#animation

1 messages ยท Page 41 of 1

viscid willow
#

Yes, here. Is it the first bone in the hierarchy?

worldly anvil
#

Nope, that's one of the final ones

viscid willow
#

Ah okay, if you select the first bone in the list and look at the details. What does it say the scale value is?

worldly anvil
#

It's 100, 100, 100

#

Setting it to 1,1,1, rotates the mesh around Y axis, and makes it bigger. The relative scale is still the same -- the bones are huge

viscid willow
#

Classic. This one has been linked a few times as a resource for fixing the bone scale issues: https://youtu.be/YbWfoyf4MqI?si=P3T1B9sK7qUwbtqR

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...

โ–ถ Play video
worldly anvil
#

Alright, I'll try to use this, hopefully it helps ๐Ÿ˜„

modest void
#

hey, are there any of you who have any good introductions to making animations for a first person elder scrolls type character? Like when they have a weapon equipped they hold their arms so the weapon is just in view of the camera. I have the ability to attach the weapon mesh to the character whenvever something is equipped I'm more looking for specifically the animations because, I haven't done anything with animation before so, I'm a bit out of my depth

worldly anvil
kindred wedge
#

What is the best place to store animation asset references? Context: I have characters, whose animations and blend spaces for basic actions and locomotion are obviously stored in the animation blueprint (so creating a child blueprint allows me to easily replace them). However, I also have abilities (eventually dozens) each with their own animation montage, and those are stored in the ability class so the montage can be played on cast. Hit stagger animations are stored in the character class so they can be fetched and played by the Hit Reactions component.

Having very similar data in 3 different places bothers me. When I make a new character, I have to change animations in the animation blueprint AND the character class itself, and add some sort of class/montage map in the ability so it can play the right animation montage depending on your class.

Am I doing this right?

old falcon
kindred wedge
#

Thanks. ๐Ÿ™‚ Usually when something feels overly complicated in UE5 I'm doing it wrong, glad to know that is not the case.

old falcon
old falcon
nimble torrent
# old falcon I'm sure other people have different opinions on this, but seems the most straig...

I think your answer's a good one. Put things where they're needed, but consider extracting them to data assets when you start getting a lot of them.

A lot of game development involves mapping one set of things to another set of things - like, 'each character has custom animations for each weapon category' kind of deal.

I've found, putting the connection into a third thing is usually the cleanest option.

So - you have a goblin and a sword. You don't put the sword animations in the goblin object, or the goblin animations in the sword object - you create a 'GoblinSwordAttackAnimationAsset' and put them in there.

This means you don't have to load the goblin sword animations in a scene without goblins, and if you suddenly need spear animations for goblins, you don't actually need to fundamentally change your goblin class. You can just create a 'GoblinSpearAttackAnimationAsset' and add the new animations there.

old falcon
nimble torrent
#

I haven't heard of those. I'll have to look them up.

old falcon
nimble torrent
#

Huh

#

OK. Yeah... yeah, I can see uses for these!

soft prawn
#

any fix?

bleak egret
#

my bad, had to head to bed, it was late for me ๐Ÿ˜
ue 5.4 and blender 3.5.
Still have to check out the vids tho, maybe I messed up some option or whatever

remote phoenix
#

hey,
Is there a way to adjust a sword attack animation to a certain location of the enemy like the head?
Because from my understanding, the line trace of the weapon is driven by the Start and End sockets on the weapon itself. So I cannot like adjust the animation attack trajectory

nimble torrent
remote phoenix
nimble torrent
#

It might be easier to do an additive blend on the spine - if you don't need it to be super exact.

#

Like, just bending the spine up and down a bit can change the impact point of the strike.

#

But again - you need to figure out how to map the height to the spine movement.

terse forum
#

Hey guys. Does motion matching in 5.4 recognise turn in place animations? I guess not without extra coding, or am I wrong?

tawny veldt
#

So I tried to use 5.4 to retarget some animations and then imported them into 5.3.2. The animations work, but I get warnings when I try to package saying "*.uasset is too new. Engine Version: 1009 Package Version: 1012" on all my retargetted animations. Is there any way to fix this, or can I just ignore these warnings?

nimble torrent
tawny veldt
#

By re-save, do you mean reimport? I did that already and it didn't fix the warnings.

nimble torrent
#

Not reimport, no. I mean save from within unreal.

#

You're doing something that, by all rights, should not work. The fact that it even appears to be working is unusual.

#

A way of doing this in the future - you can export your sequences as FBX files, and then reimport those.

#

That should avoid any future backwards compatibility issues.

gleaming pier
#

Does anyone know why when I import an animation into UE and enable RootMotion, it changes its Z axis by 90?

nimble torrent
#

It's likely that your animation has a rotation offset because unreal and your dcc (like blender) disagree about which directions things are.

#

If you solved that problem, but you're working with Manny or Quinn - know that they were imported facing left.

gleaming pier
#

ah, X forward, Z Up may fix that

nimble torrent
#

And then test, and make sure you record your export settings.

gleaming pier
nimble torrent
#

It might!

#

It depends on the skeleton and character you're working with.

#

Like I said - Manny and Quinn are exported facing left.

#

So animations made for them, that use Root Motion, won't work with characters exported facing forward.

gleaming pier
#

Pretty sure the model is facing on the X plane. But of course blender treats the up direction as Y

nimble torrent
gleaming pier
nimble torrent
#

You'll get it eventually! These things are annoying as hell, but it's just a matter of sticking with it until it all lines up properly.

#

And then making you save how you did it!

gleaming pier
gleaming pier
#

Yeah still not working. Not sure why it is ONLY when rootmotions on.

ashen aurora
#

Hi all, Squishy has been nice enough to help me but I am broadcasting in case others might have ideas too:

I have an issue where one C++ parent Character class has two separate child BP. Each child BP has its own individual blender pipeline (separate mesh, skeleton, etc, but the skeletons have the same bone names).

My problem is that the C++ logic flows down perfectly into my original pipeline, I call it mesh/skeleton A. I took a step away for a few weeks, came back, created mesh/skeleton B in blender, but now my C++ logic doesn't flow down to B properly. For whatever reason, my aim at logic is getting "mistranslated" between the parent C++ data and the control rig/animBP

I can drag around the control point in either control rig and the preview animation looks perfectly fine... but once I apply it in game, all bets are off

#

doubt anyone is going to steal my game or whatever, so here is an example of it working and an example of it not working:

#

maybe the way I am exporting from blender is effed up?

gleaming pier
nimble torrent
#

Awkward position to be in! You get close?

#

Also - I can't remember if you said, but are you trying to match the characters from Unreal?

#

Like - are you using Manny?

gleaming pier
#

No. It's its own model. Using Sephiroth as a placeholder for a sword boss at the minute.

#

Waiiiit

#

need to disable convert scene in this case I think

limpid oak
#

I have an animation question but it is related to ReadyPlayerMe models not working with Motion Matching in 5.4. Is it ok to ask here or is there a better spot? I have also asked in the RPM forums but no responses yet. Hoping to find some luck here

nimble torrent
#

I've never of it, but unless Ready Player Me's animations were specifically designed for Motion Matching, it's unlikely that you'll get good results from them.

#

Motion Matching typically requires custom animations built or recorded specifically for Motion Matching.

gleaming pier
#

@nimble torrent I got there. Just needed to add another 90 when importing. Can't remember if Convert Scene was enabled or not - but at least thats a 1 in 2 chance of getting it right now.

gleaming pier
#

except somehow I've broken all root motion movement itself now but I think I can fix that.

ashen aurora
solar totem
#

What's the cleanest way to create sword animations for Manny/Quinn?
Here's some options I can think of:

  1. In Blender, rig to have a weapon bone on your hand.
    Animate as usual with weapon bone
    Export animation from Blender
    Import animation to UE, choose Manny skeleton, which will not have the weapon bone
    Add a weapon socket in the Manny skeleton for the weapon

  2. In Blender, don't have a weapon bone
    Rig pretending you have a weapon (?)
    Export animation from Blender
    Import animation to UE, add weapon socket in Manny skeleton

I think those two options?
What do you guys do?

viscid willow
# terse forum Hey guys. Does motion matching in 5.4 recognise turn in place animations? I gues...

I have seen turn in place be achieved here: https://youtu.be/20BbDaFYN_o?si=AW1kHa2Q0-Sd1nhV

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

Links:

MotionMatcing Part 3: (Choosers and Shooting System Part1) https://youtu.be/NxNX6AFkxWQ
First Video: https://youtu.be/UlNqYWuXcTw

Second Channel new content soon: https://www.youtube.com/@UChEtrPb9VrzA3QsuIjdZa...

โ–ถ Play video
icy lark
#

im a newbie to unreal and im trying to understand how the animation in the default third person character works

#

values like ground speed and should move is being set in the ABP_Manny blueprint

#

but im confused on where exactly those values are being read and the decision is being made to apply which animation state to the character?

plucky fjord
#

@potent fern are you having the same problem?

red tartan
potent fern
plucky fjord
#

its the opposite for me i am having issues with server to client

potent fern
#

This is how I've done it

remote phoenix
placid ermine
#

Hi thank You for relying.. Unfortunately ni it diesnt have any event on the anim sequence only a lot of curves..

nimble torrent
nimble torrent
old falcon
#

I remembered your post, you can mirror keyframes in sequencer using a few relatively simple control rig nodes and a proxy control. Let me know if you still need it

remote phoenix
nimble torrent
nimble torrent
# icy lark

You're looking looking at the code in that screenshot? That's how the decision making is done.

#

They get the ground speed from the velocity of the character on the XY plane, and the 'Should Move' flag checks both ground speed and current acceleration to determine if the character should count as moving.

nimble torrent
old falcon
#

Graph coming in a sec..

#

Might be more than a sec, editor keeps crashing when I try to expand nodes...

nimble torrent
#

Oh no!

old falcon
#

Property bindings are really buggy

old falcon
#

Finally..

#

Sadly it doesn't auto-key the mirrored controls, so have to remember manually keying them

nimble torrent
hoary tusk
#

So I am making my own skeleton for my game, and I figured I would make my own mannequin too for shits and giggles. But maybe it isnt such a good idea? I mean it works, but what are some thing sI should think about if I want to use the same skeleton for humanoids?

ashen junco
hoary tusk
#

I can always ADD bones right? As well as move pre existing ones when it comes to different proportions?

ashen junco
hoary tusk
#

okay, great thank you. I think I will continue with my skeleton now then!

ashen junco
#

Although do keep in mind that rigs from Blender can be problematic with Unreal's animation system, specifically when it comes to bone axis/orientation. Unreal copies and by default expects Maya's joint orientations

hoary tusk
#

oh so just to clarify. if in the future I figure I need more spine bones. I cannot add one because it will disrupt the heirarchy?

hoary tusk
ashen junco
#

Especially UE5's IK retargeter making it much more easier than old UE4 days

hoary tusk
#

true. I can always do that, but it seems like it would cost performance for the game to constantly be checking the original skelelton, unless I just misunderstand how it works lol

ashen junco
#

For the latter, the process is just much easier and adjustable in UE5, compared to old UE4 methods

hoary tusk
#

Alrighty. thank you for the info and advice!

nimble torrent
#

(Oh! While you don't technically want to add new bones into the spine, you can add a second spine with more bones, and drive it with the version with fewer bones. This is expensive, and the only time I've had to do that was when we were doing a weird shirt rig, but it's technically possible!)

cunning locust
old falcon
#

Throw that in your control rig and you can toggle mirroring by setting the proxy control to 0 or 1

barren fiber
#

if you dont know how to use chooser you can make your own system using bools and references to the databases inside your anim bp

cunning locust
solar totem
nimble torrent
solar totem
nimble torrent
#

Depends on the project. I've used Max, Maya, Motionbuilder - a lot of motionbuilder.

#

These days - I'm very impressed with Control Rig in Unreal.

#

Blender is great too, I've just never used it on a full project.

#

Just while noodling around.

solar totem
#

๐Ÿ‘€

#

Haha, but I'll definitely try out Control Rig
Thanks

nimble torrent
#

I wouldn't recommend motionbuilder these days. They mostly stopped updating it, and there are other software that do what they used to do just as well.

#

Like Control Rig!

old falcon
#

Is there some technique to "modularize" animations? I don't know what else to call it
E.g. if you have a combat pose and you go and animate 10 attack animations starting from that combat pose. If your combat pose changes, do you really have to go through all 10 animations and copy/paste the first keyframe? Or is there some way to refer to that combat pose and it auto-adjusts?

Pretty sure DCCs have tooling for something like this, but I doubt sequencer has it...

nimble torrent
#

The best way of handling that is what is called, a little ambiguously, an 'adjustment blend'. The problem with procedural solutions to pose changes like that is that they often cause foot sliding.

If you layer a pose over top of an existing animation, even if you blend it out, the blend out causes the effect of the pose to smear into the original animation data creating odd movements that are especially noticeable on things that should be stationary (like feet).

#

An 'adjustment blend' involves pasting poses on a layer, measuring both the pose delta and the overall magnitude of movement along each fcurve and applying the pose delta during during periods of movement.

#

I'm planning on making a plugin for this, as the layered control rigs make this possible to do in Unreal now, and the algorithm is really simple.

#

It's a handy tool to have in your tool belt, as it makes working with mocap data way easier.

old falcon
#

In short, wait for Squishy's plugin, until then adjust all poses by hand, gotcha ๐Ÿ‘

past marsh
heady pulsar
#

Is Global space in control rig the same as relative space in blueprint programming? Thanks for your help

nimble torrent
heady pulsar
nimble torrent
#

They should be the same thing.

heady pulsar
nimble torrent
heady pulsar
#

Can we ignore that for a moment?
I am wanting to set elements in array but after "SetAt", my Array is still default values

#

Why is my array always the default value?

nimble torrent
#

You know - I don't know enough about the virtual machine for control rig to be able to say.

heady pulsar
#

Even in the actual value when running the game, it is still 0.

#

functions that use the value of that array still show it to be 0

heady pulsar
full mirage
old falcon
#

Oh, you're using the node, nevermind :p

old falcon
#

Might also be good to check whether delta time is actually >0

heady pulsar
old falcon
heady pulsar
old falcon
#

The doc on the SetAt might be wrong

heady pulsar
#

Thank for your help

south badge
plucky fjord
#

@potent fern Hey I dont think replicating the trajectory is the correct way to do it, we would probably need to modify the UpdateHistory_TransformHistory and UpdatePrediction_SimulateCharacterMovement in c++(MotionTrajectoryLibrary.h)

#

i have checked by implanting as per your screenshots and checked it with network profiler, bandwidth used is around 14 times more than similar implementations with state machines

old falcon
#

I've got an animation montage where I want the blend out to pretty much ignore a single bone (or a set of bones) and just not blend those, I'm okay if they snap once the montage ends but the rest of the pose should blend.
I don't see however that you can use blend masks in the "Blend Out Profile" drop down in montages. Any ideas?

old falcon
#

Seems there really is no way to use blend masks for the blend out. Time and weight profiles only make things blend faster rather than slower or not at all.

midnight hull
#

Hi, has anyone experienced runtime Sequencer blend out sometimes running twice at the ending?

nimble torrent
latent swift
nimble torrent
#

That's an odd one!

rich bane
#

Hey friends ๐Ÿ™‚ I use Motion Matching. But when I changed my character movement speed to 450 instead of 800, the walk animation plays way too long and the jog animation doesn't start. With Blend Spaces I could define at which speed I want the character to have a run animation. Do you know how I can do that with Motion Matching ? Thanks ๐Ÿ™‚

nimble torrent
#

Motion matching's whole deal is accurate matching of velocity, so if you make your character move slower, you have to animate them moving slower.

ivory bear
#

Anyone know why rigs made with AutoRigPro in blender behave like this when attempting to rig them with the modules?

#

(I only put modules on one side)

#

idk why the foot does that when I add the foot module

#

im not sure if these are the wrong bones or something?

rose kraken
#

Hey ๐Ÿ‘‹ ive been getting into character creation and messing about with things like CC, Daz and VRoid. Iโ€™m looking for some direction and help understanding what exactly controls the physics of things like hair and bust for a playable character. For example importing characters from VRoid I always get busts that are WAY too bouncy, I want to figure out how to reduce this in UE5 or blender. Iโ€™m just not sure what dictates what makes things bounce eg when you jump or run so I can fine tune them more. Sorry for the vague question Iโ€™m just looking for some general direction. Thanks!

nimble torrent
# ivory bear

This is not an uncommon issue with the new modular rigs. They appear to only work correctly with a particular arrangement of bones, which many systems like auto-rig pro do not follow.

nimble torrent
#

There's lots of ways of doing that stuff.

#

Oh! There's also:

  • ml deformers
ivory bear
nimble torrent
#

So far, nobody has a simple procedure or plug-and-play solution.

#

I can suggest something that might work, based on my understanding of how things are setup in the control rig, but my expectation would be that this would probably break the rig inside of blender.

ivory bear
#

aah

#

well, if it's a predefined set of actions, I could always make a python script for blender

nimble torrent
#

Well, I don't have a set of actions, no. You might be able to get away with using a modified skeleton constrained to your autorig with corrected rotations.

#

Because I think that's what the problem is, the wrong axis is forward on your leg.

#

You can check this by comparing the mannequin skeletons in unreal's leg joint orientations to yours.

#

I think, for them, they have both of the legs with the same vector pointing forwards, but I believe autorig probably uses an inverted martix to produce it's mirrors, so the complementary matrices are flipped backwards.

#

So if you have 'x' forwards on the left leg, x becomes backwards on the right leg.

#

I think that's what's causing the issue.

#

Hypothetically, once you've confirmed what the orientations of the bones need to be, you could construct a skeleton with the correct orientations, and use that.

ivory bear
#

aaah

#

I've gone and reimported the model and eventually got it to work (I think)

#

tho, idk if it's just me, but the modular ctrl rig editor seems kinda buggy AF

#

cuz I had to keep deleting the ctrl rig cuz it would keep glitching out and hiding the sockets

nimble torrent
#

It is. It doesn't appear to be fully stress tested.

ivory bear
#

man

#

for this one to work, I had to compile after every single module placement

#

otherwise it would bug out

#

Well, I guess i've finally done it tho, I've finally made a control rig!

#

...

nimble torrent
#

Good job!

ivory bear
#

idk how to maniuplate any of it in blueprint tho

#

:O

nimble torrent
#

What do you need to manipulate it for?

ivory bear
#

I ultimately want to use it to make procedural FPS weapon animations

#

cuz my game will have a lot of weapon attachments grips that will change how the hands hold the gun, and multiple scopes per gun

nimble torrent
#

OK, well - the modular control rigs aren't really setup for that kind of controls, so you may have to make your own.

ivory bear
#

Is an IK rig better?

nimble torrent
#

And also - you can get a lot of that without needing a control rig simply by creating hand pose animations, and blending those using a layered blend per bone.

nimble torrent
ivory bear
#

plus I want the ability to change which attachments you're using mid match, and I dont wanna need to make a pose for every scope/weapon combination

#

+leaning

#

without needing to make a left/right leaned variation for every reload animation I'd like to import

#

Im just not sure how to go about handling all of that

nimble torrent
#

Yeah, that sounds like a lot.

ivory bear
#

+there will be akimbo

ivory bear
#

If I could get a good, modular groundwork to start from, it should make the future easier in terms of reusability

nimble torrent
#

Sometimes that's true, but complexity creates its own overhead.

ivory bear
#

tru tru

nimble torrent
ivory bear
#

(NOT MINE BTW ๐Ÿ˜)

pliant zodiac
ivory bear
#

(it's from Out Of Action)

old falcon
ivory bear
#

what are those?!

old falcon
nimble torrent
ivory bear
#

I promise Ill read the whole thing in a bit, but is this a thing seperate from ctrl rig?

#

cuz I keep hearing about a lot of the animation tools in UE, but I have a hard time understanding when to use what?

old falcon
#

That's everyone ๐Ÿ˜„

ivory bear
#

lol

old falcon
#

You can use VBs within control rig too

ivory bear
#

i just dont wanna be using a deprecated approach or anything

#

(plus it'd be really cool if I could still use all the manequin animations unreal has from the marketplace, but wouldnt they not work with my custom rigs if I dont use control rig?)

old falcon
#

Well swimming comes from having the IK target be affected by secondary additive animations on the upper body, right?
So you just create a VB as the IK target in a different bone space, then mask it out when layering your anims. That way your IK target is "filtered out" from additive animations

ivory bear
#

the "different bone space" being like, an additive space?

old falcon
#

No, literally as if the bone was parented to a different bone than it really is, but following a target bone

ivory bear
#

nothing 3x speed cant fix hyumcool

#

im watchin this rn

ivory bear
old falcon
#

I think there is one, let me remember the name...

#

Ah right!

#

It's called "Ask Squishy" :^)

ivory bear
#

he he he

old falcon
#

Also mostly just experience

#

Sometimes there's a clear cut answer, most of the time it heavily depends on what you want to do

ivory bear
#

well, Ill keep watching this vid about virtual bones, but would you recommend it for if the player's arms needed to grab at a certain locations in worldspace?

#

esp if there's a lot of akimbo involved?

old falcon
#

World space is troublesome!

#

By the time you're moving your hand to that world space position the actual world space position has updated

ivory bear
#

it'd be constantly tracked towards it

#

like, imagine holding hands with another character

old falcon
#

Nah, doesn't work

#

You'll have to do bone space or something similar

#

Some relative offset

ivory bear
#

Ive still never done any ik in unreal

#

ive been waiting for ctrl rig to get easier

#

since I dont wanna manually re-setup ik in engine for legs and stuff

pliant zodiac
old falcon
#

So you have a few options there, use the IK nodes in AnimGraph or use IK with control rig. Not sure if modular CR works for this use case.

ivory bear
#

are modular and regular rigs different in any way besides the window you assemble it in?

old falcon
#

I haven't played around with modular yet, but as far as I know modular CR is meant for animating in sequencer by hand I think? I doubt their "hand modules" are set up in a way that allows you to do hand IK at runtime. Not too sure!

ivory bear
#

aah

pliant zodiac
ivory bear
#

so can IK basically do most of what CR does? just not able to be animated in sequence?

old falcon
nimble torrent
ivory bear
#

yea, what i'm doing is very complicated

nimble torrent
#

Because if you try to use a blueprint to 'Get Bone Transform' it will get the previous frame's data, while inside the Control Rig, you have access to the current frame's data.

old falcon
#

But no access to anything else! ๐Ÿ˜„

ivory bear
#

๐Ÿค”

#

rly?

old falcon
#

Unless it's passed in

ivory bear
#

oh, that's fine

old falcon
#

Actors also don't work in CR, actually I think you can only pass in primitive types?

#

And some CR specific things

ivory bear
#

are virutal bones and IK bones the same?

old falcon
ivory bear
#

what would yall recommend if the arms needed to visibly reach to pick up new guns in the world (from arbitrary locations), interact with turrets/doors, and point at locations in the world?

#

in terms of systems?

old falcon
#

I think that's motion warping if you want to do it procedurally?

#

But I know squat about procedural animation so don't quote me on that

ivory bear
#

is that like, sliding the root of your model to match up with the root of another model so the animation lines up?

old falcon
#

Kinda, but with less foot sliding I'd think! :p

#

I'm not even sure you really need fully procedural work to achieve what you intend to do
I think maybe even some smart IK and blending can get you pretty close

#

Smoke & mirrors

pliant zodiac
#

These are my selfmade Modular Rig modules sit I even found a bug, that when I activate both debug sphere views that somehow things mess up but one at a time is fine. I am still working them

old falcon
ivory bear
#

wooa!

old falcon
#

But that's really cool

ivory bear
#

that eye tracking is nice!

#

I didnt know you could make your own modules!

pliant zodiac
#

I have to expose more controls.

#

I just started with them today

ivory bear
#

woah really?!

#

have you ever used ctrl rig before?

pliant zodiac
#

No

ivory bear
#

waat

pliant zodiac
#

I actually avoided control rig

#

Today is first time

ivory bear
#

can you send me whatever learnin' resources u got? eyeS

#

that's impressive!

pliant zodiac
#

I watched one video, over and over til I understood but sure I will send you

#

I will dm

brazen wharf
#

i wasn't aware of the modules either... they work at runtime, too? oh seems to be a 5.4 feature...

sharp linden
#

Anyone encountered this issue with a new version of metahumans? I didn't have such problems with previous ones, but over here when head inherits movements from body's ControlRig... it is completely messed up

#

I reimported my metahuman and now apparently you cannot bake to default face ControlRig because it's not in the list, although it gets added to Sequencer... Wtf. Is this 5.4 gimmick?

last plume
#

How do you fix UE5 animations that are floating?

latent swift
# nimble torrent Did you... add the animation BP?

Hello, I found the setting can fix the problem, it "fixed path braking distance", the BP create manually did not open by default, and I still don't understand why it cause the animation error.
I asked "Gemini" and I got this response.
"Fixed path braking distance" in Unreal Engine's character movement system is unlikely to be the direct cause of one character's leg not moving in your animation. "
Can someone explain?

nimble torrent
#

"Fixed Path Breaking" is part of the "Acceleration for Paths" functionality, which causes AI characters to accelerate and deccelerate following AI paths.

#

Like Gemini, I have no idea why using that would prevent animations from playing.

latent swift
nimble torrent
#

OK, still not illuminating.

#

That setting just causes the enemies to accelerate onto AI paths.

#

So I'm not sure how it could cause the effect you saw.

latent swift
latent swift
nimble torrent
#

So the problem was you had the setting off?

#

Not that you had the setting on?

final orchid
#

help plz

#

not showing preview

#

5.4.1

latent swift
final orchid
#

not with root motion enabled also

nimble torrent
nimble torrent
nimble torrent
#

So why mention Root Motion?

final orchid
#

i can do a screen share if u want

final orchid
nimble torrent
#

OK, what about other animation sequences?

#

Do they show up in the preview?

final orchid
#

none

#

nope

nimble torrent
#

Do they work in the game?

#

Like - if you put them on a character, do they work?

final orchid
#

i tried reinstalling the engine also

#

yes

nimble torrent
#

Interesting choice.

#

OK, so it's just the previewer of individual sequences, or do all the previewers not work?

#

Like the preview window in the animation bp?

final orchid
#

not even the template animations are working

nimble torrent
#

You've moved the camera around, you've hit the 'frame character' button etc.?

#

You've confirmed that, for sure, there's no mesh there?

final orchid
#

here

nimble torrent
#

What mesh did you put in the preview scene skeletal mesh option?

final orchid
nimble torrent
#

That doesn't tell me anything, sorry.

#

What about the "Preview Scene" tab?

#

What's in there?

final orchid
#

here look

final orchid
#

dont know about the button tho

nimble torrent
#

It's 'F' on the keyboard.

#

OK, so this is a bit unusual. What about the animation blueprint, the skeletal mesh viewer, or the control viewer?

#

Do they work?

final orchid
#

oo i did something

#

i have changed the pose search mode

#

though all of them works

#

rn

#

idk why its not working then

nimble torrent
# final orchid though all of them works

When you say, 'all of them work' you mean the other previewers? It's exclusively the animation sequence preview window? You've arranged things quite oddly in your workspace, so I'm not entirely sure that this is the sequence viewer.

final orchid
#

yes

nimble torrent
#

Problem solved!

final orchid
#

yep

final orchid
#

i was just playing with new features

nimble torrent
#

Ah! That makes sense!

versed slate
#

in terms of creating any first person animations example swinging a melee weapon. Do you guys prefer using control rig or another software like blender?
and why

misty dagger
# final orchid

this is the new animation thing, is it good and easy to use? would you recommend it to me?

sharp linden
#

Uuuh, does anyone have Metahuman Animator working in UE5.4? I don't even have that option

pliant zodiac
#

Weird question that came into my mind, but does motion matching work for the sequencer?

final orchid
old falcon
modest void
#

hey so I'm messing around in control rig, I'm trying to make first person hands that are closed so I can put weapons in them and have a proper first person view, I imported the control rig from the third person template, put a camera in the head, and I'm messing around with the control rig settings to try and replicate the skyrim style view, but no matter how I edit the various parts it seems to look like absolute ass.... Are there any guides on the positions for this stuff? I have a hard time positioning things by eye.. generally I tend to do everything by numbers (also why I'm terrible at making anything organic in 3d model software XD)

jolly hatch
#

Am I kidding myself that I can retarget a full characters hand pose to a stand alone hand , its ties to work but the fingers are wonky. I just want a method to apply the character Hand poses to a hand skeleton.

autumn cipher
#

What's the secret to a blend space that doesnt struggle with small adjustments between animations? surely I dont have to make animations for 112 degrees etc. Im trying to avoid strafing since it doesnt look so good with this style of characters short legs.

rotund musk
# autumn cipher What's the secret to a blend space that doesnt struggle with small adjustments b...

Hey guys, in today's video, I'm going to be showing you how to set up directional movement with 8 different directions. Forwards, backwards, left, right and diagonally in each direction too. In a future episode we will set up turning in place too to make it look better.

Retargeted Animations: https://drive.google.com/file/d/1cOgaYQ24SZoTCH8g3mN...

โ–ถ Play video
#

Hope this helps with blendspace, helped me understand it way better

#

At least where to put the animations like in picture 2 of yours

autumn cipher
#

mmm. Ill give it another go but the basics seem to only work for strafing

barren fiber
#

Is there a conversion guide of all the spaces?
Rig Space, World Space, Local Space, Bone Space and so on

barren fiber
#

the reason im asking is cause im trying to get the location of any socket attached to the bone and send its transform over to control rig

old falcon
nimble torrent
autumn cipher
#

@nimble torrent haha thanks, havent scratched the surface of how i want it to look so im looking forward to the future of it. To have him look at the mouse for aiming i need to be able to move different directions but face different ways. The way i have it is ideal except those small angles where it cant figure out what to do. Then theres the issue of overlaying a recoil animation with different arm positions and aiming look offsets or blend spaces alongside this. The basics dont cover this kind of specific case. It also could be a rigging issue which is never mentioned since tutorials always use the default mannequin. Im not a beginner but things like this can slip through my knowledge if i havent dealt with it in detail

nimble torrent
#

There are runtime versions of retargeting.

nimble torrent
# autumn cipher <@393442860227100672> haha thanks, havent scratched the surface of how i want it...

OK, but even if you just rotate the character, you can still have the character look in whatever direction you want.

Your layers would be:

  • rotation (rotates the character into the direction of movement
  • 1d run blendspace (animates the character running at the correct speed)
  • lookat overlay (using either a control rig, or a time controlled animation, blend the upper body of the character to look towards the mouse)
#

And yeah, most tutorials tend to not necessarily provide a thorough treatment of the subject, and typically target beginners.

autumn cipher
#

@nimble torrent You mean rotate the character like im doing here already?

#

and the Lookat using offset I imagine?

nimble torrent
#

I don't, no. I mean rotate the mesh inside the character, so that they can turn without turning the pawn.

#

The advantage to this is that they still count as 'facing' towards the enemy for things like weapons etc.

#

You can do this with animation, or you could rotate the mesh itself.

#

I would probably do it in animations personally.

autumn cipher
#

Ah right so like rotate the full animation so running backwards is actually turned 180 degrees. Then the capsule essentially doesnt face any direction except the 1.

#

So the blendspace would need to have the runnning in more than 1d right?

nimble torrent
#

Why?

#

Rotate the character, change their rotation on their root, this means that 'running forward' is now rotated into the direction you want it to be.

#

So there's no need for a 2D blendspace.

#

You're not using the blendspace to rotate the character.

autumn cipher
#

so in terms of animation in modelling software, I would need the animation just idle, walk run. then in UE I would rotate the mesh. Not make like 20 different run angles ๐Ÿ˜“

nimble torrent
#

Yeah.

last plume
#

When your making an IK for the Retargeter, should the foot and the leg have their own Chains? And their own goals?

#

I think, I want the foot to have its own Chain and Goal so I can adjust it to touch the ground... Thoughts?

#

Version 5.3

nimble torrent
last plume
#

Sorry, leg

nimble torrent
#

And theoretically, the foot ik goal would be the ik goal for the leg, and the leg being correctly placed would have the foot on the ground.

last plume
#

I watched this video and it seems the foot needs a goal in order to adjust it?
https://www.youtube.com/watch?v=WwLHfl_XHsE

If you're character's feet aren't touching the ground, this can probably fix it -
If you enjoyed this video, please consider becoming a Member :)
https://www.youtube.com/@TheRoyalSkies/join https://www.patreon.com/RoyalSkies

If you like my Demo-Character, you can find her on my ArtStation Store:
https://www.artstation.com/royalskies/store?ta...

โ–ถ Play video
#

Because when I click the Foot IK, the option is NOT available. [23 sec mark in video]

nimble torrent
#

That might be a new option in 5.4.

#

That video is only eight days old.

#

He seems to imply that it is.

last plume
#

I guess I thought it was 5.3.

nimble torrent
#

I could easily be wrong!

#

But I think most tutorials made in the last few weeks will be focused on 5.4

last plume
#

I'll go experiment and get something to eat...

autumn cipher
autumn cipher
#

And dealing with the behind angles may just mean turning the character around for that half of the radius I suppose.

nimble torrent
#

Yeah you could have a switch to have them start walking backwards if you wanted.

#

Like - if you're looking directly behind you.

#

(that's always a tricky thing to make look natural however you decide to solve it)

autumn cipher
#

I will experiment a bit and see how it goes. This is a new method for me so heres hoping XD

#

Thanks for the pointers though so far!

nimble torrent
#

Good luck!

barren fiber
#

anyone noticed that control rig has a delay aswell, for example if we were to do ik using a control rig

old falcon
#

You're probably using world space for your IK effector target, right?

#

World space will always leave you at 1 frame delay

#

Regardless of whether you use CR or IK nodes in the anim BP

barren fiber
barren fiber
old falcon
#

What you do within CR is different from what you do outside of it

#

global vs local in CR depends on your use case

barren fiber
#

so where is the delay coming from then?

old falcon
#

The transform variables you pass in

#

They're calculated in what space?

barren fiber
old falcon
#

So bone relative right?

barren fiber
#

no

old falcon
#

Oh these are SM sockets?

barren fiber
#

component space transform

#

skeletal mesh sockets for debuggin yea

old falcon
#

And I assume they're on weapons that you attach to your character?

barren fiber
#

no

#

on the character for now

#

to test it

#

i will do them on the weapons once i understand the system

#

the lh socket is moving with the right hand socket

#

its parented

old falcon
barren fiber
#

i dont know, since the weapon is connected to the right hand

modern crystal
#

Hey all, I'm wondering if I can play an animation from within the blueprint of an actor, with the starting frame and playback speed exposed?

barren fiber
barren fiber
old falcon
barren fiber
#

its nothing big

old falcon
#

I'm in bed lmao

#

But I can quickly describe the problem to you

modern crystal
#

I'm in the actor blueprint btw, not an animation bp

#

I found these two nodes. I'd rather not use the montage node to save on how many assets I need to make. The regular play node doesn't have the play rate and starting pos exposed

barren fiber
barren fiber
old falcon
#

By the time you calculate your transforms and reach into CR, the AnimBP will have updated your character's pose. So the transforms that you're passing into CR are off by one frame.

You can either do everything in CR, this ensures you always have the up-to-date pose, but often this isn't possible without some blueprint info from outside.

Or you can pass in a "reference" bone. All transforms that are passed into the CR node will act as relative transforms to that bone. So when you do your calculations, you can get the up-to-date transform of your ref bone and apply the transforms as necessary.

barren fiber
#

first one wouldnt work with a dynamic hand ik, would it

old falcon
#

You can make it work, but I think you would need extra bones specifically to support it.

The second one is easier I think. If you pass in a ref bone, your CR can get the up-to-date tranform of that bone right?
That also means any additonal tranforms you compose with that bone transform will automatically be in the correct, up-to-date position too. Think of the transforms as offsets from a bone.

barren fiber
#

if i get world space how do i convert that to be used by control rig?

old falcon
#

You can convert transforms, or with SM sockets I think you can get the relative transform directly? ParentToBoneSpace it's called on the node I think

barren fiber
old falcon
#

Those yellow dots are your sockets?

#

And they're both on your skelmesh?

barren fiber
#

yea

old falcon
#

Why not use a socket on the gun instead to place your offhand? That's usually how it's done.
Weapon attaches to mainhand socket on the skelmesh, and the offhand gets IK'd to a socket on the gun mesh

barren fiber
#

right

#

i can do this now

#

but i think same issue going to occur

old falcon
#

Yeah, as long as you're not using a relative transform off of a bone in CR you'll have that kind of 1 frame lag.

Another source of delay can be the skelmesh component ticking after movement component. If you use a post process blueprint that will be fixed too

barren fiber
#

i tried various aswell pre physics post update

old falcon
# barren fiber

That's different from PP animBP but works, too

I think you might also be suffering from swimming due to your left hand socket being parented to the right. So the left hand receives all kinds of secondary motion from the right hand

barren fiber
#

its on the gun now

#

this all should be happening for you aswell unless your using normal ik

old falcon
#

No I use CR but zero swimming and no delay

#

I pass a ref bone to my CR and calculate all transforms as offsets from that bone

#

If you used your right hand bone as ref bone and passed in the left hands target transform as offset from that it would work too

#

Make sure to check at low framerates too, those 1 frame delays can be hard to see otherwise

barren fiber
#

but you need to pass information to it from a blueprint

viscid willow
# barren fiber

Just reading through, have you assigned your IK setup as a post process ABP on your skeletal mesh?

Also, out of curiosity, is the slope animation of your character achieved through motion matching alone? Or are you running a Slope Warping solution?

last plume
#

IK Question... I created a Full Body Solver and Goal on the Foot (L & R)... I lowered to transformed the Root and the L & R Arm IK's down by 40... But the Hand stayed in the Air?

#

Moved the hand IK down ant they seem to match now...

barren fiber
barren fiber
#

TBH i dont recommend using motion matching for serious personal projects.

#

if fn around go for it, its interesting.

viscid willow
viscid willow
elfin axle
#

Hey guys, anyone know how to add a overlay state in als refactored from sizxe?

barren fiber
#

each frame in each sequence = one pose which stores all the data set by the PS Schema, and the more you sample the more data is being stored etc.
it really gets complex and a nice balance inbetween has to be found, id recommend Distance Matching, Motion Warping, and for vaults etc, you use root motion and itle look really good already.
If one properly wants to get use of motion matching youll need aprox 300 animations per state.
You could get away with less but then you would have to come up with different solutions aswell.

viscid willow
#

I get what you mean where you can get very complex and yeah it seems like you need to break your animation sets into various Schemas to have minimal overhead, in the same way that epic has done so to have mm run on fortnite characters.

I do think 300 animations per state is quite excessive. I would imagine anything of that size could be encapsulated in multiple schemas and selected with choosers.

barren fiber
#

im using chooser, 300 per gait is realistic

#

and sorry it was gait

#

so a full cycle

#

walk for example

viscid willow
#

300 animations per gait?

barren fiber
#

Walk, Jog, Running

viscid willow
viscid willow
barren fiber
viscid willow
#

which graph?

barren fiber
barren fiber
viscid willow
barren fiber
#

We are not using any blendspaces, so what happens if we dont

#

we miss coverage

#

think of all the possible ways your character can move atm,

#

including rotation aswell as direction

viscid willow
viscid willow
# barren fiber how you come to that evaluation?

300 animation assets for walking alone, just seems like a lot. Way more than any standard state machine setup and much more than ive seen in any motion matching demo thus far which sits somewhere around the 40 to 50 asset mark from what I can see.

barren fiber
#

since we have blendspaces

viscid willow
#

Blendspaces in your motion matching setup?

barren fiber
#

in the regular

#

its blending poses nicely and you can use blendspaces to get coverage you didnt have

#

thats different with motion matching

#

if we have 4 directional animations

#

how we choose the red path

#

blendspace can manage that

viscid willow
#

so you're creating an animation for walking forward for example, and you have an animation for every concievable angle between forward and left?

barren fiber
#

in motion matching it would snap from FWD to Left to Fwd to Left and shit

viscid willow
#

You could use orientation warping instead of adding more assets

barren fiber
barren fiber
#

you get sliding

#

man

#

Motion Matching is not a new invention

#

research the topic

viscid willow
#

From the livestream

quiet egret
#

Just wondering, but Modular Control Rig requires the character mesh to have a skeleton already right?

#

Does it handle anything like automatic weight painting

#

Or is it specifically just for telling the rig how to move certain body parts

#

cant really find much info on the MCR

#

Like, do I need:

  1. a skeleton already
  2. the skeleton needs weight paints already
viscid willow
quiet egret
#

what does "skinned character" mean?

is this just the mesh of the character? or like a UE character asset

nimble torrent
#

A control rig is just a rig.

quiet egret
#

thank you

viscid willow
#

Skinned meaning you've applied weight painting. Typically this part of the process is called Skinning because you're assigning a "Skin" to the bones

quiet egret
#

Gotcha, thank you

#

With how deep UE got into animation development in 5.4, I won't be surprised if they take a look at weight painting or a form of it down the road

nimble torrent
#

And 'skinned character' means 'a character with weight paints'. The process of attaching a mesh to a skeleton is often called 'skinning' or 'linear skinning'.

quiet egret
#

appreciate it

nimble torrent
quiet egret
#

so is this just modifying your rig to have IK?

nimble torrent
#

Same with creating a skeleton. So you're correct - they're definitely heading in that direction.

#

It's just not Control Rig.

quiet egret
#

It would be awesome to have each part of the rigging and animation process within UE

#

then more detailed models and sculpting in Blender

nimble torrent
# quiet egret so is this just modifying your rig to have IK?

Not exactly no. You can use IK in a control rig, but it's more about creating a series of controls that make the skeleton easier to animate. Sometimes that is IK, sometimes it's dynamics, sometimes that's combined controls, or controls that constrain things on an axis.

#

It's more than just IK - though IK is a big part of it.

quiet egret
#

Okay I thought IK was like, from the hand to the spine sort of animation. Like changing the anims of the bone's parents essentially

#

Like moving the hand would change the arm, etc

nimble torrent
quiet egret
#

Right

#

Ty again

lusty venture
nimble torrent
#

Yeah that's a lot.

#

Like, a lot.

#

Your graph is alarming as well. Good heavens.

lusty venture
#

i think our largest set is our jog/run which is about 16 animations, including start/stops, and accelerate/slowdowns

nimble torrent
#

Yeah, the video demonstration of motion matching has a few more than that, but not more than thirty.

quiet egret
#

so my gizmos for UE 5.4 ModularRig are incredibly large compared to the mesh size, why is this? has anyone encountered this

#

tried searching online and nothing came up

viscid willow
quiet egret
#

haha

#

the scale is at 50

viscid willow
quiet egret
#

that explains everything

fickle silo
#

does anyone have any idea why i cant add my pose to the blend space? the dot appears, and i can also press shift for it to snap to grid, but upon release, it disappears

quiet egret
viscid willow
# quiet egret i thought so, that's why i tried fixing it by setting my units in blender to hal...

Have a watch through this video. Explains the issue and how to solve it very well. https://youtu.be/YbWfoyf4MqI?si=LpCKArh5wxv3a1bP

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...

โ–ถ Play video
quiet egret
#

alright thank you

#

does he basically set the scale manually in ue

#

oh wait

viscid willow
viscid willow
quiet egret
#

i see

fickle silo
viscid willow
fickle silo
#

oh i think i found it, a sequence right?

quiet egret
viscid willow
fickle silo
viscid willow
viscid willow
old falcon
#

And since the offset from that bone never changes (e.g. your socket transform) the resulting effector target transform is always accurate

#

Or even if it were to change, it would be accurate since CR has the current pose not the 1-frame-before pose

bitter vault
#

Hey, I've trying to create animations for my fps game in blender. I've tried almost all the add-ons like mr.mannequin , game rig tools, uefy, ue to rigify but my weapon never attaches to the hand. Can anyone help me with this please!!

#

I've followed a couple of tutorials and even copied transforms of the weapon socket to ik hand gun but it never works.

viscid willow
elfin axle
#

this is the most ive gathered:
1.copy one of overlaystate Animblueprint which most same with your
2.add tag for your overlay
3.add bot of it to character overlay map value
4.replace anim in animblueprint
5. adjust anim curve

#

but idk what the character overlay map value is

#

also. since im using a class derived from alscharacter, i cant seem to get the overlays working at all

barren fiber
crystal sigil
#

Hi, i auto retargeted Paragon animations to the ue5 Manny and they look fine in the BP-Editor. However, when i start they game they end up looking like this ๐Ÿ˜„

#

Has anyone seen something similar and knows what may went wrong here?

old falcon
#

I feel I need to wash out my eyes after seeing that ๐Ÿ˜„

stuck zenith
#

unable to duplicate objects or add spline points when editing level sequence. seems to be something in editor preferences but don't know what to look for. any ideas?

barren fiber
crystal sigil
old falcon
# barren fiber would you mind sharing how you calculated the offset?
void USceneUtil::GetSocketTransformInAttachParentSocketSpace(const AActor* Actor, const FName Socket, FTransform& Transform)
{
    FTransform SocketTransform;
    GetSocketTransform(Actor, Socket, RTS_Component, SocketTransform);
    FTransform RelativeTransform;
    GetRelativeTransform(Actor, RelativeTransform);
    FTransform ParentSocketTransform;
    GetAttachParentSocketTransform(Actor, RTS_ParentBoneSpace, ParentSocketTransform);
    Transform = SocketTransform * RelativeTransform * ParentSocketTransform;
}

SocketTransform = the literal transform of the actor's StaticMesh/SkelMesh socket as you see it in the StaticMesh/SkelMesh editor
RelativeTransform = the relative transform of the actor
ParentSocketTransform = the transform of the socket we are attached to

barren fiber
#

๐Ÿคฃ

nimble torrent
#

Amazing.

nimble torrent
#

Check the scale of your skeletons root object.

#

It's probably real big.

#

REAL big.

nimble torrent
rotund musk
nimble torrent
#

Which is a pity, because they can be hilarious and horrifying.

barren fiber
#

only up uses this

#

and every low effort asset flip game existing

barren fiber
crystal sigil
#

The paragon animations seem to have no root motion data.. does anyone know of a way to calculate it from the footsteps or smth?

deep oak
#

accurig create bones like these is there any other problem?

nimble torrent
barren fiber
deep oak
nimble torrent
#

Probably not.

barren fiber
#

well your hand ik shit is fd

deep oak
#

so how can i fix this

nimble torrent
#

Well, OK. There's a few answers to that. I think in the 'Edit Skeleton' menu, where you are, you should be able to just move the bones.

barren fiber
#

its a problem with accurig

nimble torrent
#

But the question of 'fix this' is dependent on if you're going to use that kind of IK hand setup at runtime.

deep oak
#

the game is for mobile

#

i might need foot ik

nimble torrent
#

That doesn't mean you won't need hand IK.

#

But if you don't want to use them, you can just delete them.

deep oak
#

isnot there any other software which can rig mesh easily

#

mixamo autorig is good

#

but that didn't create root bones

#

and hence when i retarget animations and try to open then in 5.4 it crashes

nimble torrent
#

Blender's pretty good! It's got it's own issues, and won't hold your hand, but it is good.

#

You do need a root bone.

deep oak
#

mixamo rig is great just missing root bomes๐Ÿฅฒ

nimble torrent
#

I haven't heard that. I've definitely seen people using the mixamo rig in Unreal.

deep oak
nimble torrent
#

Again, I haven't heard that.

#

I suspect that it might be another issue.

old falcon
#

Man, being able to animate any mesh's transform in sequencer and then just constraining your controls to a socket on that mesh makes animating prop/weapon anims so much more comfortable.
One of the few redeeming qualities of animating in UE right now lol

nimble torrent
#

Yeah, the dynamic sockets and parenting stuff is rad.

barren fiber
barren fiber
#

why not use manny rig?

deep oak
elfin axle
nimble torrent
#

I remember this being baroquely complicated.

#

The results were impressive, but it was extremely complicated.

#

So, I'm sorry to say, I'm don't know to fix anything with that one!

elfin axle
#

yeah but Im getting used to it lol

#

your good!

crystal sigil
#

Does anyone have a clue why certain animation cannot be orientation warped? My back- forward- and left-animations are working fine and get properly oriented, but the forward animation doesn't.

nimble torrent
#

There's either something wrong with your setup, or something wrong with the files themselves.

#

Have you checked the files against the ones that work?

#

If they're similar, it's probably the setup.

crystal sigil
#

That's base lyra, i just filled in the animations. The animations are straight from paragon retargeted to ue5manny.
So setup and anims should be fine... I suspect the forward anim is missing something that the orientation warping node needs to work properly.

#

The curves custom curves are similar, so maybe a bone track is missing?

#

Is there a way to inspect those in engine?

nimble torrent
#

You can see bone tracks when you load a character in sequencer.

crystal sigil
#

ok lol so the forward stuff works when the warping node is in "manual" mode, but then the backwards motion gets fucked up ๐Ÿ˜„ Is there a possibility to switch between nodes based on a value in animBPs? Select doesn't work with pose refs ๐Ÿ˜ฆ

nimble torrent
#

I don't know, sorry. I haven't used the warping stuff yet.

#

Also - why use warping for running.

#

My understanding of the warping system is that it's almost entirely designed for contacts.

#

Like, 'I need the character to jump and grab this ledge at a specific point in space'.

#

It's not designed for locomotion systems.

crystal sigil
#

ah ok, well i am a total noob regarding animations, this is just the way lyra does it and i am trying to use it ๐Ÿ˜„ They use it instead of a blendspace because it apparently gives better results but idk

nimble torrent
#

Do your sequences that don't work have 'Use Root Motion' checked on?

crystal sigil
#

All of them have it off because they do not seem to have root motion data

nimble torrent
#

Well, I expect that may be a problem.

#

As Motion Warping's whole deal is warping root motion.

#

Are you sure you're using this.

#

It's about warping to specific points in space.

crystal sigil
crystal sigil
nimble torrent
#

Oh, I suspect that Orientation Warping and Motion Warping have nothing to do with each other.

#

I'm glad they have a stride warping node now. I had to build one of my own back in 4.5, and that was a hassle.

crystal sigil
#

It adapts the animation to different character speeds based on the footsteps right? Sounds nice but complicated ๐Ÿ˜„

#

Nice, you were right, i just added a bit of directional root motion to each animation and it works now. Thank you!

deep oak
#

what cauld be the prob

#

motionmatch

nimble torrent
# deep oak

I'm not sure you'll get a good answer to this. Without the example files, nobody who has posted here has made a solid version of a motion matching system.

#

My guess would be a problem with the root motion of the files.

deep oak
#

i have figured out

nimble torrent
#

But... that's just a guess.

deep oak
#

wait i send u

nimble torrent
deep oak
nimble torrent
#

By 'the example files' I mean 'the example files that Epic is planning on releasing'.

deep oak
#

i have retargeted this manequin anim to my character but why it is not inplace

nimble torrent
#

Is the character running away from their root object maybe?

#

If it is, that's definitely where the problem is.

deep oak
deep oak
nimble torrent
# deep oak

I mean look at the skeleton during the animation.

deep oak
#

can you tell me how can i view skeleton here

deep oak
#

everything is moving i guss

nimble torrent
#

Hmm - viewing the names like that makes it hard to see.

deep oak
#

ahh i got to know finally

#

this section shows all the animations

#

i have two folders one for rootmotion and one for inplace

#

and i retargeted all animations together

#

that's why the animation is not in place

#

unreal should bring new feature to this so that we can use specific folder

nimble torrent
#

I would really inspect the one that appeared to move.

#

Because it's possible the root itself was left behind.

#

That's what I'd do.

#

But good luck.

deep oak
#

okay let me test and i will share

#

๐Ÿ˜ญ

nimble torrent
#

Yeah, I expected that might be it.

#

I think it needs the root motion in order to properly read the speed.

#

That's why you really need to check the skeleton.

deep oak
#

but how can i check the skeleton

deep oak
nimble torrent
#

In the sequence viewer, in the 'show' menu, you should be able to turn on the skeleton.

#

If I'm right, which I very easily could not be, my guess is, the character runs away from the root.

#

Meaning they move forward and the root stays behind, or does not move as fast.

#

That's what I would expect based on the herkyjerky kind of movement.

#

But it's only a guess.

deep oak
#

okay i found that

#

see

deep oak
nimble torrent
#

Huh, OK! I was wrong!

deep oak
#

Then what is the problem ๐Ÿฅบ

nimble torrent
#

I dunno!

#

I would strip it down to one animation, confirm it works for that, then gradually add more.

#

Testing every time.

deep oak
#

Finally!!!!!!!

deep oak
#

this was the thing

nimble torrent
#

Huh!

#

OK, that's interesting, so it was forcing them to act as though they were stationary.

#

I think this counts as 'undefined behavior'. Those features were probably not meant to interact.

#

Still!

#

Good to know if someone else comes in with a similar problem!

tranquil fable
#

Can someone help me? Modular control rig doesn't seem to be working right for me, all of the sockets keep appearing below my character's feet and i'm not sure how to fix it...

misty dagger
#

Lol that's a cute character

tranquil fable
#

its a model i made of the slugcat from rainworld (a 2d game)

#

i followed a tutorial but my skeleton isn't a direct match with the mannequin so i'm assuming that's why i'm having problems?

#

I did have scaling problems too but i thought i fixed all of that...

#

this is frustrating and i don't know why my model is having trouble :(

pliant zodiac
#

Does some know where the eyelids gets driven for metahumans? I feel like I went through all blueprint I could find but when the eye looks up the upper eye lid moves too, it is not done by morph targets so the bones for that must be adjust accordingly.

pliant zodiac
#

Yes but in the nodes

#

Or do you think they drive the controls

#

However I nowhere find the bones for the eyelids referenced to move with the controls only the normal eye but not the eyelid bones

#

FACIAL_L_EyelidLowerA must be driven somewhere for example

vestal aspen
#

Sorry, I don't know

tranquil fable
vestal aspen
#

I have not seen this error in my work, sorry.

pliant zodiac
#

Do you use the unreal skeleton for your model? It doesn't look like it, either you write your own module for modular control rig (I have only done head and eye but not full body, that works with almost any skeleton and you just drag those on the root bone and it looks automatically for the correct bones)

#

They might add those later.

#

Since their presets at the moment as this is in beta mostly want an unreal compatible skeleton.

tranquil fable
#

well that sucks :/

vestal aspen
#

Using Modular Rig, is there a way to connect the forearm twist bones to the wrist control? the wrist twists up

pliant zodiac
#

Lemme look I think they might added a boolean switch you can turn on so it follow if not I would duplicate their arm module and edit the forward solve.

#

Gimme a moment I start a new project real quick and look

#

I am quite certain they added it

#

For me it works when I enable the ABP_Manny_PostProcess

#

Lemme check I think you are in another window

#

You probably created a new modular control rig

vestal aspen
#

Yep,is the ABP_Manny_Postprocess with modular Rig?

pliant zodiac
#

For me it shows automatically to activate it

#

I can't quite reproduce your thingy

#

Usually it is here

#

And usually it is already setup

#

If you don't have that message I dunno how to enforce it.

vestal aspen
#

Hmm? I do not get the ABP when I select the wrist. I will update the Manny from the library and recreate the Modular Controls.

pliant zodiac
#

You can probably migrate one over from another project.

#

So you can create a new third person project for example look for it and then right click and chose migrate then you have to select the content folder of your current project.

vestal aspen
pliant zodiac
#

Maybe it is not missing and you dismissed the message at some time

#

And now it is not showing up

#

Lemme look if we can bring it back

#

Ok on top click character then Animation and uncheck disable post process

#

I hope that fixes your issue I have to go to bed now unfortunately gotta go to work tomorrow. I hope this works for you.

vestal aspen
#

Thank you for your time,

#

๐Ÿ™

pliant zodiac
#

Oh did it work?

vestal aspen
#

I'm restarting my project

#

Thank you

pliant zodiac
#

Nice was this with migrating or the character-animation and unchecking disable post process?

vestal aspen
#

The ABP does not show up on the

#

However, it does show up on the

quiet egret
vestal aspen
tranquil fable
quiet egret
tranquil fable
#

thanks i'll try that

#

although i do have the scene units to 0.01 and my character shows up the right size in UE5

quiet egret
#

Oh, apply transform too

#

these steps helped fix my gizmo issue

#

and scaling stuffs

#

So on the left image, you can see my leg socket on the top of my thigh bone. Then, when I add the socket, it for some reason shifts the foot up to that position (right image)

#

Any idea why this is happening?

#

I used a mixamo character skeleton, then used a tool to automaticalyl rename the bones

#

to UE standard

fickle silo
#

anyone know why i cant extend the red line in animation sequence? in videos people just clicked on the top of it, but its not working for me.

tranquil fable
#

Now i'm running into the same issue that i had with manual control rig that made me want to use the modular one in the first place... every time I try to make IK for my character's legs they twist in weird ways... First image is how it's supposed to look, but when i enable the solver it's twisted...

third image is with "Draw Hierarchy" on. Is it something to do with the skeleton itself? Is there a way I can fix this in Blender or within Unreal???

nimble torrent
#

Also - the modular control rig is very picky about what it will work on, which is unfortunate.

#

If you search 'modular control rig' in the backscroll, it is unfortunately not full of people swapping cool tips about how to use it.

quiet egret
#

yea the modular control rig is still very new so there won't be a whole lot of info on how to easily control it yet

nimble torrent
#

As for the IK issue in normal control rig. I can't tell for sure, but I think you might be trying to use the fourth bone in the chain with 'basic ik'.

#

Basic IK only does 3, I think.

quiet egret
nimble torrent
#

Oh! Wait, hold on. I think the issue is with which bones you're using to control the IK. The 'effector item' should be your control that you're using to drive the bone.

tranquil fable
#

I'm getting confused now

nimble torrent
#

And I think the 'Item B' object is the foot.

tranquil fable
#

i did double check the scale in Blender

nimble torrent
#

Not in Blender, in Unreal.

#

When you open your skeleton and check the scale of the root bone - does it have a weird scale on it?

old falcon
#

I have the same setup on that node, it should work like that

#

EffectorItem is my Foot_R or Foot_L bone

tranquil fable
#

this is what i have right now

nimble torrent
#

OK cool.

tranquil fable
#

which is messing it up

nimble torrent
#

Did you try playing with the primary and secondary axis values?

tranquil fable
#

let me check the unreal scale real quick

old falcon
#

Your bone rotations look kind of wonky maybe? Both legs are pointing in -Y

#

But X and Z are flipped

tranquil fable
#

how do i fix that?

nimble torrent
#

I think that's what Primary and Secondary Axis are for.

tranquil fable
#

scale is normal

nimble torrent
#

Good!

old falcon
#

For Primary you want 0, -1 ,0 I think?

tranquil fable
#

i'm so confused ๐Ÿ˜…

nimble torrent
#

Do you know much about vectors?

old falcon
#

PrimaryAxis = which direction are the bones in the IK chain facing

tranquil fable
#

I do

nimble torrent
#

OK, so you know vectors can represent a direction, right?

quiet egret
nimble torrent
#

That's what the axis vectors are.

tranquil fable
#

so i flip something?

nimble torrent
#

You can click on the little arrow beside 'Primary Axis' and it will open up.

old falcon
#

Oh, your pole vector is also wrong

#

Ah, nevermind

#

I shut up now :^)

elfin axle
#

anyone else work with als refactored from sizxe?

#

trying to get a montage to work

tranquil fable
#

I put it to 0 and it almost fixed the leg

#

foot is smooshed in though

nimble torrent
#

So that's good news.

#

You're probably going to need different values per leg.

#

So those vectors represent directions.

#

They don't have great documentation, and I don't have unreal open, so I can't double check myself.

tranquil fable
#

uhhhh moving the control is messed up though ๐Ÿ˜ญ

#

even if i remove the pole

nimble torrent
#

Yeah, it would be, because you have no direction in there.

#

The Primary Axis I think represents the knee facing forward, and the Secondary Axis is the Angle of the knee-to-foot triangle facing out.

#

I think.

#

I don't have unreal open to double check.

tranquil fable
#

dang

nimble torrent
#

I think it's in 'parent of the top bone space' - but don't quote me on that.

#

The two I would immediately try for primary would be would be [-1, 0, 0], and [1,0,0]

#

[-1,0,0] because that appears to be the direction of forward for the left leg.

#

And [1,0,0] because that appears to the be the direction of forward for the pelvis.

tranquil fable
#

they both still look messed up

nimble torrent
#

OK, you do have both of them in alignment to work - I believe.

#

So it's not going to work with only one of them correct.

tranquil fable
#

right

#

i don't understand why its so difficult

#

it has to be the way my bones are oriented in blender???

#

how would i fix that??

old falcon
#

Try (0, -1, 0) and (0,0,0)

#

According to the node:

::Primary Axis:: Axis down the bone (typically X)
::Secondary Axis:: Up axis (typically Z or None)
tranquil fable
old falcon
#

No, negative 1

nimble torrent
tranquil fable
#

OMG I THINK IT WORKED

old falcon
#

I'm not sure what to put into secondary, no combination of 1s or -1s ever worked for me there

tranquil fable
#

not working right with the pole though

nimble torrent
#

This is the way the hovertext describes it.

#

(I got unreal open)

#

Try [-1,0,0]

old falcon
nimble torrent
#

In Secondary Axis.

#

And [1,0,0]

tranquil fable
#

did the same thing to the other leg and it looks good now

nimble torrent
#

You're not going to be able to control the knee until you get the secondary axis to work.

#

Just keep plugging in values. One will work.

tranquil fable
#

oh

#

hmm

#

got it :D

old falcon
#

Was it 1,0,0 for secondary?

nimble torrent
tranquil fable
#

secondary was 0,-1, 0 for one leg and 0,1,0 for the other

#

which is weird but yeah

old falcon
#

Weird yeah, I would've expected the "up vector" to be X for the left leg and -X for the right

tranquil fable
#

ugh i'm not ready to have to set this up for all my other creatures ๐Ÿ˜…

old falcon
#

The important bit is just the primary axis

tranquil fable
#

i'm trying to learn how to do procedural animation but i have to setup control rig first

old falcon
#

You'll just put the vector in that your bones are facing. So from one joint to the other, which axis does the bone align with?
The secondary is just trial and error then I guess ๐Ÿ˜„

tranquil fable
#

i want my character to be wiggly with dynamics but still able to walk around and stuff