#animation

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nimble torrent
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I think you have to do that in two steps?

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Bake to a sequence, then load that sequence on a control rig.

vestal aspen
vestal aspen
# nimble torrent Bake to a sequence, then load that sequence on a control rig.

That worked, thank you. May I ask another question, is there a way to weight the blend of the animation to the IK? In other words, the FK has the arms swinging at the waist. The Control Rig "IK" has the hands straight up above the head. I can see the blend of the FK and IK. Is there a way to weight the animation so there is no blend and I only see the IK?

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When the blend of the FK and IK is happening, the arms are swinging in the air

nimble torrent
vestal aspen
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Can I weight the animation so there is no blend and the arms do not swing above the head?

nimble torrent
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I don't know the name, but I think somewhere in there, there's a 'switch' or 'alpha' value for the IK arm.

vestal aspen
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switch or alpha...I will look now

nimble torrent
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It should be under 'metahuman control rig'

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There should be a curve or control there called 'IK_arm_something'

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And that should control the switch between them.

vestal aspen
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I see the switches that that switch between the FK and IK arms.

nimble torrent
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Sure! Try playing with those!

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The switches, the boolean tracks.

vestal aspen
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Hmm? There does not seem to be a way of doing a boolean track with those IK arm switches. Maybe I'm doing it wrong.

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I would like the "Blend" of the FK arms to stop swinging when the IK arms are keyframed at frame 59. I wish the arms to stop swing after frame 59.

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This is a test, I hoped to have the functionality to just have the IK arms just stick out straight without the FK animation Clip blending after frame 59.

barren fiber
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incase someone wondering where their space is going using motion matching although relocating the folders, this is where!

nimble torrent
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That's what they're for!

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It's definitely possible.

vestal aspen
nimble torrent
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OK, yeah.

vestal aspen
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However, those switches do not control the blending that happens between the FK and IK

nimble torrent
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OK, here's a question - did you bake to the control rig, or are you using an additive control rig track?

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Because I believe those controls are designed to do that.

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They are supposed to switch between the two control methods.

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So something else is likely going on.

vestal aspen
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in this case I add the animation clips to the anim track them used "layered" control rig.

old falcon
# vestal aspen

Sorry unrelated, but is this on 5.4?
The sequencer UI looks much better

nimble torrent
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So yeah, try baking to the control rig.

vestal aspen
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I did a previouse where I baked the Seuence, but that didn't give any blending controls, either

nimble torrent
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OK so there probably aren't 'blending controls'. What's happening now, I think, is that you are using an additive layer, which is always going to add on top of the existing animation data.

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So that's, I think, why the arms are not fully respecting the IK system, even when the IK system is on.

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I think that's what's going on.

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So, I think, if you want to do what you're trying to do - you're going to have to bake to the control rig.

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Could be wrong! I don't have a lot of experience with the new control rig layers in sequencer.

vestal aspen
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I see, the "additive" theory sounds correct.

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Hmm? How do I bake to control rig?

nimble torrent
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Hold on.

vestal aspen
nimble torrent
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Yeah, like that.

vestal aspen
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this just merges all tracks to an FK Control Rig

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No. IK weight controls when I "Switch" to the IK arm controls

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It basically bakes out a new FBX clip

nimble torrent
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Again, I don't believe there are 'weight controls'.

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I think those booleans are probably what controls the IK/FK system.

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And it's not creating a new FBX file, it's baking the animations sequence data onto your control rig.

vestal aspen
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There has to be a way of eliminated the FK anim clip from blending to the IK.

nimble torrent
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OK, but... there is. It's the switches!

vestal aspen
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This is what happens after I bake to the sequence

nimble torrent
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That's very weird!

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I wouldn't recommend baking your bad data from your additive animation into a sequence.

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I would recommend, taking your original data, putting that in the sequencer, then baking that data to a control rig!

vestal aspen
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if you get a chance to play with Metahuman, drag on an FK MOCAP animation clip. Then turn on the layered Control Rig. place keyframes on the IK Control Rig. Then bake to sequence

nimble torrent
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I won't.

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Because that wouldn't work.

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Which is why I'm not suggesting you do that.

nimble torrent
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And I think that was a mistake.

vestal aspen
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Is ther a YouTube video that shows the correct way. I might be doing it wrong

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Ther has to be a good way to edit Mocap

nimble torrent
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There is!

vestal aspen
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๐Ÿ’ช

nimble torrent
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Here are the steps:

  1. Remove all tracks from the sequencer.
  2. Click on the 'Track' plus sign next to the control rig in the sequencer. Choose 'Animation' and find the animation you want to modify.
  3. Right click on the Control Rig in the sequencer. Select 'Bake to Control Rig'. Choose the control rig you want to work with.
  4. Find the IK/FK switch control for the limb you want to modify. It will probably be keyed off. Remove all keys from that track.
  5. Turn the IK switch to "IK", so you can use the IK controls.
  6. Edit your animation.
  7. Bake your animation to a new sequence.
vestal aspen
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That is what I did. and got the wiggly arms

nimble torrent
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That's seems odd and unlikely.

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The only way I could see that happening are:

  1. You have damaged your original animation. So the original animation now has wiggly arms.
  2. You did not actually remove all tracks from the sequencer, so you baked an additive track onto the new control rig track.
  3. Your control is broken or damaged, and doesn't bake properly.
vestal aspen
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This is the metahuman control rig generated from Quixel

nimble torrent
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OK?

vestal aspen
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Gimme a sec and I'll show you

nimble torrent
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I'd recommend trying it again.

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In fact, I'd recommend making a new level sequence, and trying in there.

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And confirming, when you load the animation sequence alone - that the arms are fine.

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That will eliminate the first possible failure point - that the original animation data has been damaged.

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The new sequence will eliminate the second, that you forgot to remove all the existing tracks from the sequence.

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If you still have a problem, the only possibility is the third - that the control rig does not bake properly.

vestal aspen
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This is a new test, with the MOCAP on the metahuman. The Mocap looks ok on the metahuman.

nimble torrent
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Neat! So that appears to be a confirmation that the data has not been damaged.

vestal aspen
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I will now RMB and create the layered Control Rig

nimble torrent
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What happens when you use a new sequence to run the rest of the test?

nimble torrent
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Bake to a control rig instead!

vestal aspen
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O Bake it?

nimble torrent
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Yes.

vestal aspen
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With this?

nimble torrent
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Yes!

vestal aspen
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With these default settings?

nimble torrent
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Yeah!

vestal aspen
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Done, the sequencer tracks look like this, now.

nimble torrent
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Cool! Are the arms fucked up?

vestal aspen
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O good lord.

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I'll make a capture to show you

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Notice how the origin of the animation also get offset back from where the Mocap started in the first capture. I have no idea why the Bake on the legs came out wrong, either.

nimble torrent
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And that happened as soon as you baked it?

vestal aspen
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yep

nimble torrent
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OK, so that's option 3 then!

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Your control rig is broken!

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A properly formed control rig should be able to bake animation from a sequence.

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So you have discovered the problem!

vestal aspen
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This is not my control rig, it is the Quixel metahuman Contro Rig

nimble torrent
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Then the quixel metahuman control rig is broken!

vestal aspen
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The method we just did is the old way, I beleive

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The new way is to use the "Layerd" control Rig

nimble torrent
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They're different use-cases.

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It's not a case of 'old' and 'new'.

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They're for different things.

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And regardless - if it doesn't bake properly, something is wrong.

vestal aspen
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The Layered bake looks good. But I'm still trying to find out where I can control the weighting of the "Arm" IK, so there is not Blend of the previous Mocap arms. I hope to find a way to stop the asrms from wiggling when the IK arms are stretched out in front of the body. I hope to find a wayt to keep the IK arm stretched out without the wiggle.

nimble torrent
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It's additive.

vestal aspen
nimble torrent
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All right. Good luck!

hallow pewter
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Hey, does anyone now why ue adds those extra bones? And how to fix it. Because its kind of annoying to animate with. (One photo is how it looks in blender)

nimble torrent
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You probably want it to be off.

hallow pewter
nimble torrent
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Surprising!

hallow pewter
nimble torrent
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That's traditionally how it interprets Leaf Bones.

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With one at the start and one at the end.

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So that's why it's surprising that it's still doing that without that checked off.

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There should be a substantial difference.

hallow pewter
nimble torrent
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OK.

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I would try to import it with a different name, so it imports 'clean', not over top of the existing file.

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And I would triple check that my FBX has been updated with the re-export with the 'Add Leaf Bones' off.

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Because exporting with that checkmark on or off should have a substantial effect.

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So my suspicion is that it still is the culprit, and there may be a problem with your test.

hallow pewter
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Exported it with a different name and triple checked, still the same

nimble torrent
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OK. Neat. No idea then.

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If you figure it out, let me know.

merry salmon
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i will, thanks ๐Ÿ™‚

barren fiber
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Hey Guys anyone knows if we can cut animations, remove frames inside the engine editing the sequence

nimble torrent
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Be careful though, it's a destructive action, you can't get that data back without reimporting it.

barren fiber
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it gives me random frames

bitter bear
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Part 2 for Motion Matching system. Learn how to add Jumps, Walks, Turns and Crouch to your Motion System in Unreal Engine 5.4

First Video: https://youtu.be/UlNqYWuXcTw
Second Channel new content soon: https://www.youtube.com/@UChEtrPb9VrzA3QsuIjdZa_w

TimeLine:
00:00 into
00:15 Sorry
00:20 Pivots and stops
00:35 Walk
01:30 Fix Rotations
01:52...

โ–ถ Play video
nimble torrent
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Right clicking at frame 15 gives you the option to remove all frames before or after frame 15.

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(this is definitely behavior that could be improved, it would be nice if you could drag the active area and not delete the frames)

barren fiber
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yea i was clicking the bottom

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Ty haha

nimble torrent
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๐Ÿ‘

fathom bluff
median scaffold
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So I have a couple animations im trying to blend for a third person grappling hook character. I have a GrappleShoot anim that has no transformations applied to the lower half. I also have a GrappleSwing anim that has the character airborne.

I want to have the GrappleShoot animation only affect the upper half of the body so when the player is on ground their feet don't move from idle to the default pose, and when the player grapples midair their feet continue the GrappleSwing animation

fathom bluff
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@nimble torrent Have you played around with Retargetting in 5.4 yet?

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Its super powerful, but still quite unstable.

nimble torrent
fathom bluff
nimble torrent
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Sounds about right!

median scaffold
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Ok so I was able to figure it out with use of Blend Poses by Boll and by Bone however the animation loops instead of playing once. I have already tried turning off loop animation and that caused the animation to only play once since this is in the anim BP and not inside of the state machine

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Could I theoretically make a state machine just for the grapple shoot animation?

nimble torrent
median scaffold
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I kinda have a grasp, I was using a montage debug toggle in the character BP but after disabling that nothing changed with the animation.

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I'm not the programmer of the BP so I'm not 100% sure where the cause of the animations playing is

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I have an idea though, let me ss really quick

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I tried adding a play montage to this section of the code and it didn't work

nimble torrent
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For a montage to play, you need both code that tells the animation BP to play a montage, and a 'montage slot' node in the animation graph.

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You have one in that graph you posted, the 'UpperBodyOnly' node is a montage slot node.

median scaffold
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yeah so I need to plug it into the animationg BP?

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the tutorial I was following the guy used a button degug in the CharacterMovementBP so I just followed that

nimble torrent
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So Montages are designed for one-off animations. If you need a character to wave to someone, scratch their nose, or open a door - chances are that's where you'd use a montage.

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A Montage is a kind of asset in Unreal that is separate from Animation Sequences.

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You can create them like you create other assets, by right clicking in content browser:

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When you do, you get a timeline where you can add animation sequences. The important part in terms of organization is the 'slot' on the left here.

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See the 'DefaultGroup.DefaultSlot'?

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That's the node that this montage is going to try to play in, if you call "Play Montage" and pass this montage.

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You can change it to one of the other slots you've defined in your project by clicking on the arrow beside it.

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When you call "Play Montage", the animation runtime checks which slot the montage wants to play in, then checks your animation blueprint for Slot Nodes that match.

If it finds a match, it plays the animation into that node in the animation graph. Otherwise, Slot Nodes do nothing.

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Following so far?

median scaffold
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Yup

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I've already added a new slot and called it UpperBodyOnly. I've set that as the Default group

nimble torrent
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Neat!

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Now you need a montage set to that slot, containing your animation.

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When you have that, you probably want to reformat your blend tree a little.

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You can simplify it to be something basically just like this:

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Because Slot Nodes don't do anything unless you've specifically called 'Play Montage', this will, normally, blend the upper and lower body of the same pose together (effectively doing nothing) but when a Montage is placed in the UpperBody slot, it will play that animation on the upper body.

median scaffold
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So how do I place that montage in the upper body slot?

nimble torrent
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By using "Play Montage" at the correct moment.

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Calling "Play Montage" starts the animation of the specified montage playing in the matching Slot Nodes.

median scaffold
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So in my Event Graph in the Anim BP I need to play montage when bool isGrappling is true?

nimble torrent
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If that's how you've setup your game - sure!

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When you want the character to play the animation - call Play Montage.

median scaffold
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So it looks like its playing kinda (hard to tell because I think its blending too much)

nimble torrent
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You can change the blend time in the montage's asset details.

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Under 'Blend in' and 'Blend out'.

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They're pretty generous at 0.25 seconds start and end, so if your montage is very short, that might be causing a problem.

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Otherwise, double check your layered blend node to make sure you're not doing anything weird.

silent trail
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Sup chaps, need some help with something. When Importing an animation from Blender the hand doesn't align properly. The reason I found out is because of "Preserve Local Transform" in the import settings messes with the skeletal mesh's bones a lot and turning it off does the trick; the hand aligns properly however, I need Preserve Local Transform because while it does fix the animation's scaling and location, the mesh goes all pixelated and has weird stretches. Any ideas?

nimble torrent
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Do you have non-uniform scale going on anywhere in your rig?

silent trail
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but if it's about the Blender to Unreal x100 scale like the Cm to M thing, I already did it...

nimble torrent
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That's good to know, 'cause that was my second guess.

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But scale is a vector. So you can scale x, y and z separately.

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You can do that if you want absolutely everything to break.

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Especially in unreal.

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Because unreal treats non-uniform scale differently than basically every other 3D program on the planet.

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So, to check... you just have to look at every bone's scale value at the moment where you're having a problem, and see if the scale is weird!

silent trail
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oh... I don't scale bones...

nimble torrent
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That's good! You shouldn't!

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But... maybe scale crept in somehow!

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I would check my hierarchy for that arm, to see if there's anything weird with the scale.

silent trail
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Well, that's progress, there is... The DEF bones have constraints like Stretch To, which does mess with the scaling. That said though... I don't really know how this helps (?) or how I can do anything with this (?)...

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Because even with the constraint on, everything still works in Blender and turning off Preserve Local Transforms does work but it also makes a mess of other stuff...

nimble torrent
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Yeah, stretch-to that's a doozy.

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Unreal just straight up does not handle non-uniform scale in a way comparable to blender or anyone else.

silent trail
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I'll real quick take a Screenshot of what happens if I turn it off...

nimble torrent
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Their method for doing so is frankly bizarre, and I have no idea why they do it that way, but they do.

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I can tell you how I'd fix this, but it's fussy as hell and I don't know how comfortable you are with messing around with stuff.

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Here's how I would fix a stretch-to constraint.

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I would create an 'export' skeleton that was constrained to the animation skeleton, but didn't use stretch-to constraints, instead, it would allow the bones to translate rather than rescale.

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So the wrists would physically pull away from the elbows, rather than the forearm bone scaling.

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That's how I'd do it.

silent trail
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Right so if I turn off Preserve Local Transform this happens, ignore the Mesh literally melting I'll get to that in a sec but at least the scaling problem is gone sort of perhaps maybe mayhaps perchance...

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But turning off Preserve local transform also does... this. Nightmare Fuel level stuff...

nimble torrent
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I'm building a visual aid to explain why.

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OK, so - two boxes in blender.

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Two boxes in unreal.

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The upper box is child of the lower box.

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What happens if we apply a non-uniform scale to the parent box?

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Like, what happens if we scale the parent box vertically?

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Blender:

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Unreal.

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See the difference?

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Every single other piece of 3D software does it like Blender.

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Unreal is unique in this decision, and it break everything with non-uniform scale from other packages.

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They just fundamentally disagree about what it means.

silent trail
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basically... nuts...

nimble torrent
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Yeah, the Unreal version is really really strange.

silent trail
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Good lord alright...

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Still not quite sure where to go from here to be honest...

nimble torrent
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Who made your character?

silent trail
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Yours truly...

nimble torrent
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Well... you can't use anything with non uniform scale.

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So that means stretch-to is out.

silent trail
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The Rigging is done by AccuRig

nimble torrent
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You have to rebuild the rig to not use that.

silent trail
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Right then... Stress test time...

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wait does that mean I need to remake my animations?

nimble torrent
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Maybe?

viscid willow
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Oh are you trying to do stretching from Blender to Unreal?

nimble torrent
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Depends on how dependent on the stretching constraints your rig is.

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You could try doing it the way I suggested.

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Where you keep your rig the way it is, but you create a secondary export skeleton top of it.

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And that skeleton translates rather than scales.

viscid willow
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I've got some experience with that.

nimble torrent
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Oh nice!

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Do tell!

silent trail
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Oh also, there's also Copy Transforms in the bones... The Stretch To I think perhaps I can get out and plus rebuilding animations won't be too much of a hassle but what about it?

nimble torrent
silent trail
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And also yeah do tell, because I'll be writing this down afterwards for Documentation...

silent trail
viscid willow
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It was a few years ago now so it might be a bit out of date, but i'm familiar with that Preserve Local Transform issue.

I got around the bones behaving strangely by locking/copying the scale of another bone and applying it to the offending bones.

It would mean you cant stretch EVERYTHING because you will have points on your skeleton with "Locked" scale to prevent errors. But here's the thread i made a while back: https://forums.unrealengine.com/t/solved-blender-to-ue4-squash-and-stretch-bone-heirarchy-scaling/72193/3

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rather than constraint nodes, you could just as well use a control rig to enforce a scale on the bones, like your hands there

silent trail
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Oh... Yeah, I've seen this...

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While researching on my problem I also saw your post...

nimble torrent
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Where you're translating the bones rather than scaling them.

viscid willow
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Ah yep. In blender this is all using the stretch to constraints

silent trail
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Hoo boy alright, this is slowly microwaving my brain...

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So to recap, my options are either to make a new version of my rig WITHOUT the Stretch To, or the Export Skeleton thingamajig sorry if I don't understand that Squishy Suggested...

nimble torrent
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Or possibly battz runtime version, but that one makes me anxious because I would expect that to cause shenanigans of one variety or another in the future.

viscid willow
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๐Ÿ˜…

nimble torrent
viscid willow
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my solution certainly ISNT battle tested

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no lol just for fun

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That said it's quick to try and if it doesnt work for every case, which i'm almost certain you're correct when you say it wont e.g. i did not try any layering or additives

silent trail
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I think I'll just try remaking the Rig without Stretch to and see where to go from there, plus I am doing a patch on my Rig because of some... Weight Painting Problems... so that's also welcome...

viscid willow
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๐Ÿ‘

hollow escarp
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Hey guys im no animator by any means so ive come to this page seeking help/advice with animating a player character with 4 legs

viscid willow
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jeez that forum post is so old now ๐Ÿง“

silent trail
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Oh yeah I forgot to say Thanks, the insight and Hypothesis is greatly appreciated...

nimble torrent
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๐Ÿ‘

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No trouble.

median scaffold
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Just curious is there a way to take the mantle montage from UE 4 manny and map it to my custom model?

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a programmer of mine uses the UE 4 mantle montage to move the player in game but no actual animaitons play, would I have to call the specific slot for the mantle to occur?

celest obsidian
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In the control rig list is there a way to expand all selected controls?

hollow escarp
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Hey guys im looking for some help on animating a character

old falcon
celest obsidian
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Like is there like a expand all selected feature

old falcon
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I don't think so
But you can always shift click their common root to expand all of the children recursively

celest obsidian
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Hmm I see

old falcon
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Does anyone have an idea whether there are any performance considerations for using "Layered Blend Per Bone" multiple times instead of layering everything in a single node?

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For example if you had Upper/Lower body and wanted to layer the arms on top of upper body?

barren fiber
barren fiber
# old falcon Does anyone have an idea whether there are any performance considerations for us...

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

โ–ถ Play video
old falcon
topaz narwhal
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I am using an edited metahuman (thanks to Metareforge plugin) and I am having this situaton where foot start to go forward or up before it has to.

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this behaviour is not intended

uneven hatch
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hello, im working on character movement however whenever i jump the actual jump animation starts whilst shes in in the air

coral sun
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When I import my animations ( gtlf ) with "Use Source Name for Asset" it adds "_Anim" at the end, when i disable it the animation names are as is. Is this a bug?

misty dagger
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Good lord Synty character models are a pain to work with.

barren fiber
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red is where they at prolly,

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you would have to edit the rig in blender

median rapids
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MODULAR CTRL RIG
Hey, everyone!
โ€ข Custom character (but I tried to replicate basic unreal naming convention for bones)
โ€ข Spine module generates shoulder (and thigh) sockets outside of hierarchy (basically root level). Anything I should add to my skeleton to comply with the new modules? (With unreal chars the shoulder socket generates at upperArm bone.)
โ€ข When I create custom sockets for a shoulder module (at upperArm bone) it doesn't work properly (90 degree off and just doesn't seem to work properly in general).

median rapids
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โ€ข Also noticed something that seems like an invalid input in the blueprint where the sockets are being generated. Name: Left/Right Side Suffix in *Get Module Name Metadata *

old falcon
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I'm very much a beginner when it comes to animating so I hope this is not too stupid of a question:
Sometimes when I animate the rotation of my character's hands the interpolation between two keys will suddenly kind of "unrotate" them 360ยฐ to get to the next key pose. Or sometimes what looks like two very simple keyframes with different rotations will interpolate with kind of a "bounce" around one axis between them. Any hint what I might be doing wrong? Or is that expected with "dumb" interpolation and I should just key the desired rotations in between?

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Using ControlRig in UE5 sequencer by the way.

hollow saddle
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can it be that anim notify states are being triggered inconsistently during animation playing? I have an attack animation that has 2 notify tracks. One of those tracks has chained anim notify states that notify combat component that an attack has changed its active phase from wind up to release to recover, but for some reason sometimes I see all 3 notifies triggering instantly (at least according to vislog) ๐Ÿค” is there any catch when chaining anim notify states?

nimble torrent
nimble torrent
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RE: 'bouncing' this is probably caused by 'gimbal lock' which is a mathematical error caused by euler angles aligning.

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Gimbal lock is the loss of one degree of freedom in a multi-dimensional mechanism at certain alignments of the axes. In a three-dimensional three-gimbal mechanism, gimbal lock occurs when the axes of two of the gimbals are driven into a parallel configuration, "locking" the system into rotation in a degenerate two-dimensional space.
The term gim...

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It can be frustrating to work around, but you can often get it to work by changing the rotation order on the control.

old falcon
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Maybe 5.4?

nimble torrent
old falcon
nimble torrent
#

My understanding of how the control rig works is that it's not the parent rig that defines the existence of the child rigs. The child rigs define are what look for parent sockets. So the Spine isn't saying "There should be shoulders here" the shoulder rig is saying "Aha! I can attach to this!"

nimble torrent
sand mauve
#

Hey. Random noob question. The Lyra animation blueprints seem to be basing their property access nodes on the character class, is there a way to change that to another class? I can't seem to find a setting...

nimble torrent
#

When you say 'property access nodes' do you mean things like getting the characters velocity to determine how fast they're moving, or asking the character if they're on the ground?

sand mauve
#

Correct

nimble torrent
#

So there isn't a setting.

sand mauve
#

This stuff.

nimble torrent
#

So those binding are kind of new. They bind to functions.

#

So you would have modify the functions.

#

If you wanted to switch out which character class the animation blueprint used.

sand mauve
#

Ah so it's functions added in the anim bp itself?

nimble torrent
#

I don't have lyra on my computer, but I believe if you look in the list of functions for 'GetMovementComponent', for example, you should find a function with that name.

sand mauve
#

Oh yes!

#

Fantastic, thank you very much.

nimble torrent
#

๐Ÿ‘

crimson turtle
#

Hello can someone help me? I try to make a wheel rotation through an animation blueprint.
I can make rotate on the X axis to show the direction where we go but i don't know how to make them rotate on theirself.
Any idea what am doing wrong? i know that Speed is correctly set but it doesn't want to make the rotation and i don't know why

nimble torrent
crimson turtle
#

nothing

nimble torrent
#

It doesn't even change direction based on Wheel Orientation?

crimson turtle
#

yes that part works

#

but to make the wheel turn on themself

#

it doesn't work

#

in fact that one works

#

but the rotation occurs only 1 time

nimble torrent
#

OK, that makes sense. Get Time Seconds is probably not what you want to use.

#

I think that gets the time in Linux Epoch seconds.

crimson turtle
#

which function could i use?

nimble torrent
#

Anyway, Get Delta Time, and then store a current rotation value.

#

And you probably don't want to accumulate indefinitely, so use the 'mod' function to restrict it to between 0-360.

#

The code would be:

current_rotation_y = mod(current_rotation_y + (speed * delta_time), 360)

nimble torrent
#

It's actually pseudocode!

crimson turtle
#

but the simple delta * speed doesn't work

nimble torrent
#

No, not at all.

#

That will do nothing.

#

You need an accumulator variable.

#

A float value that you add to every frame.

crimson turtle
#

so i need a delta comming from outside?

nimble torrent
#

No.

#

You need an accumulator variable.

#

Make a new variable next to speed. Set it to float.

crimson turtle
#

that you calculate outside the animGraph that's what i mean

nimble torrent
#

Yes, you do.

crimson turtle
#

ok i got it

crimson turtle
#

thanks

nimble torrent
#

๐Ÿ‘

#

No trouble!

prime meadow
#

Does anyone know why in 5.4 all of my imported animations are upside down when enabling root motion. If I try the same thing in a clean 5.3.2 project, I don't have this issue. In-game they look fine, so they are only flipped in the editor previews, but it's very difficult to edit animations this way. I am using a Mixamo-rigged character and of course ran the rootbaker plugin for Blender. Is there any quick fix?

crimson turtle
#

When we create an Animation Blueprint Template

#

the Update fonction is not looping?

#

it's display only 1 time

old falcon
#

Works for me on 5.3 ๐Ÿ˜ฎ
Though I'm replacing my template with a plain ABP, templates are kinda sucky right now

celest obsidian
#

Setting up custom control rig is going well xD:

nimble torrent
# crimson turtle

It seems likely that your print string is being blocked from later in your graph. Can you show more of the graph?

nimble torrent
#

Unreal has a system to compensate for odd values on the first frame, but it is not fully robust, and can create issues.

celest obsidian
#

I store an array of key value pairs mapping the bones to its corresponding fk controls in the constructor event. Then I iterate through every bone/fk control pair setting the fk transform to its bone.

#

I originally followed this tutorial https://www.youtube.com/watch?v=tY7IXwzw1u0 which used one array of bones and another array of controls and then set the transform of each bone to each matching control by iterating through both arrays at the same time. But that setup required the order of bones and controls to be exact which I felt would not be too flexible when making edits to the rig.

Master every step of Control Rig with this 1st part ! From the basics to a full FK Controls system using Forwards Solve and Construction Event.
Let's gooooo !

๐ŸŽ Support my caffeine addiction fund and ensure I stay awake enough to keep creating content :
https://patreon.com/ProjProd?

๐ŸงคOur courses :
https://www.projprod.com/courses-1

โ™ฅ๏ธ Follow...

โ–ถ Play video
celest obsidian
nimble torrent
#

Probably not! I mean, maps are great!

#

When I watched this video I definitely wondered why he didn't set it up that way.

#

Though I am surprised that you had to use strings.

#

Could you not have stored references?

#

(I wouldn't be surprised if those broke)

celest obsidian
#

Because controls are not bones I think

#

May have to double check that

nimble torrent
#

But you can change what the key and the value are, right?

#

You could have the key be a bone, and the value be a control.

celest obsidian
#

Yeah I couldn't store a bone ref into the value for some reason

#

There is a bone ref pair though

nimble torrent
#

My guess they're very transient.

celest obsidian
#

Hmm I see

nimble torrent
#

Oh that's interesting. You can't make maps in Control Rig!

#

Weird!

#

They're just not there.

celest obsidian
#

Yup that was why I had to make an array of pairs. I asked this question here earlier and someone showed me the source code indicating that this was intentional

nimble torrent
#

Unfortunate - because dictionary are great!

#

But they do tend to be hard to code.

celest obsidian
#

Yeah I do wonder why control rig doesn't support maps though

nimble torrent
#

Not super slow, but compared to array access, much slower.

#

And the Control Rig has it's own bytecode language.

#

So they may just have decided that it wasn't worth it to support maps in the bytecode.

celest obsidian
#

I thought maps just sacrifice memory for speed

#

But I read that control rig is not a typical blueprint or something maybe that has to do with it

nimble torrent
#

No, not really. Every type that you can use as a key needs a 'hashable' function, so to look up something in a map you hash the object then look up the hash. This is considerably more expensive then just using a pointer offset to get something from an array.

nimble torrent
#

That is separate from blueprints.

median rapids
nimble torrent
nimble torrent
#

Using Metadata!

median rapids
nimble torrent
#

That seems... bad.

median rapids
# nimble torrent That seems... bad.

Yeah. Hope they polish that a bit. In my older projects I had to create the rig control after control and that was a real pain. These modules can be very useful.

nimble torrent
#

Personally... I don't think the modular control rig was a good idea?

#

I think they would have been considerably better off making more flexible prefab functions for normal control rigs?

#

So rather than having a 'modular control rig spine' that you have to interact with in a very specific way, you have a set of functions for 'Create Control Rig Spine', 'Evaluate Control Rig Spine' and 'Evaluate Control Rig Spine Backwards'.

#

Personally, it feels like the Modular Control Rigs were mostly created for investors and videos, and not for... people actually using the software.

median rapids
#

I see what you're saying and I welcome any way to make the rigs easier to make in general (including your idea or what they added now). With this, I can now create the ctrl rig within 5 minutes (if everything works how it should). Whereas before it took me 2 hours and constantly peeking into my older projects how I did it before since the documentation in this department seems to be lacking.

nimble torrent
#

The 'if everything works' is doing a lot of heavy lifting though.

median rapids
#

Yes it does since I've never used unreal skeletons for anything (always custom skeletons) so I get into a lot of annoying issues (like the one today) a lot and it always drains me too much than it should. But in general Unreal is very focused on their pipeline and gives you trouble when you want to do something your way so I'm used to that at this point.

nimble torrent
#

Also your print string isn't... visible?

#

So...

#

Obviously the problem isn't there!

crimson turtle
nimble torrent
#

OK, and that doesn't work? What happens when you use the debugger? The event just never even starts?

crimson turtle
#

that doesn't loop that print only 1 time

#

on the other graph that loop but not here

nimble torrent
#

OK, but what about the debugger? You tried that?

crimson turtle
#

before it was not a template, here i try to create a template

nimble torrent
#

I've never used templates. I didn't know they were a thing.

#

Maybe... don't use them?

#

Oh! That's cool!

#

I did not know these existed!

crimson turtle
#

yes it's happend only 1 time

nimble torrent
#

Are you testing with the child blueprint?

#

Also - again, what happens when you use the debugger?

#

Heya! Looks like there is a way to make fully skeleton agnostic blend trees!

#

Who knew!

snow vapor
old falcon
#

I'd recommend not using templates if you make heavy use of linked anim layers since you can't provide a sensible default implementation in the template.
And the child ABP cannot override the templates functions...

nimble torrent
#

That's unfortunate.

old falcon
#

It's less of a child ABP and more of a simple copy of the template. So copies of the functions are already there (but hidden) hence no override

nimble torrent
#

Huh... I wonder what happens if you make a child of the child?

crimson turtle
nimble torrent
old falcon
nimble torrent
nimble torrent
#

It seems to call the function fine?

crimson turtle
#

and u just use the animation template into your bp

nimble torrent
#

My friend. I can override them...

old falcon
#

Oh the functions yeah, sorry that was my error
I meant anim layers

nimble torrent
#

Oh! OK

crimson turtle
#

what do you have into your animegraphe?

nimble torrent
#

I mean. I probably wouldn't... use this for things where I needed to replace that much of the graph?

nimble torrent
nimble torrent
#

Did you make your child instance the same way?

#

Oh!

#

Your blendspace might be fucking it up.

crimson turtle
#

no

nimble torrent
crimson turtle
#

i create an anime, anf there i put create template

nimble torrent
#

Not sure I follow my friend. I created my template like this.

crimson turtle
#

yes like that

nimble torrent
#

But it seems that the template blueprint doesn't prevent you from adding animations.

#

See the warning?

#

"Templates cannot have direct references to animation assets placed inside of their animation graphs"?

#

That warning exists - but it doesn't stop you from doing it.

#

So my guess is, your Blendspace counts as an 'animation asset' and that might be breaking everything.

old falcon
crimson turtle
#

mmm

nimble torrent
old falcon
nimble torrent
#

Lotta cached poses too.

crimson turtle
#

and you u put the animation into the blueprint

#

like that

nimble torrent
#

Oh no.

#

No no.

old falcon
#

Hehe

nimble torrent
#

You need to create a child animation bp that links to your specific skeleton.

#

Like this:

crimson turtle
#

ok i will try

nimble torrent
#

And then you put that in that slot.

nimble torrent
crimson turtle
#

but the idea was to avoid to put a skeleton

nimble torrent
#

You pretty much always have to specify the skeleton.

crimson turtle
#

because all the skeletal mesh has the same skeletal tree

#

it was to create 1 animation that work for all of them

#

if i have to specify manually the skeleton... it's not so cool ๐Ÿ˜„

nimble torrent
#

When you import your FBX file you can specify the skeleton.

#

So that they share!

crimson turtle
#

i got the idea

#

but in that case the template is uselss because it will work with the normal way

#

no?

crimson turtle
#

so the template should work like that otherwise ๐Ÿ˜„

#

because i notice you have ot manually enter the name of the bones

nimble torrent
#

Templates are useful if you have characters with different animations and different skeletons, that you want to have similar animation graphs.

old falcon
crimson turtle
nimble torrent
#

I didn't know you could do that! That's neat!

old falcon
#

StateTree ๐Ÿ™‚

nimble torrent
#

Interesting!

old falcon
#

Roundabout way of not having to duplicate that in ABPs

nimble torrent
#

I thought they were generic state machines!

old falcon
#

Yeah but you can add any parameter to any state, so you can just go and configure an ABP for each state where you want to link it, then execute a StateTreeTask to link that ABP on enter and to unlink on exit

#

I also play my anim montages that way

nimble torrent
#

Oh... good heavens.

#

OK.

#

Godspeed!

old falcon
#

Might be crazy tho, not sure how far that'll scale

nimble torrent
#

I mean - if it works for you, go nuts, but wow - definitely an odd way of doing it!

inland bramble
#

I have baked anmiation in a blender (without rig!), I donโ€™t understand how I can transfer it to UE
Am I a complete idiot? or were you stupid too? Moreover, I google it, but everything there is on skeletons
But this is not possible?

(and this is not shape kay)..

old falcon
#

I wouldn't know how else to do it, I mean you need to make some kind of decision on what montage to play when, right?
How do other projects do it I wonder?

viscid willow
nimble torrent
#

Yeah! Quite handy!

#

Great for things like rpg enemies.

viscid willow
nimble torrent
#

Yeah, you could do this with just child abps and a 'root only' parent skeleton.

#

But that's maybe more prone to error then this.

viscid willow
viscid willow
#

we got a good amount of variety but this approach seems like you could be more flexible

viscid willow
celest obsidian
coral sun
#

When importing animations with "Use Source Name for Asset" why does it add "_Anim" to the name?

nimble torrent
#

Not sure. I mean... if you just import normally, doesn't it take the filename?

#

Isn't that... good?

celest obsidian
#

Does blueprints have a built in clear array or do I have to do it with a for loop manually?

#

just realized that's better asked in blueprints

viscid willow
celest obsidian
#

Apparently in control rig the clear function is called reset

celest obsidian
#

Hmm seems the spawn control function settings have changed:

#

Mine is the left one

#

Can't figure out what goes into settings

#

I got it just had to right click initial value and choose transform

heady pulsar
#

why a frame appears that is not of the next animation montage I played. I used a notify montage to trigger Play the next anim montage early, but when I did that, a frame from the animation blueprint appeared, that frame was not part of the animation montage I wanted to play.

#

thank you for helps

celest obsidian
#

Does this control rig node search up the current bone's ancestors recursively and returns those as an array?

#

Went ahead and tested it, it appears that's what it does

old falcon
#

And I currently drive any state related thing with it: animations, GAS abilities, gameplay effects...

old falcon
rustic island
#

Hey y'all, I am encountering a technical issue where, upon transitioning the character from walking to flying โ€” triggered by the flight component โ€” there is an unintended deformation affecting the female character's breast area.

I have attempted several troubleshooting steps, including detaching any animations from the clavicle bone from the superhero flight animations & in the animation blueprint, but the problem persists with the breasts becoming visually distorted, if anyone knows how to correct this, I apprecite the assist.

The character is a Daz 3D model

old falcon
#

How would one do a "bounce" curve in sequencer?
In blender there is a bounce interpolation mode which overexaggerates a pose and kind of bounces it into the key like a spring. I used that a lot to give some animations that sense of speed and inertia.
Any way to create custom interpolation modes for that? Or would that have to be done "by hand" by keyframing it?

#

Considering that the interpolation types are an enum I suppose there is no way to extend it with custom ones :/

UENUM()
enum class EMovieSceneKeyInterpolation : uint8
{
    /** Auto. */
    Auto UMETA(DisplayName="Auto"),

    /** User. */
    User UMETA(DisplayName="User"),

    /** Break. */
    Break UMETA(DisplayName="Break"),

    /** Linear. */
    Linear UMETA(DisplayName="Linear"),

    /** Constant. */
    Constant UMETA(DisplayName="Constant"),

    /** Smart Auto. */
    SmartAuto UMETA(DisplayName = "Smart Auto"),
};
nimble torrent
nimble torrent
rustic island
nimble torrent
#

And, are you certain that it's a custom coded constraint that is doing that?

#

Or could it be that the DTL plugin might be setting up some unreal technology under the hood?

ashen junco
rustic island
# nimble torrent OK, well... why not get rid of that?

@nimble torrent the DTL plugin controls the JCMs of the Daz character to allow for more realtisic human movement, in the joints so that it looks natural..

the conversion is done through maya, and then export and import into ue...

plus the DTL also controls the physics for breasts and glutes..

nimble torrent
#

Right, but the "JCMs" appear to be just... poses?

#

Like they're just morph targets.

rustic island
nimble torrent
#

They're using unreal technology under the hood.

#

So, for the dynamics... could they be using something else?

#

Like a ragdoll?

rustic island
rustic island
nimble torrent
#

The reason I suspect it might be a physics related issue, and that the physics system is probably built on unreal's, is that the transition from flight to non-flight probably involves switching physics objects, and it looks like the bones that control her breasts are being held inside her body by physics.

#

If the characters physics objects were fighting a ragdoll, you might see similar behavior.

#

You need to look into your character to figure out how it works. If you don't do that, working with it is going to continue to be quite a challenge.

rustic island
nimble torrent
rustic island
nimble torrent
#

Yeah, the thing that's causing you trouble.

rustic island
#

well, she can fly round, exit flight mode etc.. I'll post a video

nimble torrent
#

That's not what I mean.

#

I mean, mechanically, what happens?

#

Like:

  1. I switch a boolean that says 'Can fly' to false.
  2. I change her 'locomotion state' mode to walking
  3. I play the 'superhero landing montage'
  4. I trigger a particle effect
#

Etc.

#

What do you do?

rustic island
#

ahh..

#

one sec

plain wyvern
#

Car control rig and BP function

nimble torrent
#

Woo!

celest obsidian
#

now add an antenna on it

rustic island
nimble torrent
#

OK, so what happens if you don't switch animation blueprint?

#

Like, just keep the walking one while she flies.

#

Does she mess up then?

rustic island
#

if i dont activate flight mode, she'll just walk normal, and the jiggle physics works as it should.

nimble torrent
#

Cool.

#

Well, switching your animation blueprint is something that can often cause shenanigans.

#

I would recommend not separating them.

#

Having the flight animations and the walking animations in the same BP is... totally fine.

#

And would solve this problem.

ashen junco
#

If you want to have separate modular logic, you can look into animBP layers

nimble torrent
#

Or you can just use a Blend by Bool blend node, and... you save yourself some complexity.

rustic island
nimble torrent
#

Switching your entire animation blueprint is usually something you want to avoid.

ashen junco
nimble torrent
#

You gain nothing by having them be separate.

ashen junco
#

Not claiming the best solution, but that'd be a better start

nimble torrent
#

bespoke blend pose by bool?

Bespoke?

ashen junco
nimble torrent
#

Ah, OK! No trouble. I'm quite tired. It's very late for me.

rustic island
ashen junco
#

Then you can use a bool variable that you toggle when you switch to flying and vice versa

nimble torrent
#

You could also use a state machine! As is often the case, there are many options, none of them are 'correct', but many are incorrect.

celest obsidian
#

yo that's me

rustic island
rustic island
nimble torrent
#

Wait - I'm confused. You have two animation blueprints. One called 'Quinn Walk' and one called 'Flight Anim'.

rustic island
#

yes

nimble torrent
#

Put the animations from 'Flight Anim' into 'Quinn Walk' and blend them by a boolean value.

fathom bluff
#

Would anyone know how to approach Left foot or right foot forward idles depending on which foot is forward when stopping?

nimble torrent
#

Switch that boolean value rather than reassigning the whole animation blueprint.

nimble torrent
#

But if you're concerned about foot placement, you probably have to track foot down animation notify states anyway, so you could use those.

rustic island
#

the quinn walk is the dtl stuff essentially, and the flight anim has its own flight component

nimble torrent
#

The flight animation blueprint has animations in it.

#

Combine the two animation blueprints. The ground animation and the flying animations.

#

Doesn't matter which one you decide to keep, because you want to keep the setup for both of them.

#

You should be able to copy and paste them.

old falcon
fathom bluff
#

Yea i was just about to ask about Sync Markers.

nimble torrent
#

When I was working on a system where we cared about that kind of thing, I used notify states. That gives you a range for the foot being down.

rustic island
nimble torrent
#

Doing the annotation is tedious though.

rustic island
nimble torrent
#

I imagine that there may be some trouble copying and pasting if you have variables to control the various parts of the animation blueprint.

fathom bluff
#

Notify states and Sync markers? Or just the notify states

nimble torrent
#

This is something that you're going to have to figure out.

nimble torrent
fathom bluff
#

K cool, thanks again!

nimble torrent
#

I do think you should look up sync groups though. I think I was doing a bunch of weird stuff, so we ended up fighting the system a lot.

viscid willow
#

Ah interesting, sync markers and sync groups have always been my best friend lol

rustic island
#

@ashen junco so I created a new anim bp, I connected the walk BP to the false pose in the blend poses by bool, and I'm trying to connect flight bp to true pose and for some reason the BP doesn't show up in the list for select.. only "Cast to" is showing up ๐Ÿคท๐Ÿพ๐Ÿ˜ญ

old falcon
rustic island
old falcon
#

Well this is where you hit a limitation of linked anim graphs and state machines as you cannot pass an input pose to those and have it evaluate.
Can you not put the "Blend Poses by bool" node into your flight ABP instead?

rustic island
wary meteor
#

im going to ask a really stupid question here lol. How difficult is animation to get into as a beginner, for example would it be outside the realm of possibility for someone like me with very little animation experience to make a basic run + jump and climb animation in Unreal Engine for use in a game idea.

celest obsidian
#

You can use the starter character for that

#

But climb is prob a little more difficult

old falcon
celest obsidian
#

You can use the control rig ik to place the hands for climbing

wary meteor
#

having a degree in Games Design while largely avoiding animation like the plague because i assumed it would never be something i would have to deal with ๐Ÿ˜„

#

oh how wrong i was xD

old falcon
rustic island
#

No

old falcon
#

Thats weird... Are they using the same skeleton?

rustic island
#

No

old falcon
#

Oh

#

Huh

#

That might be the issue then, I believe you can only link ABPs that have the same skeleton assigned

rustic island
#

Hmm ๐Ÿค”๐Ÿค”๐Ÿค”

#

Ok then ๐Ÿ˜ญ

#

I'm off to bed, I'll tackle this again in the am..

fathom bluff
#

do they have the same hierarchy? you can try compatable skeletons

#

in the skeleton, at the top open asset details, and link the other skeleton

old falcon
#

Oh right

#

There is a checkbox

#

"Allow incompatible skeletons"

#

Where you select the ABP to link

#

Not sure what the result will be tho!

rustic island
#

Allow different skeletons is checked

old falcon
#

Hm

fathom bluff
rustic island
#

There is a setting allow custom animbp override

rustic island
#

Ok that changed things

fathom bluff
#

Changed but not fixed? lol

autumn flare
#

hey guys, working in UE 5.4.1, basically I have duplicated the FirstPerson ABP and used my own assets, however when I jump, the initial jump animations loops and it seemingly doesn't exit that animation state.
I do not have the loop checkbox checked in the jump animation.
Anybody knows a fix?

autumn flare
#

it's the same as the FP anim graph

#

I have doublechecked too

#

found a fix

#

thank you!

#

loop animation was checked in the animgraph

#

however now I have another issue, when falling, it's stuck to the falling animation, and that is not looped

#

ah I think I connected some pins incorrectly

fathom bluff
#

Yea sometimes the Anim Graph and Animation Sequence can be deceiving

autumn flare
#

yep

autumn flare
twilit owl
#

"there's nothing wrong with it"

fathom bluff
#

Nice, Sync Marker was the key! Thanks all.

#

Didnt even need to add Stop transitions ๐Ÿ˜…

umbral plover
#

Hey guys! Don't know if this is the right place to ask for it. I'm implementing NPCs that may execute many different actions, such as sit, eat on a table, take a food plate from a freezer, drink soda, dance with each other, talk to each other, etc. How would you guys approach these actions? I'm currently using level sequence + animations, as on level sequence I can bind the actors in runtime and use the level sequence's flexibility to spawn actors, attach objects to the NPCs mesh, hide, show, animate a given object's transform, and etc. However, it really feels that I'm work on the edge of the level sequence for this. For instance, to make a action which the NPC will leave a holding object onto a table make me feel that the animation should be really precise to the make me concerned to where I will detach the object, and it may still float on the table (without gravity) or detach inside the table. At the same time, using animations/anim montage purely seems to not give me enough flexibility to approach attachment/dettachment, spawn, etc...

old falcon
umbral plover
#

A game, yes. I'm currently implement "the sims-like" npcs, I got the whole needs/advertisment working, I just can't get the actions to feel quite right and sustainable to designers implement new actions (currently, they would only need to setup a level sequence with the action happening, while configuring some properties on a component)

#

For instance, I got this prototype of "change object from location", which kinda works (ignore that I'm using place-holders animations), but it really feels it could easily break when attaching the object or detaching it (by "break" I mean the object jump to the hand/end location, or end up inside another object)

old falcon
#

Hey that looks pretty good!
From what I see in that video I think some procedural work might be useful to your designers in certain scenarios that they can toggle on/off or blend?
Looks like motion warping might be an option for this, though I am not familiar with it whatsoever. Here's a link to it: https://www.youtube.com/watch?v=SM_AR-oZ-1k

Full-Body IK (FBIK) provides you with the tools to create reactive, dynamic characters, and Motion Warping is a new Experimental feature which allows you to manipulate root motion animations to adapt them to the world with fewer custom assets. Join us as we explore Unreal Engine 5โ€™s new animation features!

ANNOUNCEMENT POST
https://forums.unrea...

โ–ถ Play video
#

An alternative would be control rig and doing some IK magic to precisely place the object on the table for example.

umbral plover
rustic island
coarse crater
#

someone can help?

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I made animation with control rig and imported them into another project, after importing the animation is in higher location than in the project in which I animated it

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previous project:

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how can i fix it?

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I don't know if I fixed it correctly, but I changed Pelvis from Animation to Skeletol

harsh oyster
#

Hello there.

Related to Motion Matching, let's say i have two different set of animations, one for "In Combat" and one for "At Ease" each one have a propper Idle - Walk - Run animation. Someone know how can i ask for it to select which set of animations it need to be used?

Thank you!

coarse crater
#

:/

fossil lion
#

Any pointers for updating a static mesh in a level with animated abc version of itself?
(full layout will need updating so looking for a clean way of linking/updating)

celest vector
#

Anyone know how we'd go about setting up the IK foot prediction se up with a Modular Control Rig? There doesn't seem to be an event graph associated with it like there is the regular Control Rig.

old falcon
#

Or use both!

devout magnet
#

Is there a way to get a particular rig key element, similar to Get Children? I know the bone names of the specific elements I want, so I don't want to loop through 100 other elements just to store the rig key elements... Also I can make a new rig key element but I'm not sure if that's correctly connected to my rig? I'm going to apply IK to it.

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This is in control rig btw ^^

inland bramble
#

hi/
the mesh skeleton has a morph target, I set the values (screenshot)

and... how can I fix this pose and put my skeleton in the scene?

I press create pose asset current pose I get the default pose without a changeable morph, why is everything so counterintuitive

THXX

misty dagger
#

I used a slightly modified UE5 mesh for my animations etc in the project. I would like to use a different mesh, but unfortunately assigning a different skeleton doesn'tรค work, nor does retargeting. can you simply assign the skeleton to other meshes?

nimble torrent
misty dagger
upbeat warren
#

I was using the Cloner Actor tool in the Motion Design section, it puts something else instead of creating a cube, how can I solve this?

nimble torrent
nimble torrent
misty dagger
#

Yes:)

elfin vine
#

Hi All im working on a project where you can play as any animal in the map. Im stuck on how to handle animations. I need some help.

I have 90 degree turn animations and I have put them in my blendspace. But the character doesnโ€™t use them when I turn they spin like a top to the direction I need to go than then start walking.
Iโ€™d like to be able to use the turn animation because it obviously looks more realistic than spinning.

I donโ€™t mind jumping on VC if anyone minds guiding me through it a smidge.

nimble torrent
nimble torrent
# misty dagger Yes:)

OK, you have two options.

  1. You can change the new mesh to use the old skeleton. You would do this in something like Blender or Maya. It will require you to rebuild the weight information for the skeleton.

  2. You can retarget the old skeletons animations onto your new skeleton. This will require a retarget process and will also probably require you to rebuild your animation blueprint.

Both of these require a not-inconsiderable amount of work.

nimble torrent
nimble torrent
nimble torrent
nimble torrent
# coarse crater previous project:

This is interesting. Try loading the animation into sequencer and looking at the pelvis track. Are they the same values? It certainly seems like there has been an offset. Did you export your sequence as an FBX and reimport it or did you grab the animsequence file itself?

elfin vine
nimble torrent
nimble torrent
nimble torrent
elfin vine
coarse crater
nimble torrent
# elfin vine Im using all the In-Place Animations instead of root motion although im not sure...

OK, neat. So you're hitting a very old and venerable animation and gameplay challenge, which is the trade-off between immediate responsiveness and animation fidelity.

Creatures in the real world need to anticipate their actions, and move their bodies into position to begin to do an action. This takes a considerable amount of time. It also takes time and effort to slow down after a movement has been initiated.

To make characters move in a believable way, you have to include that kind of anticipation and follow-through.

The problem is, that inherently takes control away from the player. Generally, action games tend to err on the side of gameplay for player characters, creating maximum responsiveness at the cost of animation fidelity.

Right now, you have a very abstract style of character rotation. The pawn pivots on the spot. In order to make the movement appear more natural, you have to either slow it down, or fake it, or somewhere on the spectrum in between.

Quadrupeds are particularly challenging, especially for rotations like this, because foot sliding is very obvious on the back legs.

nimble torrent
#

Do you see the vertical offset?

nimble torrent
finite summit
#

Hey, pretty new to animating or rigging in Unreal but I have this snake that needs animating at the moment. Nothing fancy, it'd be enough to make her go through a spline? How would I go about something like that? or would it be better to animate it in Blender and then export an Alembic for example? thanks for any pointers!!

nimble torrent
elfin vine
nimble torrent
#

Your animation blueprint exists inside the pawn. When the pawn moves, the whole animation blueprint also moves.

#

It also, probably, does so extremely fast.

#

Much faster than your turning animations.

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So even if you could trigger the turning animations, they probably would still look strange because they would be playing when the turn action is already complete.

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The way the turning system for the third person character works, you can turn very quickly and continuously. So the turning animations would be activated many many times.

devout magnet
#

but I could do it like this

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hey quick question... can I make an IK rig using control rig, and use a target for where each hand/foot is gonna be, then move around those targets in the blueprint to create procedural animations?

celest obsidian
nimble torrent
inland bramble
# nimble torrent I am also confused by your problems. > Skeletons do not have morph targets. On...

I don't understand anything, when I import fbx morph from Blender I create a Skeleton Mesh. Next, I create the bones by hand in UE and the skin.

  1. Now I want to place my skeleton mesh in the scene in a Morphed pose of 0.7 (for example), is this possible?
    (screen 1 off morph view skelet, screen 2 on morph - how to add)
    p.s. I know how to change a pose using a skeleton and create an animation in one frame and put it in a scene in a new pose, but I need a โ€œmorph poseโ€, not a skeleton

  2. In the future I want to get blending from skeletal animation and morphing animation at the same time, is this possible?

thank you very much, these questions may sound stupid, but right now it's causing a lot of confusion

nimble torrent
#

Like - are you testing out the new rigging tools in unreal?

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Yes, you can play both morphs and skeletal animations at the same time.

devout magnet
#

it's not really complex

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just make an IK rig to make the character behave like you want it using the controls

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then animate the controls to make animations using blueprints

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I am making a procedural animation system

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I guess it's going to be complex regardless

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hmm nevermind, that defeats the idea of making it dynamic, as I would have to make an IK rig for every character

nimble torrent
devout magnet
nimble torrent
#

Are you sure?

#

It comes out as 'Get Transform'

devout magnet
#

I'm looping through a list of bones (which are the character's feet, could be 2 or 8 or that matter), and getting the parents to determine which bone is going to be used for the IK dynamically

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and it's just 2 nodes...

nimble torrent
#

OK, but also why?

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I don't understand why you wouldn't just specify the bones?

devout magnet
#

well, how would you do it?

devout magnet
nimble torrent
#

I would just specify the bones I want to use.

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You can just put the bones in there.

devout magnet
#

and it's not dynamic at all

nimble torrent
#

You are going to be running 8 ik nodes anyway.

devout magnet
#

nope

nimble torrent
#

I mean, yes.

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A loop still runs the node.

devout magnet
#

I'm only running 1 with infinite amount oflegs

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well yeah

nimble torrent
#

Does your character have an infinite number of legs?

devout magnet
#

it can have

nimble torrent
#

OK. Have fun.

devout magnet
#

this is my AnimBP

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and this is where I apply IK

devout magnet
#

even a centipede

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I just specify the different feet bones and axis values in the animbp instead of the control rig

nimble torrent
#

All right. Sounds like an interesting project.

devout magnet
nimble torrent
#

Yep.

old falcon
old falcon
inland bramble
# nimble torrent Wow, OK. Why create bones in unreal and not in a DCC?

I have very simple bones (screenshot only fan) for my meshes (I don't create characters), so adding bones to UE is not a problem.

a. what is the standard method for working with morphs in UE?
I create BP, Custom event + add Set Morph Target? Yes?
b. my grand final task is to increase and decrease the mesh around the bones. Bones should never change their size; they neither shrink nor grow. But the movement of the bones sets the mesh in motion.

for me blue - adding/reducing mesh is the morph key

c. I also looked towards geometry cash (instead of morph), but I didnโ€™t understand if I could connect them with the skeleton

I am ready for any other ways to solve the problem, if you tell me I will be very grateful ๐Ÿซ‚

nimble torrent
elfin vine
nimble torrent
#

Like, this is pokemon:

#

Having Pokรฉmon follow behind your Trainer returns with Pokรฉmon Let's Go Pikachu & Eevee, but 18 of them can be ridden! We go for a ride and show off all of their hilarious animations here in this compilation! Which rideable Pokรฉmon is your favorite?

โžค Want More? Check out every Pokemon's Walking Animation here:
https://www.youtube.com/watch?v=...

โ–ถ Play video
#

They have more money than god.

#

Their horselike mount (don't know their name) rotates instantly.

viscid willow
#

No Rapidash, turn your upper body, your head at least!

nimble torrent
#

Nope!

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Rapidash has, like, two animations!

devout magnet
#

how do you do IK on a leg with 4 joints?

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like a horse leg

nimble torrent
devout magnet
elfin vine
nimble torrent
#

If all their animations have root motion, you could build a version of that character that runs entirely off of root motion, as like - a creature you hunt.

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Because in that case, you know where the character is trying to go (they won't mash the controls), and you don't care about responsiveness.

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That would still be a non-trivial task to create, but it would be vastly less work than a player controlled quadruped.

celest obsidian
#

I believe the fabrik system can also be imposed angular limits too, which is pretty impressive

fathom bluff
#

@nimble torrent Thanks ๐Ÿ˜„

warm island
#

I'm trying to make a full body montage work but for some reason, the upper body slot is completely ignored. This is in 5.3 and I'm using this animBP setup

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the anim montage animation track is set to use the default slot, I am not sure what I am missing here

old falcon
#

You're overriding your UpperBody slot with the FullBody/DefaultSlot!

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Playing slot montages always overrides whatever pose comes into the node

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Unless there is no montage playing in that slot at the time

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Are you by chance attempting to play both UpperBody and FullBody anim montages?

warm island
#

@old falcon I was under the impression that whatever animation slot is last in the thread is the one that takes precedence over the other slots regardless

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I basically have the lowerbody (default) and upper body (upperbody) slots to split the attack animation and the movement

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however, I also want to do a full body montage at some ppoint. How would I arrange the slots so that the layered split is ignored?
I could make the blendweight = 0 but I'm pretty sure you can do it without doing that at all

old falcon
#

You got me a bit confused now!

Your first statement is correct. Assuming that a montage is playing in each slot, the last slot wins.
Your current setup would work like this:
A. You have a base pose that comes out of your state machine "MainStatesCache"
B. If a montage is playing in the UpperBody slot, then it is layered on top of that base pose. If no montage is playing, only the base pose is effective.
C. If a montage is playing in the DefaultSlot slot, then that montage overrides everything that came before it, else the previous layered blend is used.

Is this not the behavior you want?

warm island
#

taht is exactly what I want however when I play a default slot montage, the upperbody slot doesn't seem to let it go even if no montage is played for that slot

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maybe my montage is wrong?

old falcon
#

Let's see them both

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For UpperBody and for DefaultSlot

warm island
#

this is a defaultslot only montage

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I don't want any upper body

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this is an upperbody only

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and it works as intended, the bottom half will use the default slot locomotion

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while the upperbody gets overwritten

old falcon
#

And playing the DefaultSlot montage simply won't play anything at all?

#

I'll ask again just to be sure: Are you by chance playing both UpperBody and DefaultSlot montages at the same time?

warm island
#

oh my god, I'm a moron, I have a few ABPs based on different situations, I was looking at the wrong one

old falcon
#

Because in that case what will happen is: Whichever montage comes last will cancel the previous montage.

warm island
#

it all works fine

old falcon
#

๐Ÿฅณ

warm island
#

and yes, you're right and we were saying the same stuff

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the old ABP basically didn't have the defualt slot afterwards

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ty

old falcon
#

Rubberducking works ๐Ÿฆ†

merry anchor
#

I've been looking all around for more motion matching info. Suprised they released it with so very little documention or examples. Right now most of what people have figured out is basic locomotion and jumping.

I've been using Lyra animations and they work well in isolation, but they dont play nicely with others (like mixamo animations). I believe it's because Lyra has properly setup distance graphs but I can't set up proper ones in custom anims for say like, Diagonal movement. I can put on the DistanceCurveModifier but still doesn't show like I'd want.

Anyone else bruteforcing their way through MM lmk lol

nimble torrent
#

There have been a few people who are looking into it, but so far only one person claims to understand it.

#

My perception of it, from using other motion matching tech in other engines, is that using traditional game animations to try to do motion matching is unlikely to produce good results.

merry anchor
#

I'm wondering what the technical differences are. Bone orientation, root motion, distance curves, notifies, etc. I assume it would be tedious, but possible to fit custom animations into a PSD. We're missing all the other Epic animations to test out the capabilities at the moment.

nimble torrent
#

I don't think there are technical difficulties, I think the problems people are having are mostly coverage.

#

People are doing things like rotating 'run forward' animations to try to 'cover' diagonal movement, when that's not how it works.

You need curves, running in circle movements, a single run forward, plant and turns, starts and stops etc.

merry anchor
#

Spot on. I added a bunch of running arcs, turns, and diagonal strafes. They just don't seem to want to fire properly. My a.CharacterTrajectory.Debug function stopped displaying for whatever reason, but before It did I noticed even diagnal movements were registering as curves. I've seen the diagonals get called briefly but they only last for a brief moment before going back to the forward animation. Probably something with the weights (?)

rustic island
#

hey ๐Ÿ™‚

so i did the blend poses by bool suggested by @ashen junco and @nimble torrent , i created a new BP and linked the two anims together,...

since im dealing with two different skeletons

Daz Converted via DTL for Unreal... and the epic's skeleton, the breast issue still persists but in the newly created BP, am i supposed to remap any bones?

nimble torrent
nimble torrent
#

Huh.

#

OK, so, as they 'Well there's your problem!'

#

By assigning an animation BP to a different skeleton, any bones not in the new animation BP's skeletons list would stop evaluating.

#

So you need to pick one skeleton and use that.

#

Frankly I'm astonished that it worked at all.

merry anchor
#

You could possibly retarget the animation to the desired skeleton.

nimble torrent
#

I think they'll have too.

rustic island
#

the dtl plugin converts the skeleton for epic and preps the bones for physics and proper rotation and orientation to the epic standard thats why it works even though the breasts get twisted

nimble torrent
rustic island
nimble torrent
#

On the plus side, you don't have to retarget.

#

Because it sounds like the Daz skeleton is a derivative of the unreal skeleton.

#

It has more bones, but the animation bones match.

#

So you should be able to change the animation BP to target your DAZ skeleton, and it should work.

rustic island
#

all the bones necessary are there and renamed to epics naming

nimble torrent
#

Right, but your animation BP manipulates those bones, so it has to target the DAZ skeleton.

#

Change which skeleton the animation BP targets.

rustic island
#

its actually not targetting DAZ, its targetting the DTL skeleton, but i hear ya, once the conversion is completed the DAZ skeleton isnt used.

nimble torrent
#

OK fine.

rustic island
#

so retarget the flight anims then

nimble torrent
#

No don't do that.

#

Just... just change which skeleton the animation BP targets.

#

Change it to the 'DTL' one.

#

Right now, it sounds like it's targeting the unreal one.

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That one is missing bones.

#

Change it to the DTL one.

rustic island
#

through here ?

celest obsidian
#

How do I split a name var in control rig?

nimble torrent
celest obsidian
#

and then get the split strings back into a name

rustic island
nimble torrent
#

Neat!

celest obsidian
#

Can't find a way to turn the string back into a name type

nimble torrent
#

If you drag the pin from the string to the name field - that doesn't automatically create a 'To Name' function?

celest obsidian
nimble torrent
#

Interesting!

celest obsidian
#

You would think it should right

nimble torrent
#

Yes, I would.

#

And it would do so in normal blueprints.

#

Maybe they don't have that cast in Control Rig.

#

Seems like an oversight.

celest obsidian
#

I just wanna get the bones corresponding fk controls. I have it set up so that they are identical to the bone name but with a fk_ prefix

nimble torrent
#

I'm definitely getting the feeling that they intend that kind of association to be maintained through metadata.

rustic island
#

Control Rig - Hierarchy discrepancy for bone 'thigh_l' - different parents on Control Rig vs SkeletalMesh. -- and there are a few others listed, but the names are the same so would i need to recreate the control rig ?

nimble torrent
#

Not sure. Probably!

#

Never seen that error!

celest obsidian
rustic island
# nimble torrent Never seen that error!

the DTL author suggested this " I would suggest that you try editing the pectoral joints superhero flight animation (i.e. remove any pectoral animation). There's an old-but-still-good tutorial for editing animations in UE"

here: https://www.youtube.com/watch?v=04EPprP2OVg&ab_channel=SmartPoly

would this be the correct direction, you think?

Hello guys welcome back to another video! Today I want to show you how you can edit animations inside of Unreal Engine, using Control Rig! You can follow this tutorial in Unreal Engine 4 or 5, as long as you enable the control rig plugin, or add the marketplace control rig character to your project! Let me know if you have any questions in the c...

โ–ถ Play video
nimble torrent
#

I don't know! I mean - to fix that specific issue? No. That will do nothing. It's a hierarchy problem in a control rig referenced in your animation blueprint.

#

My guess is, you have a control rig node that is also referencing the wrong skeleton.

#

In addition - unreal gets confused sometimes when you swap which skeleton an animation BP points at. I would recommend closing and reopening the engine.

#

This is not an operation that is done very often.

rustic island
#

ya the moment i click "control rig" the skeleton on the left hand of the screen changes to the flight one.. and in the CR, logic its only referencing the feet via "foot trace"

sorry if it feels like im bothering you (if i am).. but u know more than me ๐Ÿ™‚

cyan bridge
#

Anyone know why there are negative values on the sliders in pose assets and if thereโ€™s a way to use those?

merry anchor
cyan bridge
#

Can a pose asset even use the negative values? I want to move left with positive and right with negative, do I really need two poses for that?

#

Surely they must have a purpose or it would be 0-1 right?

viscid willow
# nimble torrent I don't think there are technical difficulties, I think the problems people are ...

There's some really good info shared in their latest livestream, and they mentioned the sample will be released in June ๐Ÿ‘€ https://www.youtube.com/live/RuYHfVKfrMM?si=juqapU6AhPk_cD70&t=2796

We'll be sitting down with some of the team this week to discuss & breakdown some of the key features in the latest 5.4 update. From rigging, to rendering, t...

โ–ถ Play video
snow vapor
#

Can someone help me understand how to use Animation Blueprint Templates? I get generally how to set them up, and I understand how to create children of them, but are these only good if you want to trigger the same animations but using different event graph logic? Seems weird that you can't override the anim graph from the children unless I'm misunderstanding something?

nimble torrent
nimble torrent
#

Then you can override those.

granite jay
#

Looking for a little help here and hope im in the right spot. Im trying to set up an Anim BP for a gun in a project im working on, but cant seem to get the gun's BP casted to the Anim BP even thought im using 'Cast To' on the begin play event, does anyone know how to maintain a cast to continually reference the child actor's variablers?

snow vapor
viscid willow
nimble torrent
#

You can't cast between them.

granite jay
#

Yup, i immediately get a null reference when trying to get the variables

granite jay
viscid willow
#

right? ๐Ÿ˜…

nimble torrent
#

One of those