#animation

1 messages Β· Page 39 of 1

granite jay
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ive tried get owner and the parent class of the BP thus far

nimble torrent
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To get the anim BP, you should be able to get that from the skeletal mesh.

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I think it's just a property.

viscid willow
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You should be able to copy the same setup as the third person template, that's used to talk between the character and the abp

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Begin Play/Initialise > Get Owner > Cast to Third Person Character aka Your Blueprint > Set Variable (Character Reference)

granite jay
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but the variable isnt in Third Person Character, its in the weapon BP, ive tried getting character owner but always come up empty handed

nimble torrent
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Can you show your graphs?

viscid willow
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βž• ☝️

And yeah so you'd instead cast to your Weapon Blueprint using the Get Owner

granite jay
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this is the Anim BP where im trying to get the variables stored in the revolver 'Big Iron' whos parent class is BP_WeaponsMaster

viscid willow
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oh yeah you're setting the variable with the same variable, which is empty

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Is this in your Weapon ABP or your Character ABP?

granite jay
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Weapon ABP

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I tried to mimic what i saw in my Character ABP, how do i make the variable not empty?

viscid willow
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Instead of casting off this variable you will wanna use Get Owner

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coz you're casting from it, which is empty, and setting it, so setting it to empty again

nimble torrent
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Yup!

viscid willow
granite jay
celest vector
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@nimble torrent Thanks, I'll need to look more into that.

granite jay
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That was legacy code, the character has an object variable of 'Current Weapon' that i was trying to access

viscid willow
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right.

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Is that error after setting the the cast from Get Owner?

Is your ABP assigned in your weapon BP?

granite jay
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Yes on both counts

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sorry i made a mistake

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i used get owning actor previously, this is the error with get Owner

nimble torrent
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Hmm

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What about setting the 'As BP Big Iron' variable from BP Big Iron?

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What did you get from 'Get Owning Actor'?

granite jay
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get owning actor was a NULL reference

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and did you mean llike this?

nimble torrent
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The actor itself was null, or it was null after you cast it?

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And your gun is it's own actor?

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How are you spawning it?

granite jay
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There a static mech actor on the ground that spawns the blueprint in my character's hand when i press E on an event beginOverlap for a sphere collsion

nimble torrent
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Interesting.

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OK.

granite jay
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when the begin play starts when i pick it up, i close out the instance and get the NULL error

nimble torrent
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Again - did you test what you get from 'Get Owning Actor' before casting?

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By, for example, printing it?

granite jay
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It returns as BP_BigIron0

nimble torrent
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Neat. Well that certainly should be able to cast to BP BigIron.

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You're saying it doesn't?

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What happens if you print right after casting?

granite jay
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still get BP_BigIron0

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with this error

viscid willow
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πŸ‘€

granite jay
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im trying to get a float variable from the BP to do a bone transform in the ABP and thats where the error comes from

viscid willow
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What kind of variable is your As Big Iron variable? I wonder if it's not set because the variable type is incorrect in its object reference?

granite jay
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Its an object

nimble torrent
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So you are storing your variable then.

granite jay
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so where is the null coming from?

nimble torrent
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Hmm - could be an order of operations thing. I remember having initialization trouble before. If you print that variable in the update function, what do you see?

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Does it continuously error, or does it error once, and then print fine?

granite jay
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Still one error, then prints the display name every tick

viscid willow
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Might require an is valid check first?

nimble torrent
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Yeah, try that.

granite jay
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btw thanks for the help guys, ive been trying to nail this thing down the last 2 weeks

nimble torrent
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πŸ‘

viscid willow
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Oh you're coming off begin play? There's also an Initialisation function IIRC that might be the point in the flow you need

rustic island
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I've decided to scrap the DTL stuff since its causing me too much issues..

the flight animations have been updated to 5.4 so im going to go back into Daz and prep a fresh character from there and use Kawaii physics πŸ˜„

granite jay
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im getting a single 'notValid' for the isValid check then nothing

nimble torrent
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Oooh. OK, I think I understand what's happening.

So when you build a BP, all it's components are assembled first. So your Skeletal Mesh component is generated before the BP fully exists.

It generates it's AnimBP, which gets a reference to it's owning Actor, which is a valid pointer, but isn't fully initialized.

Then it tries to run it's update function, but it's asking for a variable that doesn't exist yet, as the main BP is still assembling itself.

viscid willow
nimble torrent
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That's why you get one frame of error.

nimble torrent
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Instantiation errors are ridiculously common.

nimble torrent
viscid willow
granite jay
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okay things are making sense now lol!

viscid willow
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does building it from Initialisation instead of begin play solve it?

nimble torrent
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I don't think that will solve it, but it would be interesting to test.

viscid willow
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The Blueprint Initialize Animation event is executed once when the Animation Blueprint instance is created to perform initialization operations.

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So presumably the skel mesh would exist at this point

granite jay
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it takes away the error!

viscid willow
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woo

granite jay
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one last thing however, im having a print for the remaining bullets in the gun on the AnimUpdate event, and whenever i fire the gun, the print string no longer fires, is that something i should be worried about?

viscid willow
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i guess it depends how that is set up lol

nimble torrent
granite jay
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ill have to revisit that another time unfortunately, but you guys have been a big help! really appreciate it!

viscid willow
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np @nimble torrent is the real mvp

nimble torrent
celest obsidian
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When you get or set transform by name does the engine do an iterative or recursive search of the skeleton tree?

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I wonder if doing so many times will incur a performance hit

nimble torrent
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It seems pretty fast, considering they don't provide alternative methods of referencing.

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It's all name based.

celest obsidian
nimble torrent
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So my guess would be some kind of hashlookup.

celest obsidian
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Ok yeah a hashmap would be super fast

finite summit
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thanks, that would be for a rendered cinematic

nimble torrent
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And importing the resulting animation into Unreal.

ashen junco
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I believe you could animate spline mesh component directly in Sequencer.
If the snake is already rigged and skinned (no pun intended), you can use Control Rig to assemble spline controls and animate it in Sequencer

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Using the second option would be easier to control, but you'll be at the mercy of the rig you give to the snake mesh

nimble torrent
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You can do that, yeah.

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It's just... maybe more complicated than necessary.

finite summit
ashen junco
finite summit
ashen junco
halcyon sinew
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I want to achieve motion capture in Unreal Engine 5, using an MPU6050 sensor connected to an ESP8266 (Node MCU) module. The sensor data will be transmitted to Unreal through a simple UDP protocol system. I have attached my Blueprint script and ESP8266 code for the same.

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I am unable to directly test these scripts on the sensor, since it is yet to be delivered. Can somebody please verify if this prototype would work if connected to a static mesh in the form of a 3D bike model?

celest obsidian
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Can't help you sadly but that's an interesting project

spring valley
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I made a button and also a camera sequence. Now I want to script that if this button is clicked then only the sequence starts. Any solution?

old falcon
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So it seems just having an Inertialization node in your AnimBP will 100% crash the editor in 5.3 when trying to animate an Actor in Sequencer via control rig.
Anyone got any workarounds? I could remove the AnimBP but that's surely not what's intended right...?

halcyon sinew
rich bane
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Hey friends πŸ™‚ I followed the SmartPoly and Gorka Motion Matching tutorials I have a few bugs when implementing :
When I press two keys like up+right, the character starts walking animation instead of running,.
Do you know how to implement fall and jump with Motion matching ?
Thanks a lot again !

fossil lion
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An earthquake throws everything to the floor- triggered via sequencer. do i treat my static meshes layout and the abc versions of these as two different setups? Or can i drive the initial setup with the animation data? thanks

dire crag
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Hello, i hav a question. Can somebody tell me if its possible to have a True First Person Setup (1st person view = 3rd person view) but change the character and weapon FOV seperate from the camera fov?

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So the green area should stay the same, but the weapon and hand models should come closer to the camera :

celest obsidian
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dire crag
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This is for normal First Person, not TFPS

celest obsidian
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You want to use a full character, not just a pair of arms correct?

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And the fp camera is stuck to the head

dire crag
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Yes

umbral plover
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Hey guys, can I play two animations with root motion at two Character Meshes at the same time? I have encountered a really weird behavior: I have two NPCs with "turn 180" root motion animation. If I play then at the same time on two characters, they just spin around like crazy. I did some research, and what I thing is happening, is that somehow the root motion animations are sharing data with each other, maybe through the skeleton... If I disable root motion on the animation, they both works correctly.

uneven hatch
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could anyone tell me why this is happening to my third persons camera? it's like it's rotating 90 degrees and is overly large in the take recorder

snow vapor
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Anybody know if the Asset Override Editor in a child animation blueprint is only able to override blend spaces? I was hoping I'd be able to assign something (whether it be a sequence player or some sort of Animation Layer Interface stand in - a whole other series of questions) in the Animation Blueprint Template, and then override that with the correct animations in each instance.

snow vapor
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I believe this is an export issue. If you exported it yourself you can try to export it again with the correct axis alignment settings, or you might be able to get away with just rotating the model in it's blueprint so it's facing the correct direction. I don't have a ton of experience with animating in UE though so I could be wrong. Just some things I'd try, personally.

plain wyvern
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Hi i need rotate bone by wheel, first bone rotate front and second bone rear,

tawny veldt
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I've been having trouble trying to change the scale of my character. I saw a post somewhere that I should be trying to use delta transform scale. If I only do that and try to export it through auto rig pro, the animations are completely broken. I tried to also apply the scale after setting the delta scale, and a similar thing happens. I have almost no experience working with Blender and the person that was originally working on the character left the team.

https://www.loom.com/share/92fdc893027e466e939f3976c6f1d1f2?sid=93638000-353d-4cae-bb9c-be739ed4812a

old falcon
# snow vapor Anybody know if the Asset Override Editor in a child animation blueprint is only...

ABP Templates require a pretty awkward workflow.
You pretty much cannot do anything in an ABP template that directly references a skeleton or bone. Layered blend per bone comes to mind. So since you can't directly reference a skeleton you can't play sequences by referencing an asset. You need to instead create variables that you set in the child ABP and use those to play them. However, now you are kind of locked into a sequence and if you wanted to play a blendspace instead, well, doesn't work. You'll have to make heavy use of linked anim layers for this kind of flexibility.

The problem is that not all nodes expose all their properties as pins. For example layered blend per bone with blend masks. So you simply cannot use LBPB at all, among other nodes.
The solution again is to use linked layers and fill those functions in your child ABP. You see where the trend is going? Yup, bunch of linked layers in your template.

Now this might not be much of a problem. It makes the template really generic and reusable.
If not for the fact that you cannot override animation layers in the child ABPs. You have to manually manage their link/unlink at runtime.

Make sure that before using templates that this is not a dealbreaker to you.

snow vapor
# old falcon ABP Templates require a pretty awkward workflow. You pretty much cannot do *anyt...

Yea I was actually able to work out exactly what I want. So I now have an Animation Blueprint Template with all of my logic in my event graph and anim graph. It uses an Animation Layer Interface so in each of my states, I pass in one of those layers into the output node. Then, I make a child blueprint from the template, set the skeleton in the class settings, and implement that animation layer interface, overriding each of the layers with that specific monsters animations. And then yea like you said, link the layers at run time. Seems to work great. Still working out a few kinks, but I don't think that they're related to the workflow, just my lack of knowledge of animating. lol.

old falcon
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It can get really complex quickly, but if works for you all the better!

snow vapor
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I think it should in my case. Luckily my animations are pretty basic. The game is stylized like a ps1 game so I'm hoping to not use blend spaces at all to keep it looking like that era of games, which makes things a lot more simplified.

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One thing I did just notice though is that the settings like the play rate or loop animation are taken from the Template, not from the child class. Is there a way to sync those easily or is that going to be something that I need to go through and manually set all those things when I assign the layer?

old falcon
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You can expose them as pins and then set them via variables

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Another really annoying thing about templates

snow vapor
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Yea like wtf. why is there no one button check to choose between which one to use? lol. FML.

old falcon
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I mean

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You could just anim layer everything

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Gotta pick your poison

snow vapor
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lol that sounds like a nightmare.

umbral plover
nimble torrent
umbral plover
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Right...

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I'm playing the animations from a level sequence, if that changes something

warped dirge
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Hey. I have some hand raising montage. I also apply some bone rotation in ABP depending on camera rotation. I would like to use a rotation from montage when I use it which I achieve via blending. But If my hand is already uplifted on montage start, during blending it goes to initial position (lowered) and then rises cuz montage use idle pose as start and end. My question is how can I make a hand to rise from its current point without blending to initial position first?

crystal blade
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its funny how often I see still problems like this popping up. I run into it even with Paragon assets. I asked last week if there was some automation to fix this because I got tired, so I just ripped out a python plugin that fixes the ik_foot bones in the AnimSeq so I never have to do these manual steps again and its sharable

boreal quarry
crystal blade
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no way was I going to manually fix ik bones πŸ˜‚ it took a few hours to get this working but it'll save me hours of despair in the future and hopefully can help others

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I don't really know anything about making editor plugins and publishing on the marketplace so if someone wants to help me to do that, I'd gladly make this even easier to install

nimble torrent
nimble torrent
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But that would be exceedingly elaborate.

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I don't recommend doing that.

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That is likely to cause problems when you go to blend them. You're better off fixing the import issue.

umbral plover
nimble torrent
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Maybe not?

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I can't say for certain that using a level sequence is specifically the cause of that particular problem.

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But I can say for certain, they were not designed for that purpose.

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And I would not be surprised for them to cause unanticipated behavior if used in that way.

snow vapor
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Is there a way inside the animation blueprint's event graph to track the current state the animation graph is in?

nimble torrent
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It's almost always better to look at the animated mesh as a reflection of gameplay state, and not a driver.

umbral plover
nimble torrent
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Using Smart Objects.

snow vapor
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hm... any idea how I could ensure that some function only fires while the character is in a certain animation state then? I have textures for facial animations and I want to be able to switch between them. Most are pretty simple and I just need to put them on when the animation plays, but sometimes I need to display it at a certain time in the animation, or for like the blink animation, I only want it to play during the idle or walking animations.

nimble torrent
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(that page is good, but it implies you can only use smart objects through behavior tree. That's not entirely true anymore, you can also use the new State Trees)

nimble torrent
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Or, I mean, you already know when your character is walking or idle because you're controlling your state machine - so just... use that.

snow vapor
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I haven't used animation curve in UE before, but that might actually work for all of facial expressions. I'll look into that. Thanks.

nimble torrent
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πŸ‘

old falcon
umbral plover
umbral plover
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SmartObjects really seems what I need here

snow vapor
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How in the world do you view the Anim Curves panel? I'm reading through UE's docs on animation curves and it's got exactly what I want to do on there but I don't have an anim curves panel like they do and everything I google says I should be able to get it from under the Window drop down, but I definitely don't have that there.

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Oh I guess it's renamed to curve debugger now? unless that's not the same thing?

old falcon
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Do you mean this?

snow vapor
old falcon
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Is that not a PoseAsset thing?

snow vapor
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uuum I'm honestly not sure. I don't believe so as I'm not using any PoseAssets as far as I know.

celest obsidian
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When you create a control object through spawn node is there a way to set offset transform from current?

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I tried spawning the control using the offset transform parameter but that keeps the control's pivot point at the center of the parent object

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In character rigging it is convenient to set a rest pose where the both translation and rotation are zeroed out and the scaling is at 1. Right now you'll see that's not the case:

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Notice how the lowerarm fk control's rotation and translations are not at zero

warped dirge
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Do these nodes always return 0 in blueprint?

cunning locust
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how do i mirror when i copy and paste in the sequencer, for a walk cycle

rustic island
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So.... I've gotten rid of the DTL stuff as it was causing more issues than i wanted for physics. I started over, exported my character Daz in to 5.4, retargetted the character to the Superhero Flight animations, I got the Kawaii Physics as suggested from @ashen junco so I'm tryingto set that up, however when i go into flight mode and start flying the camera seems to go inside the body or the body gets really big, and then when i land the character snaps back into normal size..., Why does this happen ?

EDIT: all this error pops up "Trying to play a non-additive animation 'MM_Land' into a pose that is expected to be additive in anim instance 'ABP_FLIGHT_FLAME_C /Game/SuperheroFlight/Maps/UEDPIE_0_TutorialMap.TutorialMap:PersistentLevel.BP_Player_FLAME_C_0.CharacterMesh0.ABP_FLIGHT_FLAME_C_0'.... EDIT2: GOT THE LAND ANIMATION ERROR RESOLVED!

I've tried changing it but it ends up changing the orientation and the character implodes

*** (see video) ***πŸ‘‡πŸΎπŸ‘‡πŸΎπŸ‘‡πŸΎπŸ‘‡πŸΎ

nimble torrent
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Check your flight animations for a weird scale value on the root object.

rustic island
nimble torrent
rustic island
# nimble torrent My guess is, a problem with the blender exporter.

When you said to check for a weird scale value on the root object of the animations, are you saying that in the assumption that the flight animations were made by me exported from blender?

The superhero flight asset pack is from the Epic marketplace 😊

However I will check each animation and look at the settings to see if I see any weird values for root? In Unreal Engine

nimble torrent
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These assumptions could be wrong, but it does make sense.

nimble torrent
# celest obsidian

If you multiply a transform (like a bone) by another transform (like an offset) you can create an offset.

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So if you want to move your control away from the original transform of the bone, multiply two transforms together.

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(you can create a transform node by right clicking and choosing 'make transform')

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Note: The order you multiply them together matters.

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I think you want to do offset x parent.

nimble torrent
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Chances are, it will automatically populate, but if it doesn't, making it work should be pretty intuitive.

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In sequencer, right click on your animation track name (not the track, the name in the track, its weirdly specific).

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In 'properties' there is a slot for the mirror table.

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Put it in there, and your sequence is mirrored.

nimble torrent
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OK. What happens if you play a flight animation on your character not in flight mode?

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Like, you just put the sequence directly into the output?

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Does she get huge?

rustic island
nimble torrent
nimble torrent
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What happens if you plug a flight idle directly into your state blend node.

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So you don't do anything complicated, it's just one animation.

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And you take off?

rustic island
nimble torrent
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So it seems like you've narrowed down your problem!

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You know where it is.

snow vapor
nimble torrent
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πŸ‘

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What did you decide to use instead?

rustic island
nimble torrent
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Yep!

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So you have to debug that.

misty dagger
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Squishy you're awesome

nimble torrent
celest obsidian
nimble torrent
celest obsidian
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No it is the same place

nimble torrent
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OK, I don't understand then. Sorry.

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Maybe?

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Try it!

celest obsidian
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Basically I want the fk controls to stay where they are but their rotation and translations are all set to zero

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The set offset from transforms does exactly that but it seems I can't get that to work with controls created by the spawn transform control node

rustic island
nimble torrent
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So you have a null, then a control that is the child of that null.

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The null is aligned to where the bone was.

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So the control has no transform offset.

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But the null does.

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You only interact with the controls.

viscid willow
nimble torrent
misty dagger
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Lol

celest obsidian
viscid willow
celest obsidian
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Yup! Although I thought maya has a way to zero out your transforms

viscid willow
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You could with something like freeze transforms, although for rigging it's typically a hierarchy of nested groups and controls so the controls sit at the zero of their local group

celest obsidian
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I see, in that case you wouldn't have to freeze transforms

frozen relic
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is there a way to play an arbitrary animsequence (that would be passed from elsewhere to animbp) and then have stuff layered on top?

old falcon
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Montages can also be layered with groups+slots

frozen relic
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how do you make animbp play a sequence thats saved in a variable?

old falcon
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You can use a plain sequence node (the one you get when you drag in a sequence asset) then expose the asset as a pin

Then you can just connect any sequence variable to that pin

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Although this could also be achieved with montages

frozen relic
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ah. lol. ok. thank you. yeah thats all i needed.

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i was like "where the hell is the arbitrary sequence node, its only listng specific ones" xd

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thanks

old falcon
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Yeah anim graph is really picky in some ways...

frozen relic
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is it ok for other objects to be setting variables and/or calling events in the animbp? or is that bad practice and i have to save everything in characterbp that animbp will read from?

old falcon
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It's better to pull variables from your ABPs Update or UpdateThreadSafe.
Events kind of depends what you intend to do after the event? Usually there are other ways to achieve "event" logic

frozen relic
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i see. i guess im just trying to figure out whats the best way to pass info from skills which are their own actors, into animbp

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do i have to go through characterbp variables that will then be read in animbp? or is there a better way, as to not crowd character bp too much?

old falcon
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This is what the property access node looks like btw

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Doesn't have to be just variables, can also call functions

frozen relic
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is this a ue5 thing? im still on 4

old falcon
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Gotcha, might be a 5 thing. If so you would just use the plain Update to pull the variables manually

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I'll check if I can find whether 4 has it tho

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Ok, I think the threadsafe update function was introduced with 5, so the property access would've been introduced with that too.

frozen relic
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i see. so i guess i gotta store all the data in characterbp variables for the animbp to pull, right? no better way?

old falcon
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I mean you could do
GetCharacter -> GetSkillComponent -> GetAllSkills or something like that in your ABP

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Don't necessarily need to clutter your character with variables

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Functions would work too if you want better organization in your ABP

frozen relic
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i kinda want the skill actors to have a pretty granular control over when to play which animation, at what play rate, etc. saving all of that in variables in the skill that the animbp then pulls is kinda gonna make the skill code a mess. i think im just gonna do an event in characterbp, store the data there, and have the animbp pull from that

old falcon
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Montages are good for one-off animations and you can customize them easily per character

frozen relic
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yeah but you cant layer other stuff on top then

old falcon
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How so?

frozen relic
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can you? if i use a "play montage" node, does that not override the entire anim graph for the duration of the montage?

old falcon
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Nope!

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Hold on

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Here I use a simple "Layered Blend Per Bone" to layer 3 montages over each other
You use slots to specify where in the AnimGraph a montage will play. From there it's only a question of how to blend them

frozen relic
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oh, thats cool, thank you for letting me know.

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tho tbh given that every one of these in my use case will be a single animsequence, making a montage for each and every one of them sounds like needles work

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are there other reasons why this is better than the approach i was trying to do?

old falcon
# frozen relic are there other reasons why this is better than the approach i was trying to do?

It depends! Montages give you additional flexibility at the cost of having to create more assets. You can repeat sequences, compose them in different ways, loop them arbitrarily (e.g. imagine a reload where you loop putting the shell in the gun), start playing them at arbitrary starting points or layer them on top of each other from within the montage, too.
Also some things are not possible with just sequences: If you want to use the same sequence, but with a different blend in/blend out. Those things are not exposed on the "PlaySequence" node.

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Oh, another possibly big one: You want to play the same sequence, but want to change when the AnimNotifies are triggered. Or change the AnimCurves for a specific character for that animation.

frozen relic
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i see

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hmmm, tough decision honestly. i dont think im gonna be doing any of those things tbh

old falcon
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Then start off with playing sequences directly and if you find it works for you then no need for montages πŸ™‚

frozen relic
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can play sequence be also played in a specific slot with other stuff layered on top?

old falcon
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Nope, no slots for sequences, you'll have to play your sequence variable like so

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The blending works regardless of what you use

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Since that's the LBPB node

frozen relic
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yeah thats what i was thinking initially

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ok thank you for the explanations

old falcon
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πŸ‘

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One thing I'm not certain about is what happens when that variable is empty

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Might be A-posing, or not, no idea

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Since there's no input pose on the play sequence node

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I assume it will actually A-pose

frozen relic
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yeah which is why im doing this

old falcon
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Which you get for free by using slots and montages... πŸ˜‰

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Oh yeah, that "Convert bool to float" node also kills fast path I believe?

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You can use blend by bool... not sure how that behaves

frozen relic
#

one thing i wanted to ask too - would another benefit of montages be the blend in and blend out? cause i dont really see settings for that when just playing a sequence

old falcon
#

Oh, didn't know that, you're right sequences don't seem to have blend settings

frozen relic
#

so i guess by default they're not really blending in or out, i'd have to vary the alpha on the blend node over time

#

ok i guess that decides it, montages it is. thanks for the help.

old falcon
#

πŸ‘

#

One thing to note about montages: If you want to play multiple montages at the same time then their slots have to be in different groups
Montages played on slots in the same group will cancel each other. Last one to play wins.

#

Kind of a gotcha

frozen relic
#

thats super good to know

#

also, how does one cancel / interrupt a montage?

#

do you just do play montage again selecting "none"? or is there a better way?

old falcon
#

I think there's a stop montage node

frozen relic
#

ah, i need to get anim instance, and from there i can do that

#

i see

misty dagger
#

Ok wtf lol. I have a shooting animation that doesn't seem to work correctly when I use it as a montage. If it means anything, I'm using retarget pose from mesh.

#

Ok interesting the issue happens with the source mesh as well.

spare forge
#

hey, I have issue with UE4 animations, when I want to convert them to ue5 while using RTG, they just does not appear in asset browser, anyone has an idea?

#

Nevermind, changed Source Preview Mesh to different and it works

old falcon
#

Does anyone else have the issue (UE5.3) that keyframing in additive tracks is weird as hell?
I have the auto-keyframe on and it does seem to automatically keyframe on my additive track, but there is just no keyframe visible in the track. Not unless I manually keyframe it.
Or if anyone could confirm that this works as intended in 5.4?

#

Actually, even with auto-keyframing off the additive track memorizes the pose as if it was on... huh?

celest obsidian
#

Anyone know how to add a reroute node when I pull a connection from an existing one? There should be an add reroute node in the search box but I don't see it

#

I found out I can at least duplicate an existing reroute node.

#

That's good enough for me

old falcon
#

In Control Rig you can double click a wire to add a reroute node.
Everywhere else you can drag a wire and then just press R (this is probably the most important hotkey in all of UE)

celest obsidian
#

Pressing R doesn't appear to work in control rig

old falcon
celest obsidian
#

The double click to split does work though

#

Lol

old falcon
#

Control Rig is a different VM from Blueprints, so things that work in BP may or may not have an equivalent in CR

celest obsidian
#

Yup and some of the equivalent functions have interesting names like reset array instead of clear array and from string instead of string to name

misty ore
#

does anyone know or have a blueprint that automatically adds animations into a level sequence with skeletons with the same name

timid shadow
#

why the root motion isn't working

misty dagger
#

Lyra anims are kind of a pain in the ass to work with

nimble torrent
midnight hull
#

hi, has anyone tried use Root motion animation in Sequencer? How to keep the character capsule move along with skeletal mesh?

#

and if i play an character animation in sequencer, can i make it have collision with the environment? now it's floating if walk foward on a slope

nimble torrent
#

Sequencer is very much intended to just play back an animation. So if you want your character to walk up a slope... you have to animate them walking up that slope.

midnight hull
#

ok... so the only way to easily make the character walk on uneven floor is use AI control move in sequencer then..

red tartan
#

What is this,How can I get in?

cursive pumice
nimble torrent
cursive pumice
#

Tell me more πŸ˜„

nimble torrent
#

The only dynamic constraint you would need would be one aim constraint.

#

The lower jaw(?) piece, has the wall connection(?) which needs to look at a socket, aside from that it's just a normal hierarchy.

cursive pumice
#

I had one solution with only blueprint nodes, and set the rotation of the mesh with β€žlook atβ€œ

nimble torrent
#

Yeah, that'd be it.

cursive pumice
#

But that didnt worked well after rotation the whole actor in game mode

nimble torrent
#

You were probably using global transform values rather than local or component transforms.

cursive pumice
#

Having 0 in roations it worked

cunning locust
# nimble torrent

the problem is, i need the mirror in control rig. I wanna mirror frame one to flipped in 15

nimble torrent
#

If you find it, let me know!

rustic island
#

I'm still having the same weird implosion issue 😭 can't seem to rectify it, what's crazy is that it's probably something so simple and small and I just don't see it or it could be something major 🀷🏾

nimble torrent
#

Do you know how to use Pose Watch?

#

That might help you figure out where the weirdness is coming from.

rustic island
nimble torrent
#

So when you watched the poses, did they all explode to massive size, or was it one specific node that did it?

rustic island
nimble torrent
#

You sure she's getting big and it's not the camera messing up?

#

How are you controlling the camera?

old falcon
nimble torrent
#

Today I learned that the Unreal mannequin files are exported looking left.

#

Le sigh.

old falcon
#

Due to Y forward?

#

Or -Y? I forgot

nimble torrent
#

Fucked if I know.

#

That just confused the heck out of me for a few hours.

remote elm
#

dumb question, i have a linked anim layer in my animbp and i link between two of them, one for unarmed and one for armed. problem is blending as it currently just snaps. i have the inertialization node placed down as well as set my linked anim layers blend in/out time and tried a ton of values all with the same result like its doing nothing

old falcon
remote elm
old falcon
#

I'll have a quick look at mine see if I find smth

remote elm
#

thank you

old falcon
remote elm
old falcon
#

Ok, same

#

Hmm, try to place the inertialization node right before your IK and any additives you might be playing?

#

Also is that your main ABP or a subgraph?

remote elm
old falcon
#

My guess is the IK, but I'm grasping at straws

remote elm
old falcon
#

πŸ˜•

#

That's not epic, Epic

#

No logs?

#

Warnings or whatever?

#

Might also try to re-add your anim layer node and double check its blend settings. Otherwise I'm out of ideas

remote elm
#

yea same result, no logs

old falcon
#

🫠

#

Can't be right

remote elm
#

idk this is unreal engine were talking about

old falcon
#

...try to create a fresh ABP?

remote elm
#

ill try

old falcon
#

I mean we're on the same version, mine works exactly like that

#

Also I hope you don't use that ABP in sequencer

remote elm
remote elm
old falcon
old falcon
remote elm
old falcon
#

I could mail you my PC, seems to work there lol

remote elm
old falcon
#

Uh

remote elm
old falcon
remote elm
# old falcon Was it... human error? :^)

crap idk at this point, so its working partially. if i start the layer empty, then link it by pressing a key it will blend as expected. but when i swap layers it does not. so if i hold C it blends in, when i release C it blends out

#

however when i swap between layers like this afterwards, it snaps instantly with no blending. do i have to unlink first adn then link or?

#

yep so running Unlink right before linking works just fine -_-

old falcon
#

Hm, linking multiple ABPs kind of depends on your setup, whether you allow multiple sub-anim-instances or not. Are you forcing single instance? I think it's "Enable Linked Anim Layer Instance Sharing" in the optimization category of class settings

#

Might be some - once again undocumented - side effect of it maybe

#

But that's really good to know, I'll have to find a workaround or run into the same issue eventually

#

So Link A -> Unlink A -> Link B works? But Link A -> Link B doesn't?

remote elm
old falcon
#

Okay

#

Huh

#

So it looks like inertialization is blending the plain base pose only

remote elm
old falcon
#

Yeah, so I suppose it only really knows about the base pose when nothing is linked

remote elm
old falcon
#

Which kind of kills the idea of going from Unarmed to Armed directly, no?

remote elm
old falcon
#

There's so many gotchas in anim graphs. Maybe you're just supposed to ignore any feature that is not state machines lmao

remote elm
old falcon
#

Yeah no prob, curious about that myself

remote elm
old falcon
grizzled oar
#

i'm just brainstorming, but is it possible to change Notify ''time'' on timeline based on variable? So like I could cast or anything to that animation and on some unit set it to be at 2s and on the other one to be on 2.3s ?

old falcon
grizzled oar
old falcon
grizzled oar
nimble torrent
#

Are you really using a Timeline? Like - one of these?

#

For ability cooldowns?

#

Are you interested in potentially better ways of handling that?

grizzled oar
# nimble torrent

I'm always interested in better approaches! For the context, it's not attackspeed or cooldown for just 1 character that you controll. It's a RTS game with lots of different units that will fire attack / spells on their own it if ''commanded'' to.

grizzled oar
nimble torrent
#

OK, so you mean a sequence, not a timeline.

#

Cool

#

If you play an animation faster, it will adjust the notify times.

#

So, if you play a 2 second animation that has a notify at the end, and you play it twice as fast, the notify will fire after one second.

grizzled oar
#

Okay, and I'm able to easily specify animation speed time in blueprint where I'm calling that and I can base it on a variable?

#

I don't need to know now how, just if yes πŸ˜„

nimble torrent
#

But yes. For the ones where you can, you can use a variable.

grizzled oar
#

Okay, awesome

nimble torrent
#

Look for 'Play Rate'.

#

It's accessible on most of the montage nodes, especially 'Play Slot Animation as Dynamic Montage', which is probably the one you're looking for.

grizzled oar
#

thank you a lot!

wintry igloo
#

Hello, when adding the animation pack animations in they're blending with the animation they transition from and i don't know how to stop it, so it's leading to weird things like this:

#

Any suggestions on how to make it stop doing that?

vast socket
#

Hi, I'm beating my head against a wall here. I have a Component referenced in my Animation Blueprint, but when I get a bool from the Component it is having no effect on the Set of my animation blueprint

vast socket
# wintry igloo Hello, when adding the animation pack animations in they're blending with the an...

https://www.youtube.com/watch?v=O5OWg4OpVM4 This helped me with the same problem

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old falcon
vast socket
#

The Tut I'm following was able to make it work without the isvalid, it was just get rid of an error

vast socket
old falcon
vast socket
old falcon
winter ledge
#

Hello, I was wondering if anyone could point me in the direction of what setting i did to make the wireframe appear whenever I move a controller on a rig. As soon as I make a change grabbing the controller it shows the wireframe and causes lag.

winter ledge
#

I left on vertex snapping lol

#

UIn case others have issue

nimble torrent
#

Weird that it made it go wireframe though!

vast socket
#

Got a new odd problem, Not sure what I did but I am working on an aim offset. Everytime I adjust the keys and save it looks good

#

But when I open it back up this is what it looks like

#

just did a test and it happens in any animation, if I add a key and save, the next time I open that anim the key is very exaggerated

celest obsidian
#

Does the default mannequinn control rig have an automatic fk ik snap system?

#

So for instance if I drag an ik effector control to a new location will the fk controls automatically match the corresponding joint's new transforms?

#

And if you rotate an fk control arm the ik pole vector and effector will match the corresponding joint's new transforms

nimble torrent
#

Have you tried editing it in the sequencer?

#

Using a control rig?

nimble torrent
vernal echo
#

is Virtual Bones bugged? I add them to skeleton and they won't appear when trying to select in control rig

fathom bluff
#

Does anyone have any good suggestions for resources towards combat animation systems?

vernal echo
#

nvm got it

#

didn't fix my problem though. my metahuman like skis around

old falcon
#

Are you asking from a technical or artistic point of view?

fathom bluff
#

Kind of both - I have alot of animations that i have that i want to use and i havent made a combat system before

#

and want to practice animation techniques as well

old falcon
#

Hm, can't help with the artistic side but from the technical side if you have concrete questions then shoot

fathom bluff
#

Tired of survival style combat haha

old falcon
#

So mouse-click -> do attack -> repeat?

fathom bluff
#

Ya with at most a combo montage notify

old falcon
#

And what you'd like to do is like branching combos, or special attacks and what not? Those would be relatively basic

fathom bluff
#

Well anything more dynamic really

old falcon
#

Like, physically based animations?

#

Those are hard

#

To do well

fathom bluff
#

Ya I haven’t tried that other than a basic rag doll either.

old falcon
#

I think in principle there's just a single concept that you need to implement, but there are many ways to implement it
You would need some kind of directed graph that tells you which attack is possible when
Do you have some data structure in your project like GAS?

#

That manages abilities/actions for your character?

fathom bluff
#

It would be a fresh project

#

I do have GasCompanion though

#

But i understand what you mean. I'll take a look at physical animations as well.. Its motion warping to look at for combat right not motion matching?

old falcon
#

Depends what you want to do! I have no experience in physically based stuff though

#

Motion matching wouldn't be right for this I think

fathom bluff
#

cheers

rigid gate
#

On unreal engine when i came to animation mode for character's control rig parts pivot size sooooo big and i cant not give pose to my char ever u had this issue?

old falcon
celest obsidian
#

Is there a way to determine in the control rig blueprints whether a certain control is selected? I'm implementing an automatic fk ik switch and I want to detect when an fk or ik control is being selected or being transformed.

old falcon
#

But not "automatic" I guess

celest obsidian
#

Lol

#

Yeah I currently have a fk ik bool toggle

#

Just need to figure out how to make it "automatic"

old falcon
#

Doesn't look like you can access selection in the graph

celest obsidian
#

Have you looked at these?:

#

The backwards solve doesn't seem to do anything

old falcon
#

No, only forwards at the moment

#

Renaming controls breaks all sequencer animations... WHYYYYY

celest obsidian
#

That sucks

old falcon
#

When will epic learn not to use display names as IDs...

#

And undoing the rename doesn't fix it........... πŸ€¦β€β™‚οΈ

#

Jesus

celest obsidian
#

Is there a way to write an editor script to update the sequencer names?

#

That could help lol

old falcon
#

Yeah but

#

Whyyy

celest obsidian
#

Depends on how many animations you have. If you have a lot a tool may automate the renaming process.

old falcon
#

Apparently there's this monstrosity

celest obsidian
#

Yoo

#

Hmm so apparently the interaction event detects whenever I transform a control

old falcon
#

Oh cool!

#

And for some weird reason you can't select a ControlRig on that rename node... I'm gonna go crazy

#

Just empty. I have 3 ControlRigs in my project

celest obsidian
#

That defeats the purpose doesn't it?

#

So now the problem is figuring out how to get the control that is being interacted

#

How did you get the flat blueprint ui? Is that a preference setting?

old falcon
#

Free plugin called flat nodes

celest obsidian
#

Oh nice!

#

Just found this little node:

old falcon
celest obsidian
#

And you can print the array directly to the screen:

#

That's pretty neat

#

I made an interesting observation about the get interactions items array. If you have multiple controls selected and transform them, the array stores them by greatest grandparent to greatest grandchildren (hope I'm describing it right)

celest obsidian
#

I wonder if there's any way to implement control rig blueprints in code? Some of the logic could be more concisely written that way.

old falcon
#

Wait. I restarted the editor and now renaming controls works as intended...?

#

Of course this had to happen after I wrote a Blutility to do it...

nimble torrent
#

You always need both.

nimble torrent
nimble torrent
nimble torrent
#

But scale is so wonky its not something I'd ever do.

old falcon
spare forge
#

I have no idea why it is so hard to perform second step of a combo, here's some screenshots. The character is literally stuck in first step of a combo unless i spam left click

#

here's combo blueprints

nimble torrent
#

Or do you mean they only do the single attack unless you click very quickly?

spare forge
#

second one

#

i can press left mouse button frequently and it keeps doing anim montage on the screenshots

#

im 100% sure that im hitting left between notifies

nimble torrent
#

Does it do the combo correctly?

#

Like - is the problem that you have to click too quickly?

#

Or does it not get to attacks 2, 3, and 4?

spare forge
#

i have spam left click to get to next steps of a combo, clicking left mouse button in more neutral way keeps triggering step 1 of a combo only

nimble torrent
#

OK, so is it possible that your notifies are flipped?

#

Like, your stop notify is actually your start notify?

spare forge
#

I already took a peak on that, but it looks like they are named correctly

nimble torrent
#

Names probably don't matter.

#

What happens when you use the debugger?

spare forge
#

elaborate on this one, I started using unreal week ago

old falcon
nimble torrent
#

If you hit 'f9' while a node is selected, it will get a red dot on it. When unreal evaluates that node, the game will pause and your blueprint display window will be highlighted.

#

You will be able to inspect variables, and, importantly in this case, you will (if you put a break point on nodes in both animation notify functions) be able to see which one is called first.

spare forge
#

I put break point in both anim notifies and they seem to work correctly 😒

#

Press left click -> break point on animnotifystart triggers -> resume playing -> break point on anim notify end triggers

#

while I resume after first trigger and quickly press left mouse button, it again triggers breakpoint on anim notify start

nimble torrent
#

It could have something to do with 'save attack' which appears to be set to false when you do a second attack (preventing a third or fourth).

#

And it's not reset when the combo stops.

obsidian magnet
#

Hello guys , when i import a character from mixamo , use a addon in blender to put the correct names for unreal and adding a root bones , it does this :
Any ideas please ?? i'm searching but no ones seems to have this problem like me

nimble torrent
#

That's an interesting one.

#

Haven't seen that before.

#

Does it do the same thing to the other leg?

obsidian magnet
#

Yep , and on arms too

nimble torrent
#

Huh.

obsidian magnet
#

IK messed up but fk no problem :/

nimble torrent
#

My mind immediately goes to scale as a possible source of problems.

#

As it often does!

obsidian magnet
#

It is a mixamo mesh so i didn't touch the scale :/

nimble torrent
#

Sure, but you did export it from Blender.

#

And that is often a place where weird scales can happen.

#

Double check the scale of your root bone.

obsidian magnet
#

Yep for sure , okay !

#

but i was following this simple step https://www.youtube.com/watch?v=tf31eOe9jA4

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nimble torrent
#

OK!

#

Still check the scale!

obsidian magnet
#

So as you can see , the add on work in a way that the file is directly send to a folder , it doesnt "load up" into blender visually

#

yep thanks πŸ™‚

uneven hatch
sharp coyote
#

if i wanted to insert a certain gameplay tag into some gameplay tag container associated with my character pawn whenever a certain type of montage plays and then remove that tag again once the montage is over would there be a convenient way of doing it besides needing to basically insert an anim notify state into nearly every montage i make? could making use of anim montage metadata be an alternative

old falcon
sharp coyote
#

ah, yes. Gas, of course. mmmmmmmmmmmmmmmmmmmm

#

maybe i should just install it for this particular project

#

its single player but i guess once GAS is set up it can be comfy to use

old falcon
#

In the case of GAS you get these and they work nicely.

#

Whatever you put into ActivationOwnedTags will be added to the AbilityComponent's tag container

#

If you need the tag in a different container though that would still be a notify/metadata

sharp coyote
#

i guess i might as well get the gas boilerplate stuff over with yet again... πŸ˜„

nimble torrent
void fractal
#

hey all.. anyone try out the 5.4 modular control rigs? been trying to set it up for my character, seems like it generally works except if i try baking a mocap clip to the control rig it's broken in parts of the body. in my example it seems like the clavicle/arms are getting strange results, and even the head is not baking the same as the clip. here's a side-by-side. I'm just not sure how to start trouble shooting this

nimble torrent
void fractal
#

damn... :{

void fractal
#

sounds like i need to just learn control rig from the bottom up instead of messing with the blackbox that is modular control rig?

old falcon
void fractal
#

i suppose i could basically reference how the modular rig is set up to rebuild it with regular control rig

cunning locust
#

what the hell can i do against the fact, that when i try to open a retargeted animation asset i almost always get a crash with this error "Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
Array index out of bounds: 47 into an array of size 47"

nimble torrent
#

Oh, someone had that problem a few days ago.

#

Oh! It was you!

#

Do you have 47 / 46 bones?

cunning locust
#

no idea, im going to look into it

#

i use autorig pro for blender, and use the ue5 skeleton

#

preset

#

47-48

nimble torrent
#

Hmm - interesting! Well, it's a memory out of bounds error. When you load the file, it's trying to load more data then there should be. So somewhere inside unreal's various layers of skeleton shenanigans - either a track has been added or one has been removed. There's a mismatch.

vapid ibex
#

how expensive are modular control rigs for runtime games? πŸ€”

nimble torrent
#

I don't know how or why - but that's what's going on.

nimble torrent
vapid ibex
#

hmm, it just seems like a lot of is out of my hands

nimble torrent
#

Not really, you can make your own modular components.

vapid ibex
#

once I slap in a leg or an arm module it comes with a bunch of things I can't really remove, or can I?

nimble torrent
#

If you use the prebuilt stuff, yeah - you're using the prebuilt stuff, but you can also create your own modules.

vapid ibex
#

And if I were to use an entire character without too much customizing, would that be irreponsible for about 10 players running around?

nimble torrent
#

Impossibly to say?

vapid ibex
#

Figures :D

nimble torrent
#

Depends on the complexity of the characters, what else is going on, etc.

#

Your target platform.

vapid ibex
#

very true

old falcon
nimble torrent
#

Mmhmm

vapid ibex
#

this is wisdom, i recognize this

nimble torrent
#

It has often been said that premature optimization is the root of all evil.

#

It's not, but it does get you in trouble.

vapid ibex
#

trouble is my middle name

cunning locust
nimble torrent
#

If you can replicate the error. Like - turn it into a series of steps to create the error, you could try to send it into Epic as a bug report.

cunning locust
#

a member of the discord already did that, he has the same problem

vapid ibex
#

so I'm using a modular control rig and I'm trying to hook up the left/right feet control transforms

#

but I can only seem to find the left foot ctrl, the right one is just not in the list (foot_r_fk_ctrl isn't it)

#

Anyone know what's that about? the modules are properly set up afaik and in the modular control rig editor I can see and interact with a foot_r_ctrl

vernal echo
#

anyone know how to fix feet ik on metahumans?

nimble torrent
#

Did you make the left leg first?

#

(Is it possible that only the first of a particular module is accessible?)

nimble torrent
vernal echo
#

the metahuman skiis around when walking

vapid ibex
vernal echo
vapid ibex
#

Interestingly this shows up, this does not exist

#

there is no right leg foot_l, obviously πŸͺΏ

nimble torrent
vapid ibex
#

This is a mega oof moment for me, I don't know how else to utilize modular CR, and I really do want to

nimble torrent
nimble torrent
#

My opinion is that creating them was either a mistake or a mandate from someone who wanted a shiny video to show to investors.

nimble torrent
#

So either they're not setup, or something is broken.

vernal echo
#

From what I understand the metahuman using the ik rig of mannequin

vapid ibex
vernal echo
#

unless I need to make its own

nimble torrent
vapid ibex
#

Mhmm, never got IK to work as I wanted, too much of a CR newb :V

nimble torrent
#

Control rig itself is good! I think that they probably would have been better off creating better presets for custom control rigs than creating the modular system.

vapid ibex
#

I will try though

nimble torrent
#

But that's me. I don't make those decisions.

vernal echo
#

idk the tutorial to get metahuman working just showed him attaching the metahuman to character mesh setting the mannequin mesh to hidden and checking liveretarget

#

so its using the manny abp

nimble torrent
#

Interesting! I definitely remember seeing a video with that kind of problem.

vernal echo
#

yes and theres a video for a fix. but of course didnt work

nimble torrent
#

What did it do instead of work?

vernal echo
#

it changed nothing

nimble torrent
#

OK, what was the proposed fix?

vernal echo
#

creating virtual bones and changing the footik rig to use those

#

the weird thing is is the animations dont work with metahuman unless the liveretarget bool is false. while should work when true, for me it works when false lol

nimble torrent
#

Interesting.

#

What is your goal though? Like, with this setup.

#

Are you really going to use manny for your main character in your game?

vernal echo
#

is the code in construction script old and needs updated?

#

this is side project really. but most likely yeah for now.

#

I just havent done much with metahumans

nimble torrent
#

OK, well - I mean, it seems like a variety of things have gone wrong.

#

If it were me, and I didn't have a clear idea where they went wrong, but I had both properties and techniques that weren't working - I'd start over.

vernal echo
#

so reimport the metahuman?

nimble torrent
#

I'd go through everything again. As a newbie, I always assume that the mistake is mine, and it is not the system that is broken.

vernal echo
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I'm not really a newbie, just in metahumans I suppose

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and control rig stuff ig

#

The steps are pretty simple idk how I could mess it up

nimble torrent
#

All right.

vernal echo
#

only thing I can think of is this should be something else?

viscid willow
# vernal echo the metahuman skiis around when walking

Read through the posts, I think Squishy is right about going through the steps again but it sounds like your IK effectors aren't animated because like they said your IK will target the effectors, so if they're not animated they will look like they're "skiing".

The Virtual Bone setup is one way to solve it because if you set up the virtual bones correctly they will be able to follow the animation of the foot and allow you to target the virtual bone as an effector.

vernal echo
#

so is this incorrect?

nimble torrent
#

(their deformations are really nicely setup as well)

viscid willow
nimble torrent
# vernal echo

I mean, it depends entirely on what's in Z_offset_L, what the original transforms are, and whether you're properly targeting those virtual bones with the IK.

viscid willow
# vernal echo so is this incorrect?

THis looks like you're trying modify a foot root vitrual bone, and apply an offset based on your left leg trace, so yes I would say that's incorrect

vernal echo
#

yeah i guess you right theres no ik bones in metahuman

nimble torrent
#

I would guess that you want to set the virtual bones transforms to the transforms of the bones from manny - but I don't know how you would easily get those - unless you created and constrained the virtual bones during the IK process?

hoary tusk
#

jut trying to add some simple pants to my mannequin, but after setting leader pose and giving the rag pants the animation blueprint of my mannequin they just do this (pants are blue for easy visual)

#

why are they deforming so badly? How may I fix this?

nimble torrent
#

So each one is rotated at what looks like 90 degrees from where it should be.

hoary tusk
nimble torrent
#

The problem is your skeleton definition, likely caused by export settings in Blender.

hoary tusk
#

they shouldnt be, but you are right, they do look like that

nimble torrent
#

Round-tripping one of the mannequin skeletons through blender is non-trivially fussy.

hoary tusk
#

yeah I am using the automatically orient bones when importing too so it should be fixing it

nimble torrent
#

'Should' is a fun word.

#

: )

hoary tusk
#

facts lol

#

im gonna do it all again and see if its fucked still lol

nimble torrent
#

Double check the axis though.

#

It can help you figure out what you need to do.

hoary tusk
#

what do you mean exactly? like they be the same

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are they not the same here?

#

or am I being a dumbass

nimble torrent
#

I mean in unreal.

hoary tusk
#

oh, yeah gotchya. I did that and they were fine. actually went back and fixed it, and still had the problem, and came here

#

the rag pants were turned 90 degrees, I fixed it, and the problem was still there

late sun
#

Hi all ! I have a weird bug with a root motion animation

nimble torrent
#

Or do you mean something else?

viscid willow
late sun
#

When I'm on "flying" movement mode, my root motion animation gets blocked by the "Capsule Collision" of my enemy "Actor" but I'm far of it..

hoary tusk
#

I mean the pants were rotated 90 degrees on the Z axis, and I fixed it in the blueprint viewport

nimble torrent
#

You need to check their skeletons.

#

And the axis of the individual bones.

hoary tusk
#

okay,so I am being a dumbass. I need to check the individual skellies

#

gotchya. Sometimes I just wish it was as simple as my brain thinks it is lol. Thank you Squishy. Pretty sure you helped me last time I came here too lol

viscid willow
vernal echo
#

the foot ik works by default with manny

#

i discovered theres no ik bones for metahuman

viscid willow
hoary tusk
#

but on manny Y is forward axis

viscid willow
hoary tusk
#

uhhh yeah actually. why lol

#

I applied transforms in blender and everything was matched up

vapid ibex
#

Um how can I get this control to be right under the foot so that the IK is more sensible to use?

nimble torrent
vapid ibex
#

In the hierarchy, it's starts in the origin

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(where it is when the vid starts)

nimble torrent
#

Then move it where the foot is?

vapid ibex
#

But when I compile the rig it just snaps back to the origin :(

#

I feel like I'm missing something lol

nimble torrent
#

So you created it in the hierarchy by right clicking on the hierarchy and choosing, from the menu, 'Create Control'?

vapid ibex
#

Yes correct

#

on the root bone

#

OH i got it

#

I can offset it

nimble torrent
#

OK cool, so on the control there will be a two options for it's transform. You should set initial.

#

Not offset.

vapid ibex
#

o

nimble torrent
#

And you can do that in the construction event.

viscid willow
nimble torrent
#

You can get the transform from the foot bone, and set it in the construction events.

nimble torrent
#

And.

#

Manny and Quinn have some extra special shenanigans, in that they are exported facing left.

#

Not forwards.

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Making things even more confusing.

vapid ibex
#

The words of the Squishy are wind in my sails

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Thank

viscid willow
nimble torrent
viscid willow
viscid willow
nimble torrent
#

Yeah! I mean - I want things to be an unweird as possible!

#

Minimize shenanigans!

hoary tusk
#

changing scale in blender export has not helped lol. Now its tiny, but the bones are still huge. Is there a good vid on this that you guys know about?

viscid willow
nimble torrent
#

In this video I will show you how to correctly export a character from Blender to Unreal Engine 5.

Common mistakes include issues with the scale of the root, joint orientations and differences between bones and joints. In this video I will talk about everything you need to know to correctly export rigged characters that follow Unreal Engine sta...

β–Ά Play video
viscid willow
#

There needs to be a better "plus" emote that isnt the same colour as the discord window

vernal echo
#

so do metahumans not come with foot ik bones?

nimble torrent
#

You can check by opening their skeleton asset!

#

But it sounds like no.

vernal echo
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yeah I don't see any. I assumed they did.

#

oh well

viscid willow
vernal echo
#

yeah its a bummer.

nimble torrent
#

They're not really setup for being game characters.

vernal echo
#

Could add my own but eh. It's a top down project anyway so probably won't notice anyway

nimble torrent
#

They seem most likely to be useful for Volume stuff.

viscid willow
#

If you're really keen on IK you can certainly achieve it with Virtual Bones. It seems like it might be easier to run your animation assets through retargeting so you have a set of anims for your metahuman and you can do all your processing on the metahuman rather than passing it through the mannequin.

late sun
#

When I'm on "Flying" "Movement Mode", my "Root Motion" animation gets blocked by the "Capsule Collision" of my enemy "Actor" but I'm far from it..

#

Anyone has an idea ?

#

This is very weird because when I'm on "Walking" "Movement Mode" I don't have this problem

vernal echo
nimble torrent
late sun
nimble torrent
#

Oh. Ok. When you look at your capsule collision in collision debug mode - what do you see?

late sun
nimble torrent
#

But if doing it your way worked, and showed you something useful - then that's good!

late sun
#

I'm searching a setting that affects either the collisions or the "root motion" when I'm on flying mode but I can't find anything

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My Capsule Collision does not change when I'm on flying or not that's why I don't really understand where the issue comes from

nimble torrent
#

Using root motion for flying is an interesting choice. Why did you decide to control your flight movements with animations?

late sun
nimble torrent
#

Are you sure?

late sun
#

If I let it to "Walking" my "Character" falls down

nimble torrent
#

To clarify, the character can't normally fly, but this move of theirs causes them to go into the air, and if you don't switch them to flight mode, they stay on the ground?

late sun
#

I want my Character to be "stucked" in the air while playing the animation

nimble torrent
#

OK, so. How long is this move?

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Is it a really long animation?

late sun
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No it's like 80 frames animation

nimble torrent
#

That's reasonably long for an attack animation.

#

OK, is there any reason you're going to need to collide with anything in the air?

#

Like - are you going to cancel the move if you hit a ceiling?

#

Can you hit flying enemies during the move?

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That kind of thing.

late sun
#

Yes I need to have the Capsule Collision enabled so if my attack hits the Capsule Collision the enemy takes damage

nimble torrent
#

OK. I'm asking because switching to flying mode for one animation is likely to cause a variety of cascading problems.

#

Such as, for example, people using this move as a movement and clipping out of bounds, or getting onto ledges they're not supposed to get onto.

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Etc.

late sun
#

The question is : Is there another way to make my Character "Flying" without "Flying" movement mode ?

nimble torrent
#

Sure - you can create your own character movement component.

late sun
#

Yes I understand

nimble torrent
#

That's a pretty heavy lift though.

late sun
#

Like I set the movement mode to "custom" ?

nimble torrent
#

Nope.

#

I mean 'There is no such thing as 'movement modes' because I have completely custom written the entire movement system'.

#

Like I said, it's a heavy lift.

late sun
#

Hmm I see

nimble torrent
#

Personally, I would solve this problem by disconnecting the characters capsule and their visual mesh.

#

So their visual mesh goes into the air, but their capsule stays on the ground in 'walking' mode.

late sun
#

So you think the actual "movement component" has bugs with the flying mode and the root motion ?

nimble torrent
#

I would do this by constraining the root bone of the animation to the ground during the flight attack.

nimble torrent
#

The question of 'Does this fundamental system of unreal have a bug in it?' is almost always no.

#

Usually - we're using it wrong.

#

Unless it's very new - like the retargeting array problems mentioned earlier.

#

Then it's often a bug.

late sun
#

How is it not well formed for the flying movement mode ?

#

I mean this is a simple animation where the character goes forward

nimble torrent
#

I'm not sure. I don't have your animations or your setup, nor have I investigated this combination of scenarios thoroughly.

#

I've never heard of anyone using root motion animations in flight mode, but I'm sure someone has.

late sun
#

The weird thing is that if my Enemy is not there my animation is working well even on flying mode lol

nimble torrent
#

I would test it against walls as well - to see if there are problems caused by other colliders.

late sun
#

The animation "stays in place" only if I'm at a certain distance of my Enemy

nimble torrent
#

So, it's like the character is pushing against the enemy's collider?

late sun
#

Hmmm great test I will do it right now

nimble torrent
#

And this never happens with other attack animations? Do any of them move forward?

#

Traditionally - you don't usually use your characters world collider for their hurt volume.

#

Usually you have separate volumes for world collision and hurt volumes.

late sun
#

Maybe I should do that and test again ?

#

So I have to add another "Capsule Collision" around my Character for the "hit"

#

?

nimble torrent
#

It depends. Often these hurt volumes are spawned dynamically based on the characters specific attack, or are attached to weapons.

late sun
#

But I mean the collision which receives the hurt volumes

nimble torrent
#

Right, so there are hit boxes (these are the volumes that cause the character to take damage) and hurt boxes (these are the volumes that cause the character to deal damage) and world collision (these are the volumes that prevent your character from falling through the floor).

#

Often, these are all separate.

#

And they often have different collision channels they interact with.

late sun
#

Actually my default "Capsule Collision" is the "World Collision" and the "Hit Box Collision"

nimble torrent
#

Sure, yours is.

#

I'm saying 'often'.

late sun
#

And my "Hurt Boxes" are some "Capsule Trace"

nimble torrent
#

There are no correct answers. There are many incorrect answers, but no correct ones.

#

If yours is working - great.

#

But yours isn't working.

#

So it might worth considering alternatives.

late sun
#

I just tested it against a wall and it works well so the problem is the actor maybe, I will investigate

late sun
#

I found a code which used "Set Plane Constraint Normal" so it blocked my Character...

#

I just need your opinion on the hit boxes and hurt boxes

#

Do you think it's better to make another "Capsule Collision" for the "Hit Box" ?

#

And do you think that my actual "Capsule Traces" are good for the "Sword Attacks" ?

#

At the beginning I wanted to use a "Capsule Collision" around my "Sword" and use the "Begin Overlap" function but I had some weird bugs with it

nimble torrent
#

So, it's going to depend on your game, your character, the size of your enemies, your camera etc.

#

Capsule collisions are fine but they are expensive, so it won't scale very well.

late sun
#

Ok I will think about that.. I guess I don't need it for the moment (different World and Hit box Collisions), but I'm still thinking about my Capsule Traces for my Sword attacks or just a simple "Capsule Collision"..

#

Anyway, thank you very much for helping me !

nimble torrent
#

πŸ‘

#

Best of luck!

late sun
#

Thanks a lot !

hoary tusk
#

Bro even watching this video, this pants thing is driving me up aa wall

#

fixed the orientation slightly I guess, but god damn

viscid willow
#

understandable. coming from blender can be a pain

hoary tusk
#

I just dont get it man

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Why cant it just be simple

#

got it

#

I just reimported the ue5 skeleton to blender without the automatic bone orientation option, and then did a weight data transfer to the pants and re-exported to ue5

nimble torrent
#

Hurrah!

hoary tusk
#

thank you guys for putting me in the right direction and send thatvideo

nimble torrent
#

πŸ‘

viscid willow
#

A story in three parts:

#

woo πŸŽ‰

hoary tusk
#

lmaooooooo

#

thank you lol

viscid willow
#

Be sure to save your export settings from blender if they're working for you, that way you can always re-apply them

celest obsidian
#

I remember in unreal engine 3 I was using xsi softimage and finding out you couldn't export those bones to unreal

#

I had to create a "shadow rig" which was a collection of null objects that constrained the bones to those objects. Then I exported that shadow rig to unreal

next siren
#

Aight so i keep getting "BlendSpace Move_Blend has sample 2H-B_Jog_F_Seq that is invalid due to being out of bounds. Recommend adjusting it." I want to know can this cause an unknown cook failure?

nimble torrent
nimble torrent
viscid willow
#

yeah sounds like it's out of your blend space value range?

next siren
#

Yea so that's the weird thing, its inside the blend space value

#

Should I just delete blend space and remake?

nimble torrent
#

Sure!

narrow blaze
#

having trouble with motion matching. it looks like these animations are being mirrored automatically when moving side to side? and its doing a spinning motion trying to decide which direction to face. along with some other occasional glitches. i havent played with motion matching settings too much, just maybe 1-2 options. im just curious if anyone knows how to fix an issue like this, or just general settings to get better results

next siren
#

the animaiton being out of bounds was causing the unknown cook failure

viscid willow
next siren
#

this is the first time for me the engine didnt want to build because of that

viscid willow
#

but not outside the value range?

next siren
#

So I was getting the error saying the animation was out side of value range which it wasn't and Every time I tried to package it kept mentioning that so I deleted the animation inside the blend space and readded it inside the value range, still gave me the warning and failed to package or coo, then I Deleted the blend space and remade it from scratch and it just let me package/cook I also didn't get any error of animations being out side of blend error when readding the animations.

nimble torrent
#

Huh! Weird!

next siren
#

Thats what im saying

viscid willow
#

classic "turn it off and on again" style solution πŸ™ƒ

viscid willow
midnight hull
# midnight hull hi, has anyone tried use Root motion animation in Sequencer? How to keep the c...

i found a solution, just for anyone might be interested. i'm animating AI Character Blueprint implemented metahuman in Sequencer. just use the event track to activate the character's inplace locomotion movement, then it will move on any terrain it could walk on. Then use skeletal mesh track to add other action animations during the movement, just change the Slot Name as it used for anim montages as you need, and adjust the ease in out in the track anim, then it will blend the action with the locomotion seamlessly.

#

what's even better, if the character implemented ai behaviors, it still keeps the ai state, it will trigger its actions accordingly. Seamless realtime cutscene and gameplay blend.

sleek knoll
#

where can i see the core logic behind the pose warping nodes??

celest obsidian
#

I noticed there's a rig element key collection. How does that differ from an array of rig element keys?

old falcon
#

For what it's worth they use arrays in all CR nodes I have seen so far

celest obsidian
#

Hmm I see. Normally a collection doesn't have an index. In most programming languages a collection type allows you to do things like getting a subset of a set.

#

I don't seem to see such features for the rig element collection though.

old falcon
#

Depends on the programming language :^)
But they do use an array and provide some set operations:

    // returns the union between two collections
    static FRigElementKeyCollection MakeUnion(const FRigElementKeyCollection& A, const FRigElementKeyCollection& B, bool bAllowDuplicates = false);

    // returns the intersection between two collections
    static FRigElementKeyCollection MakeIntersection(const FRigElementKeyCollection& A, const FRigElementKeyCollection& B);

    // returns the difference between two collections
    static FRigElementKeyCollection MakeDifference(const FRigElementKeyCollection& A, const FRigElementKeyCollection& B);

    // returns the collection in the reverse order
    static FRigElementKeyCollection MakeReversed(const FRigElementKeyCollection& InCollection);

    // filters a collection by element type
    FRigElementKeyCollection FilterByType(uint8 InElementTypes) const;

    // filters a collection by name
    FRigElementKeyCollection FilterByName(const FName& InPartialName) const;
#

Which you know still makes me question why, but it's epic so...

celest obsidian
#

So the unreal array acts like a set too huh interesting

#

I also saw there's an rig element key and rig element type but they seem to do similar things

old falcon
#

The type is what's used in the key: control, bone, null...
The key is a combination of type + name of the element

celest obsidian
#

It seems like the rig element key type already has a name property. So it doesn't look like there is any need to ever use rig element type

old falcon
celest obsidian
#

I see. I was wondering if I had missed something by not using rig element type

nimble torrent
nimble torrent
nimble torrent
#

πŸ‘

somber glen
#

Does anyone knows how to import the standard UE5 skeleton into Blender without breaking?

nimble torrent
#

That's what it should look like.

#

Though you probably want to adjust your unit scale to be more like Unreal's, because she's just about two centimeters high there.

somber glen
nimble torrent
#

Are you talking about 'rigify' when you say 'regular human rig'?

somber glen
#

Yes, the "human meta-rig" option

nimble torrent
#

Interesting! I hadn't heard about that option.

somber glen
#

This one, I think it is the one that comes with rigify addon.

nimble torrent
#

Ah!

#

You will probably struggle with that, because Unreal and Blender fundamentally disagree about a lot of things!

#

One of them is the primary direction of bones, which makes things unfortunately rather tricky.

#

I'm not going to say it's fully impossible to get that to work, but I will suggest that doing so will be frustrating and might require a secondary import/export skeleton.

somber glen
#

Ufff.....
I'm trying to get my head around all this, I'm new in regards to rigging and animation.
Thank you for all the information, I'll see what can I do about it.
Maybe doing a custom rig and pray the animations work when I export the rig + animations into the engine.