶ Play video
#

the one on the ground

burnt shard
#

hmm okay

#

but for the paragon character what do you suggest? it has root bone and everything

#

but when using the run animation i just can't seem to switch root motion off even though it is off in the animation sequence

dusky dust
#

the animation itself is with rootmotion

#

you have to get a non rootmotion version

#

usually marketplace packs have both versions

burnt shard
#

its from the 3rd person template

#

the running animation

dusky dust
#

hmm idk then, would've need to put my hands on it to figure out

burnt shard
#

I understand thanks for the help

dense marten
#

hey, does anyone know why i have no transitions between those states?
everytime i make a new state transition it has no symbol and i cant go into it

naive mountain
#

make one from both directions

sick stream
#

hello there i m looking for animator to make animation for our funny characters from 0

shadow moth
#

Can someone explain to me what the difference between branching point and queue is, for notifies? 🙂

olive zodiac
#

Hi, is it bad to control the IK Rig manually from the animation blueprint?
I set the goals for IK Limb in the ikrig and I control them from the event graph of the character controller which has a reference to the animation blueprint.
And I move the goals position and rotation manually with lerping functions and timelines

#

If is it bad, why it is?

#

Should I instead use Control Rig?

#

What I'm trying to achieve is full procedural animations (walk run etc cycles) for animals

#

I have in mind to use curves to move the goals in a certain way

#

and maybe modify a little bit randomly each point of the curve, to make the animation less monotonous

ancient marsh
#

go to the Job Board category near the bottom of channel list

main gust
# burnt shard

https://www.youtube.com/watch?v=C1b-ApLzHcE&t=2s try to retarget the root to pelvis that might help, I was retargeting CC4 characters and this is the tutorial I follow that got me to a reasonable results.

For plugin installations, you can check out the video below.
https://www.youtube.com/watch?v=lxN8wa9eKw0
I would appreciate it if you subscribe and/or click the like button

Retargeting Character Creator 4 character to Unreal Engine 5.1 character

Web Site
https://www.yepkoo.com
Unreal Marketplace Products
https://www.unrealengine.com/marketplac...

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#

Im having issues tho after retargeting the animations The character is slightly moving forward any ideas ? retargeted the animations from ue5 manny as in the video above.

olive zodiac
naive mountain
#

When deleting corrective bones in the hand, why does my Root bone pick up all the spare vertex weights? MetaHuman

#

& I can't find a way in python to fix or script this.

#

Can I simply delete the vertex weights that are associated with the Root bone?

#

I deleted all MetaHuman bones that get un-calculated in LOD 1

#

bulge palm mid_ etc. not all of them give weights to the root, just a few on each hand

green cave
#

Copy and pasting my question from #blueprint :

I’ve created some AnimNotifies to trigger Events, but Im not able to bring those AnimNotifies into the Animation BP

Here’s a screenshot of what I’m trying to get

Any ideas what im doing wrong? Is there some extra action I have to take to be able to use the AnimNotify as it’s own node in the BP?

pure bloom
#

Hello guys, Can we export an existing BP_character from a project (with all animations associated) to another project ?

sinful swallow
#

Quick question. Does unreal strip away whatever is in front of colon on bone names? f.ex if yourbone within blender is named DHIbody:pelvis, then it looks like the bone is called only pelvis within unreal. Is it documented somewhere that it only keeps what is behind the colon for the name?

cosmic yarrow
opaque fern
#

Is there a way to make the whole top body not move durring animation? i wana use ALS walk/Run animations but I want it for VR and dont want upper body to move with the motion controllers so i need the top part of body to not do anything. Is there a way to edit the animations to work like that?

naive mountain
#

similar to making a character attack while walking. use that same idea

pseudo cliff
#

is it possible to import a single fbx file with a bunch of animated characters? or do you have to make an fbx for every character? I tried doing a few in one file but they don’t move when they get brought into unreal even after sticking their animation into the sequencer

naive mountain
# naive mountain

i think some of the corrective bones are weighted to similar vertices, making the vertices normalize to 0 when bulk deleting bones.

trying to dodge this by calling the method commit_skeleton_to_skeletal_mesh() after every single bone deletion 🤣 i wonder if simply calling for mass vertex normalization is faster

#

i think its going to run for more than 2 hours

brisk horizon
#

Hey, my player controller is moving and jumping and has an idle animation, but has no running animations. I duplicated my old Third Person Blueprint I was using and changed the default in TPGameMode and thats when the issue started.

feral gorge
#

I'm having a small problem with copying over a mannequins blueprint to another model. Perhaps theres a simple solution to this issue? https://forums.unrealengine.com/t/how-to-fix-warped-meshes-when-copying-over-a-mannequin-s-control-rig-blueprint/1787078

balmy whale
#

Are there any tutorials about using the ik_hand_gun bone properly? I can barely find anything online but I've heard it can be super useful

ancient marsh
#

for some reason the anim graph decided to stop working properly
the layered blend per bone doesn't fully blend the the second blend pose with the first blend pose

#

even tho the float value is at 1

#

unless the value of 1 isn't actually enough

#

ah alright nvm, completely forgot that the value has to be much higher for the blend to be more visible

potent garnet
#

Design question for camera animation, when in first person and interacting with something, getting into a car for example, how best am I to play a camera animation transitioning from first person into the car? I've currently got a animBP with a little rig that plays anim, then the camera just attaches to a socket but it all feels pretty clumsy just to do camera animation. Anybody implemented something like this by any chance?

naive mountain
#

My script is going extremely slow thanks to all of these solver poses needing rebuilt after every bone deletion. Will deleteing the IK rig assets affect normal animation/montage playback?

#

Im going to let it run all day to see what happens 🤪

gentle juniper
#

Would you mind helping me with Blueprint? I Tried to make Robot Moving By wheel ,so I create Control rig to make a movement as I rig in Blender But I cant find the way to use Control rig Moving Skeleton mesh in Blueprint or animation Blueprint or I should make Animation Asset and put it to state Machine. Could you suggest a better way to do?

pure bloom
#

Hello Guys 🙂 , I Hope you feel good today.

Got some problems with my character animation, what is the first thing that has to be perfect in a game ...

-1️⃣ Got weird results on the animation when i walk or jog, when i rotate with my mouse and in the same time moving with keyboard (kind of laggs between animations) https://streamable.com/q7hqpe
-2️⃣ When i rotate my character with mouse, the upperbody don't follow correctly and the body is bugged https://streamable.com/0lij4o
-3️⃣ The aiming animation for weapon is moving between left hand and right hand, they are not fixed and synchronized

Can you explain me what can i do to solve that 3 points please ?

Thank you very much

Watch "Vidéo sans titre ‐ Réalisée avec Clipchamp (4)" on Streamable.

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Watch "Vidéo sans titre ‐ Réalisée avec Clipchamp (6)" on Streamable.

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vestal aspen
#

Hello, is the metahuman 5.4 IK/FK switching, snap to pose, broken?
Hello, when “animating” the metahuman IK/FK switch in 5.4 Sequencer, my metahuman arms pop when switching between the IK and FK. Is there a snap to Pose feature so I do not get any popping?

When testing the IK/FK on a single key frame the IK/Fk ‘will not’ show any issues.

However, when animating the IK/FK switch in Sequencer, the switch from IK to FK will reveal a pop. The pose for the FK is different from the pose of the IK.

May I ask, is there a feature similar to the HIK rig in Maya? In Maya’s HIK rig, when I switch between the IK and FK, the poses of the rig match, there is no popping of the poses seen when switch IK/FK, when animating.

In UE 5.4, is there a workflow that I need to use in Sequencer so the IK to FK switch does not pop when animating between poses? For example, how would I do a hand stand flip using IK/FK switch?

small portal
#

I have a character with some anim dynamics driven by an AnimBP. When i create a level sequence with that character + control rig, all anim dynamics (and physics sims) are halted. Any way to enable those during the sequence playback?

young plover
#

I have a strange rotation issue with a gun in FPS view attached to the camera. In editor the gun and its animation are correctly rotated, but in standalone mode there's an extra 90° rotation

random terrace
#

was the robot in the nanite presentatin done by attaching nanite mesh via sockets?

brazen wharf
#

I'm kinda sure there was an option to disable the listing of Animations in the context menu of the Animation Graph to make it less laggy when opening, does anyone know where that option is?

pastel anchor
#

Is there any way in Unreal to reimport an SK with hierarchy changes?

vague stag
#

Hey. I see that there is a que for the Recently I have started moving the animations from the Unity game project to UE5. I've been looking for the information in the net, but haven't found it yet.
I am using a root motion as a controller for moving the character and I don't know how to change the rotation of the anim (like in stopWalkL,R I want to start these animations from the current body rotation, not from the original anim rotation.)
In unity it would look like this: [img1]. Using this solution the movement does not change, it still goes forward [img2]. Thank you for reading & helping 🙃

vague stag
pastel anchor
vague stag
#

Hmm, in that case I would del the old one and import a new one. Keep in my mind that u might need to place new skeleton again for example in bps

fathom flax
#

Is there a way to manually set a montage length?

lethal hill
#

How can i create an additive hit react animation to play with my other animations? (e.g reload, switch weapon, launch grenade)

#

The other animations (reload, switch, launch grenade) have animNotifies at the end, and I can't be interrupted mid-animation when I get hit

sudden lava
#

im trying to retarget rokoko mocap in maya but it keeps doing this

pure bloom
sour thicket
#

Hi, just wondering if anyone else has an issue when sequencing animations (I'm using UE5 Manny) where parts of the rig reset positions when adjusting other parts or saving? I've resolved the saving issue by just saving my sequences every time I add a new frame. But the issue with moving certain parts still persists, it's usually when I adjust fingers so I position them first now and move onto rest of the body but it still happens enough for it to be an issue. Any advice? I'm brand new to UE also so try not to be over technical if possible lol

naive mountain
naive mountain
naive mountain
simple pine
#

https://youtu.be/NwZet6hNTmI?si=5FnBpt6oiDFkrPxC got tired of hand animating basic locomotion animations so I made this

NOW WE USE TABS!! This makes the UI cleaner and more personal on what you are working with. In addition, I have also added a way to customize your aim in case you want to have an alternative way of aiming. All I am doing is adding the new values to the existing aiming transform. You can either use the alternative aim as your default aim or use i...

▶ Play video
young plover
# naive mountain Investigate camera spring arm

There is no spring arm 🙂 It was directly attached to camera. I've fixed the issue by redoing the animation, and using the new animation asset directly instead of an animation blueprint.
I'm not sure what was wrong with the previous animation, maybe it's because it was targeted for another weapon with different bones, but that doesn't explain the editor/standalone difference.

still estuary
#

Hello my char stretches when i hang on the rope even when i adjusted all bones to scale with skeleton only not animation and when i play the same anim in the vew port the mesh dont stretch only in run time how do fix this

ornate breach
#

Hi, Is there a proper way to trigger events like step sounds in the control rig? Because all i found in the tutorials is some hacky way by setting and checking bone transform values on tick and it really doesn't seem like the best option

sudden lava
naive mountain
#

Then select the bone from the Skeleton Tree and it should light up the mesh.

#

FYI it's buggy, need to toggle viewport settinga from Lit to Unlit sometimes. Or maybe open Editing Tools at the top. It works you just need to finesse sometimes.

#

In Unreal Engine, if a vertex has no bones weighted to it, during normalization it gets weighted to 0,0,0 or the Root bone.

#

When a Skeletal Mesh is imported to unreal, this process does not happen.
To trigger it for the purposes of testing and ruling out normalization as an issue, open skeletal mesh, editing tools, click skeleton, and then at bottom of viewport press save without doing anything

#

Good luck

tranquil lark
hexed yarrow
#

Does anyone know what the problem is?

simple pine
tranquil lark
#

Right now that's been our challenge. Getting our multiple characters to hold the weapon in the hands correctly.

simple pine
#

That’s just a baked pose. The component works by getting layered on top of your base animations.

tranquil lark
#

I figured as much. The hunt for me to get the weapon holding right is still on 😅

cyan bridge
#

Hello hello, anyone know a way to drive multiple pose asset curves at once with inputs instead of bones? Should I be looking at control rig for that or is there something I’m missing with the pose assets?

visual parrot
#

Can I use rigify with Unreal Engine?, Some people where saying you can export

tranquil lark
#

But then I also have multiple characters and getting their fingers to grip properly is a pain as well 😅

simple pine
tranquil lark
#

Yeah, that's what I do. But it's the fingers that get me

#

And I overall just suck at animation stuff, so it has been a bit of a struggle.

final iris
#

Hi guys, I have a question on mocap clean up. I am retargetting animation from an xsens suit (with provide decent results) to a customized rig, which has quite a distinct body ratio comparing to the xsens puppet. This resulted in foot problems (penetrating the ground and sliding, and sometimes both feet are in the air). I tried countering it utilizing Unreal's default tools (for instance speed planting in the IK retargeter), but it seems like neither of them can tackle my problem perfectly. I am also working on a budget, so ideally I do not want to go to professional animation processing softwares like Motionbuilder for the clean up, but at the same time I want to maximize the speed of the workflow. Knowing the situation, what is my best approach to undertake this problem?

charred owl
#

Now my question (not related to my comment above)

🤔

Folks how would you approach blending a metahuman idle face montage into a sequence?

My current approach results in a "hard cut" of the facial expression (lips, eyes, eyebrows etc). I'd like it to blend.

Both the montage and the sequence face animation start off as FBX but for specific reasons I can't do it all in sequencer and I can't do it all as montages. The idles are montages (randomized) and the face/voice acting is in sequencer.

Been at this for literally 4 months now and haven't found a viable answer

final iris
tropic spire
#

Hello, 👋

I have a question about importing rigs from Maya. It seems that while Maya applies inverse scale to child joints in a hierarchy, Unreal does not. This means any scale on joints with children behave differently once imported into Unreal.

Does anyone know if there is a way to bake in the inverse joint scale on export or to enable it on import?

Any advice would be appreciated. 🙂

Cheers.

dull bridge
#

I feel like this might be the wrong section but I have no idea where to ask aha.
The closest way I can describe it is imagine a garbage bag rolling down a slope, I want an outside object sort to deform around a circle collider as it rolls. Sort of like this image .
Does anyone have a direction they can point me in to achieve this sort of effect?
Edit: I think physics soft-body simulation and chaos flesh might be the direction I start in. If anyone has better suggestion, I would love to know!

raven copper
#

HI, How can I transfer my animations from UE5 Manny to paragon? Do all paragon characters share the same skeleton?

lime flower
#

Hello there does anyone know how can I create a sliding opening animation for curtain in unreal ???

glossy vapor
#

I'm trying to render in sequencer with 5.4 new motion design stuff.... but i get this everytime and it crashes:-( does anyone have this too ?

mortal violet
#

hey, when changing the retarget pause while making a retargeter, is there any way to quickly mirror all edits on one side of a rig to the other side? hard to keep things like finger rotations consistent when doing it by hand

little walrus
#

*vertex level

lime flower
junior delta
slim elbow
#

Does anyone know the formula behind this function? I want to make a macro or function of this in Blueprint for outside control rig use

#

nvm just realized Spring interp is already a function and is better compare to verlet according to the verlet tooltip

carmine magnet
#

has anyone figured out how to blend ik_hand_gun with bones lower than pelvis 😭😭😭

steel musk
#

anyone know a good free asset pack that has mage staff animations?

pliant blaze
#

Hey. I downloaded a couple of characters that supposedly have livelink support. However i cant find any documentation getting it to work. I noticed theres an animation blueprint labeled livelink, thats about it

#

Any tutorials on youtubr are metahuman related

mortal violet
#

hey, I'm trying to do this tutorial, only using a chain of controls instead of a chain of bones to "cache" the result of the dynamic chain & then apply it to the actual bones using attach chain to spline to avoid stretching, but for some reason it won't work, any idea what I'm doing wrong?

fathom sandal
#

Hi there, does anyone know how to attach simulated objects to skeletal meshes? It seems that "Echo" from the "Valley of the Ancient" has a little canister attached to her belt that jiggles around when she moves. As far as I can see, it's not animated but somehow simulated during runtime. Any docs/tuts on this topic?

mortal violet
ashen wyvern
#

Does anyone know how i could replace the hand on the left with the one on the right and still keep the same animations?

solemn vector
#

anyone used mixamo > Blender > Unreal ? I Keep getting errors when trying to import fbx to unreal

#

ah it might have worked ! thank you

steel musk
#

Am I able to lower the target character in a retargetter?

lyric estuary
#

hey im new to making my own assets for UE5 and im working in blender to make a cube with 4 legs, 3 segments each. I am having troubles with bone heiarchy when im parenting the legs to the central/root bone and getting bones to behave properly. Does anyone mind helping me out real fast? All the videos i can find only work for rigging in blender since UE5 doent have "empty" objects

rigid ferry
faint hawk
#

is there any master class if I would like to implement animation system like in Lyra example?

unreal barn
#

Hey guys, does anyone experience problems with Control Rig in 5.3.2? Just migrated from 5.1 and now am fixing bugs. But even Print does not work properly.

raven copper
#

How to retarget animations with root motion using Ik retargeting?

mortal violet
#

look into ik rigs/ik retargeters, make an ik rig for source and target skeletons, make a retargeter with them, map corresponding chains including root chain

faint reef
#

Hey does motion matching work for AI enemies too?

mortal violet
#

unless I severely misunderstand motion matching, whether a skeleton animated with it is controlled by a player or by AI shouldn't change anything

raven copper
mortal violet
#

can't really help you without the code or any information about the in editor setup

faint reef
#

Hey what exactly does this mean?

mortal violet
#

you're trying to import an animation for a skeleton that has a root bone called MotoricaRoot but the animation doesn't contain animation data for that bone

faint reef
#

okay

#

that sounds about right

mortal violet
#

idk how your animation blueprint is set up but maybe the animation graph or whatever it's called isn't aware of whether or not the character is grounded

mortal violet
#

what do the notes say

faint reef
#

No It just only playes one animation**

mortal violet
#

ah

faint reef
faint reef
# mortal violet ah

It's stuck on one animation. If I place a PlayerStart on the ground (and I don't spawn in the air) then the animation is stuck on 'walking in place'

#

funky shuffle 💀

mortal violet
#

does anyone know of any resource that explains the fundamentals of control rig, as in "this is how it works and what each feature does" rather than "this is how you do [specific thing] with it", I've been screwing around with it & it's fun but I've hit several road blocks where things don't work like I expect them to and I don't really know where to start

autumn flare
#

hey guys, I have been creating a control rig for my character model (I used actorcore accurig to rig it)
althought I've been having a small issue

as you can see in picture 1, the legs bones are correctly positioned

#

but in picture 2, when I went creating a control rig, this happened