#animation

1 messages · Page 44 of 1

naive mountain
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Everything should still work, at least in the times I see that message 900 times per day

nimble torrent
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You generally want to import clothing meshes that have new bones as separate skeletons and then control them using the Copy Pose From Mesh node in an animation graph.

nimble torrent
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I... fully expect that to cause you some shenanigans in the future.

naive mountain
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Well i'm testing bone deletion so I expect it.

glossy anchor
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this is all it pops out

naive mountain
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scroll to the right - does it say which bones?

glossy anchor
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no

naive mountain
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damn yeah i just reproduced this. its not a bug

glossy anchor
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i see a lot of them are greyd out

naive mountain
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I simply deleted a bone from the boots, and this message auto pops up.

glossy anchor
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i don.t really know what bones

nimble torrent
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Oh gosh, you definitely don't want to be deleting random bones either.

naive mountain
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I can help, let me look

nimble torrent
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You really want to import clothing as a separate skeleton.

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You don't want to adding tons of clothing bones to your main skeleton.

naive mountain
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lmao no thank you. not what im doing either

glossy anchor
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where to join to show you?

naive mountain
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@glossy anchor what modifications did you make to the original metahuman base skel

nimble torrent
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That's both messy, and dangerous, but you do you. I strongly recommend against importing clothing mesh bones into your main skeleton.

glossy anchor
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nothing, just added an animation to the base and that was it

naive mountain
naive mountain
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can you reload the "good" project again?

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or have you saved your project since this message

nimble torrent
# naive mountain no1 mentioned that between me and marius

Well, I mean:

Hello, i have a question, after one week i opened the project and i have this error The Skeleton metahuman_base_skel is missing bones that SkeletalMesh m_tal_nrw_shs_boots needs. They will be added now. Please save the Skeleton!, does somone know how to fix it? i had an animation on it

I'm not sure how I'd explain this as anything other than that: "The Skeleton metahuman_base_skel is missing bones that SkeletalMesh m_tal_nrw_shs_boots needs. They will be added now."

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The base skeleton is missing bones, and now they're going to be added.

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So that... that is what you're talking about.

old falcon
naive mountain
old falcon
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Better to work with leader pose instead?

glossy anchor
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I did not saved, but that is the strange part, it worked with no issues, i closed the project, took a breack and when i oppened it to work again on it, this poped up

nimble torrent
naive mountain
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typically this message appears when you delete a bone - but he did not - which is what we are trying to figure out

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Marius, does your project work as usual? Is anything broken?

nimble torrent
glossy anchor
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it seems to be ok instead of this issue

naive mountain
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Might not be a big issue if your project is working correctly. Adding a bone to the skeleton isn't a big deal at all if it's not weighted to any Skeletal Mesh vertices.

nimble torrent
naive mountain
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and if you wanted to experiment - turn off auto-save & reimport your metahuman. assuming you did not modify the skeletal mesh at all - your animations would still work perfectly.

glossy anchor
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last time when reimporting i had re redo a lot of thing like animations, resize, and the sequencet

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r

old falcon
glossy anchor
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Eventually of u can show me how to do it without losing all the progress I had

naive mountain
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in theory - if your skeletal mesh is exactly the same as when it was imported, you should be OK. buuut i'm guessing you did something somewhere that modified it and you just weren't sure. I'm sure you can just leave your project as is, as the message doesnt really have much concequence.

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The Skeleton is just a hierarchical list of bones. The Skeletal Mesh has all the data. You can add hundreds of bones to the Skeleton with no consequence. It's when you weight those bones to vertices & animate - that you get performance concerns.

naive mountain
glossy anchor
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I followed a tutorial, i imported the animation assigned to base animation

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And then added to sequencer

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Base skeleton

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I used axis studio to export as fbx rhe animation

naive mountain
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you imported an animation and assigned it as the base skeleton?

glossy anchor
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yes, i can drop the tuttorial

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if helps

naive mountain
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pls

glossy anchor
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Axis Studio FBX to Unreal Engine ~ In this video I share a Tutorial showing How to Export the Perception Neuron FBX with animation to the Unreal Engine ~ Check out the Perception Neuron Studio at this link: https://neuronmocap.com/perception-neuron-studio-system ~ So grateful to @Puget Systems for my Workstation that is helping me to test UE5 ...

▶ Play video
naive mountain
glossy anchor
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Keeps poping up

naive mountain
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clear message log - save project & reopen project, see if it pops up again

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99% sure its harmless, but if the message keeps popping up - that would drive me crazy

glossy anchor
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i will try it now, thanks!!

naive mountain
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if you look online - apparently other users have the same issue. no literal bone modifications - yet the message appears.

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Epic Developer Community Forums

Hi everyone, I have no idea why but for a couple of minutes I’m getting spam with this error message in the editor: The Skeleton hands_lo_Skeleton, is missing bones that SkeletalMesh echo_lo_L needs. They will be added now. Please save the Skeleton! And it’s totally blocking the usage of the editor. I tried to manually save every assets in ...

glossy anchor
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i redid the animation, now works

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thabks!!

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thanks!!

sacred helm
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Guys, how do you solve the characters' fingers when you retarget unreal skeletal animations? They are deformed and I don't remember what I did to fix it. unreal

naive mountain
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Or maybe you have an incorrect pose match between a pose and t pose

serene fiber
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can someone explain to me how bone systems work when attached.
example: I have Full SK Manny skeleton and I add a weaponsocket for it. Weapon with skeletal mesh gets attached to it. Weapon has itself 2 sockets for the start and end (used for line trace by channel).

if I now use custom anim notify BP and access the weapon sockets, it wont worrk, even though the weapon is attached to the main character's mesh

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so how would I exactly access those sockets on the weapon, given that weapon and character have their own separate skeletons, do they both have to have one single skeleton?

old falcon
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How are you trying to access the weapon sockets?

serene fiber
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GetSocketLocation(SceneComponent)

old falcon
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But that MeshComp if not your weapon, it's your character right?
Your character's skeleton does not have these sockets, so those locations are 0,0,0. It doesn't recursively check every attached skeleton either.

I wouldn't recommend doing your tracing in an anim notify. You should instead call a function on your character, or better if you have GAS you can activate an ability to do it.

serene fiber
old falcon
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Oh so those do exist on your character skeleton? Then the problem is that you're using a relative socket location to do a trace in world space

serene fiber
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If for an example I had the starting socket from Hand (body socket) and end socket from weapon socket, It works, but it glitches (the start trace is somehow coming from near the player legs, but in 3D editor the socket is near the right hand

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its like it doesnt want to access weapon socket

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but i mean weapon has its own skeleton. maybe thats the issue?

old falcon
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Those socket locations are probably something like (50, 30, 5) or so? Really small numbers. So the trace node is working in world space. It's doing the trace, but really close to your world origin and not relative to your character's position.

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No, you have 2 issues there

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  1. You can't access your weapon's socket, which is solved by not using anim notifies for the trace
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  1. You're using relative socket locations for world space traces
hollow moat
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Hi im trying to make a ads system and every time i try to ads it isnt in the right spot. (yes i tried changing all transform spaces)

serene fiber
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if I dont use anim notify then whats the alternative. how would I trace at specific time of animation?

old falcon
old falcon
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You can use an anim notify

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Just don't trace there

serene fiber
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ah ok

old falcon
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Trace somewhere where you have access to your weapon for example

serene fiber
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player blueprint.

old falcon
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Also be wary that notifies are frame dependent. You'll get inconsistencies at low framerates

serene fiber
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unreal engine programming in a nutshell, have coded for 8 hours and my brain isnt working properly lmao

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ah ok, never knew that

old falcon
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If you use a notify state that is!

violet gazelle
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Does anyone know of any reasons why OnBecomeRelevant would not be called when re-entering a state? I'm mimicking the turn in place behaviour in Lyra, but when it comes to transitioning back to the turn in place rotation state from turn in place recovery, it endlessly transitions between the two states but never calls my OnBecomeRelevant function in the turn in place rotation state that would invalidate the transition into turn in place recovery.

nimble torrent
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On Become Relevant only triggers if it was completely off before being reactivated.

violet gazelle
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It could be something along those lines, although I'm not entirely sure how best to ensure that it blends fully into in the second state before transitioning back. The behaviour from Lyra essentially splits a single animation across two states by controlling the animation time and reading curves to determine when the turn is complete, so that it knows to move to the recovery state whilst it enters the recovery portion of the turn animation.

dark crow
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I am trying to change the rotation on the ik_hand_gun bone and then if I restart UE, it goes back to the original settings. Any way to fix this?

nimble torrent
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On Update only gets called when the node is Relevant.

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So if you see constant updates then you know that the problem is there.

nimble torrent
dark crow
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On the skeleton

nimble torrent
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If you want to change the rotation of the skeleton at runtime, you could use the animation graph or a control rig.

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If you want to change the rotation of the skeleton definition you need to change the skeleton in your DCC and reimport it.

dark crow
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Ohhh I am dumb. I was thinking it should change like a socket

violet gazelle
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The difference in what I'm doing is that I'm not using inertialization, so the blends are not fully blending across before they actually call the expected function. In this rewind debugger output I can see the point where my blends start failing (circled in red)

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The equilvalent in Lrya looks like this, with interialization enabled

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So it looks like there are complete state transitions between each phase on tick, without a blend between them (as that is handled by the intertialization), maybe?

nimble torrent
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So that's what's going on. They're using inertialization which forces the animation into irrelevance, which lets them use the 'On Become Relevant' callback as a event.

violet gazelle
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Is there a simple way to force a full blend before allowing re-evaluation of transitions in the case where inertialization isn't being used?

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So that I can guarantee that OnBecomeRelevant will be called

hollow moat
nimble torrent
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Or could you use inertialization like they do?

violet gazelle
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Guess it wouldn't hurt to try, thanks!

violet gazelle
nimble torrent
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Hurrah!

vivid pollen
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Anyone know why my vaulting animation isn't playing but instead I get teleported to the other side of the static mesh? I also endlessly slide. I'm trying out Motion Warping.

nimble torrent
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That's an interesting one!

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Sorry, I don't know what's causing it as Motion Warping is still pretty new!

wheat charm
waxen vapor
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Hi, is me again ;-; retargetting animations has been quite a bumpy ride.... Now I got most to work, but the forward backward movent doesnt seem to be tracked by the motion matching system? Any leads of what might cause this?

nimble torrent
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Did you have an example file showing this kind of thing?

waxen vapor
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Design? Is just me selecting all animations in the pose search database at once

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I use it as a way to quickly visualize how animations compare

nimble torrent
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OK, but you don't have turning animations or starts and stops, you appear to have animations running straight in multiple directions. Am I wrong about that?

waxen vapor
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there are turn animations yes, also starts and stops. I am lacking diagonals for sure but im not too concerned about it for the time being. Motion matching seemed to be filling the gaps well enough for diagonal movements between motion matching and orientation warping

nimble torrent
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OK, interesting. All right. My understanding of motion matching is that you really only need the one run.

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You don't need multiple directions like that, because you can turn the pawn.

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If you look at their presentation, they have one run, one run forward, and two loops, as well as a lot of starts and stops.

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This kind of coverage is not the way I understand motion matching is really designed to work.

waxen vapor
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I am certainly a tad overkill atm xD In the stream they did mention the bigger the database the more motion matching has to work with. But yes, the animations Im using have a lot of overlap between them.

I am currently testing remapping of animations so when their new pack comes I can quickly adapt it over to my project

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I was planning to "minmax" motion matching after the fact

nimble torrent
waxen vapor
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I have a cleaner set up elsewhere lemme find it...

nimble torrent
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My experience with motion matching has been using the older system of dance cards, so this is all outside my current knowledge level, but I do suspect that it's possible that having multiple of the same animations at different angles may be confusing the algorithm.

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I would be not surprised if that turned out to be the case.

waxen vapor
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It is the case for "motionless" animations

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like idles

nimble torrent
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My understanding is that it's that way for all the animations.

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If your system is working perfectly - that's awesome.

waxen vapor
nimble torrent
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But if you're having issues, that might be source of the issues.

waxen vapor
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mine looks like this atm and is very good for my use

nimble torrent
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All right. Cool.

waxen vapor
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on my earlier testing I could track back and forward movemnt with the same configuration. Being animations and skelletal mesh different, I suspect the issue comes from there

vivid pollen
wheat charm
waxen vapor
vivid pollen
vivid pollen
wheat charm
vivid pollen
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Hello guys, in this quick and simple tutorial we are going to continue with my UE5 RPG Tutorial Series in Unreal Engine 5! In today's episode we will create the basics of the vaulting system with motion warping!
👉Vault Animation! https://bit.ly/UE5_RPG_Vault_Anim

↪️Just opened my Discord Server, join NOW: https://bit.ly/GorkaGamesYouTubeDiscord...

▶ Play video
wheat charm
vivid pollen
wheat charm
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If still not playing, check the animation slot settings and your anim blueprint has the slot which montage is using.

vivid pollen
vivid pollen
wheat charm
vivid pollen
vivid pollen
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ignoring the add or update warp targets?

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I think I'm confusing myself

hot helm
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Hi Squishy. I tried both methods and they helped me pinpoint the cause for the left finger control. Turns out it was a glitch from naming conventions (idk why the engine does this) so I just renamed the control and it works perfectly. Thank you so much!

nimble torrent
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I'm really glad you got it working though!!

hot helm
# nimble torrent Ahh! What was the glitch!?

I'm not sure how to explain it, but originally I named the control "L_Index01_J_ctrl" which the sequencer couldn't register for some reason. So then I copy-pasted the programming logic I used for the finger row and applied it to the individual left index joint. Then I changed the suffix to "_control" in the concat node (along with the control) and it now works in the Sequencer. I don't know if my explanation made sense, but your steps helped me pinpoint the name glitch as the cause.

nimble torrent
wheat charm
desert zenith
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question why is the niagara particle effect playing so many times. It seems to generate a new continous particle every time i change any of its transform and it persists even if i close the window and reopen it

old falcon
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This node will help

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Then you can keep using "set relative"

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But it expects inputs in the same space, so make sure you give it the correct transforms

limpid zenith
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Hi, this was not a problem ever before, but i imported the animation from mixamo and it is rotated 90 degrees to floor, and i need the player to stay, and before i just set import Rotation and all was fine, but this animation does not react to import rotation, how to fix it?

austere patrol
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Regarding crash when opening retargetted animations
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h]

I bug reported this issue couple of weeks ago, but only got reception confirmation and case number, still no bug on issue tracker.
Likely there is a bug somewhere around DetailsCustomization code, because it has different array size there and in array that is stored inside animation.

Only thing I was able to do to open animations is to open any other animation that is not crashing, from a starter pack for example, and switch active tab from Asset Details to Skeleton Tree
or close Asset Details tab altogether. Then I was able to open retargetted animations, but editor crashes as soon as I try to open asset details, so it's not a fix, more of a workaround until epic does fixing.

ripe gazelle
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I have almost forgotten everything i do in my animation blueprint

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with all the new stuff coming into animation, is there anything new that supports upper/lower separation for stuff like melee movesets + locomotion

old falcon
ripe gazelle
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s'wat i do

old falcon
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Then you're good!

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Are you having problems with it or something?

ripe gazelle
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no im doing mental prep

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i mean, i did remake a lot of ALS to fit into my own project and now we are getting motion matching tools.

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just gots me thinking if there was more to it

old falcon
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Depends if you want to do motion matching

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The basics have been pretty much the same for a long time though

ripe gazelle
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yup

old falcon
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Just the new tools give you flexibility at the leaf nodes of the traditional setup. Or if you want you can replace entire sections of the traditional setup, e.g. replacing state machines with motion matching

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Not every game will want motion matching though

ripe gazelle
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statemachine as 'any statemachine for any category of animation?'

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or just locomotive?

old falcon
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They can be used for anything. But they shouldn't.

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Locomotion is a good candidate for state machines.

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Combat animations less so.

ripe gazelle
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its good to know

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its in the name i guess

weary glade
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anyone know why the gizmos used to bend and position the arms are not showing up or how i could add them?

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all i did was create a first person shooter preset added FP_Idle animation sequence to the world created a new level sequence, added the actor to the sequencer and the editer gizmos/control rig things aren't showing up

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like i want to make a custom animation for the arms but i cant because of this issue

old falcon
weary glade
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sorry i'm really new to UE and game development in general, would you be able to explain how to do that?

old falcon
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Add your skeletal mesh into sequencer, just like you did with that idle animation. Remove the idle animation completely for now.

weary glade
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i removed the idle animation and added the only thing i saw called a skeletal mesh

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i added FKControlRig to the track and got this to pop up but it doesn't look like all the videos i saw with the colored bands around the model to edit the positioning of stuff

old falcon
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That one allows you to manipulate each bone individually

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What you're describing is called "Control Rig"
You would need to create tht one yourself

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Either manually set it up, or there's also the new modular control rig in 5.4 which makes it more user-friendly, but comes with lots of issues at the moment

weary glade
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ah alright, thanks for the help 😄

graceful tundra
limpid zenith
static vapor
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So I was trying to import an attack animation from mixamo. Animation seems to be working fine, however the legs feel like they are stuck on the ground. Character isn't moving at all from their position either. I figured it has to do with the IK but how would I go about making that animation compatible with the IK movement? Is my only option to remove it alltogether?

pliant cairn
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I have an animation that plays to pull out a cell phone. I have that in the animation blueprint so it's not a montage. When the cell phone gets brought out, I have it so you can still run but the legs don't move once the cell phone is out. Any idea how I can get the legs to run when the phone is brought out? I don't need a solution but really feedback on a good place to start. Is it a blendspace I need? An additive animation? I'm a little lost

hoary void
pliant cairn
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@static vapor Do you have root motion enabled by chance?

static vapor
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Yup! And it didn't seem to really work
Like the dude on the video said that if you want the character to move along with the animation's leg movement it would make It work by enabling

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Tried with another one too where the character jumps up and slams with a sword to the ground. Doesn't seem to work properly either. In unreal character stays in the ground, won't go upwards and just doesn't move from their place at all even though the animation plays normally

old falcon
pliant cairn
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Upper body yes. Have not tried ;ayered blend per bone

old falcon
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Without layered blend per bone you are not playing it on the upper body then.

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Depends on your setup. Usually you'll have "layered blend per bone" somewhere if you want to layer animations per body part

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Otherwise anything you plug in will completely override any other animations

pliant cairn
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gotcha . I think. I made some progress using additive and cache locomotion pose but it doesn't look right

old falcon
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There's no way around it if you want to play Locomotion animation on the lower body and some action on the upper body

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Here's an example from my ABP since I have it open right now

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You play whatever you want for each body part, but it's all brought together into one pose by LBPB

bitter vault
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I've been trying to create fps animations using mr mannequin and the ue4 skeleton. I've parented the ik_hand_gun to the root bone of the weapon. It seems to work in blender but when I import the animations in unreal, it never works. Can anyone help me with this?? plsss

pliant cairn
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I figured it out. Layered blend per bone - part of main state and then I used cache loco with some bone modifiers

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Pretty easy actually. Feel kind of dumb for not figuring this one out

nimble torrent
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Love the green gloves. That's a really nice accent.

nimble torrent
nimble torrent
nimble torrent
limpid zenith
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Wdym?

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The animation is good, but it is rotated

nimble torrent
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You're having a rotation problem in unreal, so when you looked at the rotation problem in the sequence viewer, and you looked at the root (where the problem would be) what did you see?

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Did it have a weird rotation?

limpid zenith
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Nope, i don't thik so

nimble torrent
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I'd double check.

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If there's no weird rotation on it, then it's probably a problem in the FBx.

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I'd check it in blender - to see if it's also rotated funny there.

pliant cairn
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@nimble torrent Thanks for the reminder

limpid zenith
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Hm, i will ceck in a sec

static vapor
# nimble torrent Does your character animate fine the rest of the time, and then their legs stop ...

Yup and I'm using the default Third Person character unreal has set up. I'm trying to understand the process of adding attacks and combos ATM but it just won't work.

I did some further research and it seems that the IK bones themselves on that new animation are not really moving while the models feet are which causes the legs to simply not move at all inside of the game.

A guy mentioned something about adding virtual bones corresponding to every IK bone and then replace the control rig's I'm bones to the new virtual bones

I will have to look into how to achieve that. So much I don't know

limpid zenith
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I don't think it's bad

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Seems normal to me

nimble torrent
limpid zenith
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But how do u check it then?

nimble torrent
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In the 'Details' pane on the right side of the screen.

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There will be transform details there.

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Also - it seems very strange that the character appears to have a root motion offset to the pelvis position (the red line) while having the pelvis and root objects ('player' in this case - not a great choice for names there). So I think something weird is going on there.

limpid zenith
limpid zenith
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They are also from mixamo

nimble torrent
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Because you're right, that's where the problem is.

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The unreal skeleton uses IK legs, and without that foot ik hierarchy animated - they will not raise their feet.

static vapor
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Doesn't seem like it. They are greyed out. It's a mixamo animation and even if I disable I'm entirely, the model itself still isn't moving from it's place. Like actually doing the jump etc

nimble torrent
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Like - something has broken?

static vapor
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Will have to look into it further once I'm home. I'm just testing with mixamo animations since if I animate it and it just doesn't work then I will have wasted tons of time

static vapor
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However inside of unreal the jump happens with the mannequin being stationary. Does that make sense

nimble torrent
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It does. So what's happening there is that the root is probably moving into the air in that animation.

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And in unreal, the Movement Component prevents that unless you're in the 'fly' state.

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(you're the second person I've talked to in this channel with this specific issue, I suspect it might even be the same animation from Mixamo)

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To 'fix' the missing IK tracks, you can create a simple Control Rig with the ik feet bones constrained to the appropriate foot, and just load and re-export the animation in Sequencer.

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This might sound elaborate, but it's probably a good learning task, because you'll learn how the control rig works, and how sequencer works - with a fairly simple control rig (you're just constraining one set of bones to another).

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The 'modern' version of this would be to use Virtual Bones, but they assume that your skeleton doesn't have animated bones for those IK systems. You can't say 'treat this bone as virtual' if it already exists.

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Manny and Quinn predate that feature.

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So their skeletons already have them.

limpid zenith
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This answer for me or for @static vapor

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?

hoary void
nimble torrent
limpid zenith
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Okey

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What can i do to see if mine is bad?

nimble torrent
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Click on the root object, open the Details Panel, and look at the transform values.

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On the first frame, the values for rotation and translation should be zero, and scale should be 1.

limpid zenith
nimble torrent
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OK, that's not the root, that's the hips.

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The hips are not the root.

limpid zenith
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Hm

nimble torrent
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That scale of zero is alarming.

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And likely to cause shenanigans.

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But also - the root isn't in this animation (the bone is greyed out.)

limpid zenith
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Yeah, i set it to 1

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Nothing changed

nimble torrent
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So I suspect that your export settings were not good. You want a root called 'root' not 'player' and you want it included in the animation.

limpid zenith
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It is the same in the other anims

nimble torrent
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So - there's your problem.

nimble torrent
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You want a root.

limpid zenith
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Hm

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am i importing something wrongly?

nimble torrent
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Well that's not export, that's import.

limpid zenith
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Yeah

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I know

nimble torrent
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So I suspect the problem starts further up the chain with mixamo itself.

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The 90 degree rotation on import is strange, but not importing the root is such a catastrophic level of failure in terms of 'having a animation that works' that it doesn't matter.

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You need the root. Period.

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Without it, your animation is junk.

limpid zenith
nimble torrent
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It's not a matter of renaming it. It's a matter of importing it. Your animations appear to not be importing the root.

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Which is very bad.

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I don't know how or where you got the mesh, but I believe the mesh is where you defined the skeleton, and that is where you would change the name.

#

But the strange name, while not a good idea, is still not the problem. The problem is that they're not importing.

limpid zenith
#

No, the problem is, i have had this mash for like 4 mounths, and i have downloaded anims and all was great, but then i lost it and just exported it from ue to fbx and used on mixamo

#

And now all anims i download are bad

nimble torrent
#

Neat.

limpid zenith
#

Am i stupid and messed up the export?

nimble torrent
#

I don't know. I can tell you that you need the root. I can tell you that it will be extremely odd if can manage to make it work in any way without one.

#

I can't tell you why your experience of using this mesh is the way it is.

#

Or why things played out the way they have.

limpid zenith
#

This is what i have

#

On export settings

nimble torrent
#

That's exporting from unreal.

limpid zenith
#

Yeah

nimble torrent
#

My suspicion is that the problem may be in the original animations that you got.

#

Or the mesh.

#

Or some combination of both.

#

If you send me the mesh and an example animation file, I'll be able to tell you.

limpid zenith
#

Nope, i am 99% sure the mesh and anims before are good

nimble torrent
#

Up to you!

#

OK, well both problems I suspected are present.

#

In your Player file, the armature doesn't have a root, and is named 'Player' so unreal is going to treat it as a root object.

#

In the animation file, it also doesn't have a root, and it's armature is named 'Hips', which... I'm honestly not sure what's going to happen there.

#

I expect various shenanigans.

#

In both cases, they are missing a root.

#

So if these aren't exported from unreal (they're not right? These are your original files?) - then your problem is with your acquired assets.

limpid zenith
#

Player i exported just now, anim is "original"

#

So you think the problem is in the new downloaded anims?

nimble torrent
#

I can't say for sure that the problem starts with the player mesh then.

nimble torrent
limpid zenith
#

I guess i used to do other steps

#

Like in mixamo i can download With and Without player model

naive carbon
#

hey, question if anyone can answer, do I need to have my time line set to 60fps if I want to render a sequence at 60 fps ?

limpid zenith
#

And i think before i was downloading with skin and just changing it in ue5

#

Hm

#

I don't really remember

#

Thanks, i will get to you if i will figure that out!

nimble torrent
#

Cool! Best of luck!

limpid zenith
#

Thanks, you too!)

nimble torrent
#

If you originally created it at 30fps.

#

But I don't know for sure! Usually, you can set whatever export fps you want for rendering - but unreal is special...

naive carbon
#

the render must be iat 60fps

nimble torrent
#

Just give it a try. It'll take like a minute.

old falcon
#

Did anyone ever experience weird behavior of AnimCurves in ControlRig?
I have a curve which I swear is set to constant value of 90 in a single animation and does not exist on any others. But Control Rig for some reason interpolates from 0 to 20, then back down to 0 and then suddenly jumps to 90 and interpolates down to 0.
Any ideas?

#

If I remove any blend in/out on the animation it will at least start with 90 but still interpolates down to 0 and for the last frame jumps back to 90

My LBPB curve blending is also set to "Override" so I wouldn't expect any blending to happen there...

Also doesn't seem to be CR specific. I get the same behavior in my anim BP (post process AND regular)

old falcon
# hollow moat Like this?

Don't think that works, like I said the "Make Relative To" expects transforms in the same space. But your first transform is relative to the camera and your second transform is relative to the ADS

#

You can try throwing in world space transforms, for example

old falcon
# old falcon If I remove any blend in/out on the animation it will at least start with 90 but...

Think I figured it out. Apparently setting LBPB's curve blend to "override" does not behave the way I thought. It will actually blend in your new curve value instead of overriding it... which is a whole lotta bs if you ask me.
Setting it to "Max Value" works, but of course that would break other stuff where you do expect it to blend.

If anyone knows a secret to making this work with "override" I'm all ears 👂

hollow moat
#

So like this? (sorry if its wrong again my brain is starting to hurt)

old falcon
# hollow moat So like this? (sorry if its wrong again my brain is starting to hurt)

No, doesn't work probably.
You want your socket transform in world space.
You want your camera transform in world space.
Then you want to use "Make Relative To" to make your world space socket transform relative to your camera's world space transform.

The result of that you can simply plug into "Set relative transform" of your camera

hollow moat
old falcon
misty dagger
#

how do you import uexp ubulk and umaps to show up to open them in ue4

#

also i couldnt import built data for two days aah

#

still cant lol

hollow moat
old falcon
#

Also depends what your camera is attached to

#

And whether it has an offset from there

hollow moat
hollow moat
hollow moat
#

Why does this keep happenign i thought ads was suppose to be simple😭

old falcon
limpid zenith
#

@nimble torrent update, i have figured this out, as i said, if i import with mesh from mixamo, and in import settings i just change mesh, and it does work, so thanks a lot for leading me to this!

hollow moat
hollow moat
#

Oh i thought we talking about like a spring arm offset

#

Wait nvm i dont have anything on camera

#

That node is just some test values oops

old falcon
#

I would really recommend you to remove all the fluff first and see if you can get it to snap to the socket's position first

#

Any lerping can be done once you have the right values

hollow moat
vivid pollen
# wheat charm Yes, exactly.

So I figured it out. I actually had two meshes in the 3rd Character BP and the one that I was trying out didn't have the correct skeleton. I think you mentioned that before. Anyway, thanks for the help.

hollow moat
# old falcon OK, try this:

It works but now it messes up the camera after you zoom out. I tried putting the lerp back but it still just puts the camera at a random place probbaly becasue of that

old falcon
#

You'll have to set the transform back to relative 0 to get back to the original camera position

#

Forget about the lerp for now, it's only distracting you

north cove
#

Is there some function I can call in c++ that just resets a skeletal mesh to its default a-pose? Trying to "reset" a skeleton so I can use it again and not sure how to get it back to a default pose

old falcon
nimble torrent
#

I am interested in this as well.

north cove
#

no i mean, the skeleton has animated and done a bunch of stuff, and i just want to reset it back to how it started

nimble torrent
#

OK, but how?

north cove
#

at runtime

nimble torrent
#

Are you using an animation blueprint?

#

Are you using Play Animation?

#

How are you doing it?

#

I'm guessing this isn't a character, it's some kind of level object.

#

Like bridge or something.

north cove
#

uhhh, its a bit tricky. its a character but its a vertex animated character that occasionally gets replaced by a skeletal mesh temporarily to be interactible

#

but animation blueprint i think

#

i didnt write the system just trying to fix a bug with reassigning a skeletal mesh to a different guy

nimble torrent
#

OK, well - that sounds complicated, but if you have an animation blueprint, then just feeding in the... gosh I can't remember the name of the node, but it's called 'local space pose' or something like that, will return it to the default skeleton position.

old falcon
nimble torrent
north cove
#

okay thanks ill look into that

old falcon
static vapor
#

So i was watching tons of animation tutorials to get myself started and i found multiple youtubers mention how using Event Blueprint Update Animation is similar to Event Tick which is pretty bad for performance. What else/how else could i go about it? Any ideas as to where i could look/ what to look into?

old falcon
static vapor
#

ah fair enough, i will note it down to look into! thanks!

hollow moat
nimble torrent
kindred stratus
#

I'm having this issue while trying to make a control rig, it seems every control is scaling off the last in the hierarchy and making basically every control huge, I need to scale to down to .00000001 for some of them and I've gotten to a point where I just can't make them small enough

nimble torrent
#

You will likely have to reimport your skeleton and meshes with better FBX export options and unit scale in blender.

kindred stratus
#

I made the skeleton in unreal actually

#

which is why this is extra confusing

nimble torrent
#

Neat. I'd still check that scale then.

#

Because you should not have to modify the scale the way that you are.

#

Somewhere you have an incorrect scale which is causing your problems.

kindred stratus
#

well darn, it is the scale, weird, fixing it also breaks the whole model, guess I'm making this model's 10th skeleton...

nimble torrent
#

That sucks!

#

Scale is like... a contaminant. If you get it wrong, it will mess up absolutely everything it touches.

#

And it touches everything.

kindred stratus
#

yeah... but at least I'm getting closer to finally be able to just animate this guy, it's my first project and model so I've run into a lot of problems just figuring out workflow

nimble torrent
#

That is how it goes. The plus side is, this is the most awkward and annoying it's going to be!

#

It does get easier from here.

kindred stratus
#

at this point I can see that pretty clearly, it used to take me a day to rig this model and this is probably only gonna take me an hour to redo it

earnest stump
#

Hello, is it possible to expose the bone parameter of Layered Blend per Bone? So that in an inherited ABP I can change which bone it's using?

viscid willow
# earnest stump Hello, is it possible to expose the bone parameter of Layered Blend per Bone? So...

I don't believe so. In fact I think Epic wrote a custom node for this exact functionality in Fortnite, but this is not available in the public release of the engine: https://youtu.be/u9Z8CK561_Y?si=M0qhm80ZkFfHzIYG&t=2297 (timestamped)

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

▶ Play video
earnest stump
#

Ah ok good to know! Also hey Sam, small world 🙂

#

(Chris from MDS)

viscid willow
#

Oh shit lmao

#

Hey man

earnest stump
#

We all come here at some point 😄

viscid willow
#

seeking answers to life's big questions like "how tf does dynamic additve work?" and "where tf is the motion matching sample pack?!"

earnest stump
#

hahahah

sage ibex
#

Does anyone know to generate a trajectory from any object for use with motion matching? I'm gathering the velocity of an object to animate it traditionally, and I want to switch to motion matching but I don't really understand the Trajectory structure it needs.

copper sigil
#

Hey folks, I'm attempting to make a procedural "rope hang" effect in Control Rig. Essentially there are several floating bones, and I want to create a natural U shape between the Start and End control, based on the position of the "Mid" control (which controls how far it's hanging), terrible drawing to show you what I mean.

Ideally, it the "hang" amount would be derived from the current distance compared to the initial distance between the Start and End controls as well, but I'm happy to have a control point for the middle if necessary.

Anyway, I have the bones individually pointing or parented to the start and end, but I can't figure out where to start when it comes to almost make the start/end bones "aim too much" at the mid point so that they appear to be hanging directly down when the start and end are close enough.

Sadly can't use a standard chain setup because the bones need to be unparented for other logic later on. To be honest I did try a standard chain from Start to End before anyway, just to get to grips with that function, but it didn't work when the bones were parented as you'd expect for something like that.

#

(Another issue with a standard chain of bones is that setting the start also offsets the child bones in the chain, which is fine, but when you want the end bone to also define it's own location that really starts to fall apart.

nimble torrent
obsidian pawn
#

hey guys, I'm running an anim montage on my weapon class to represent the bolt action cycle. I have a notify that I need to reset the can fire bool. Is there a way I can get that notify reference in the weapon's BP?

#

I also tried getting a ref to the weapons class on the anim BP with try get pawn owner, but that didnt work

nimble torrent
# obsidian pawn I also tried getting a ref to the weapons class on the anim BP with try get pawn...

You cannot directly get the notify in the weapon class. You will need to access the animation instance somehow - so you need to keep exploring that avenue.

My strong recommendation is to not rely on animation notifies for game relevant effects. They're not 100% reliable. If you really want to though, I would suggest creating an event dispatcher on the animation BP, and then having the weapon subscribe to that. You can trigger the event with the notify.

#

But I'm not kidding about the unreliability of animation notifies.

obsidian pawn
nimble torrent
#

You can bind to montage end in blueprints as well.

#

Montage end is more reliable than an animation notify.

#

And like - my aversion to using animation for gameplay logic is entirely a style thing. People do, and it works.

#

But animation notifies are not 100% reliable and when they're not it can be frustrating to track down why they're not triggering.

obsidian pawn
nimble torrent
#

👍

craggy cape
#

Has anyone had issues before with using Copy Pose from Mesh? Namely: the mesh that is the copy is jittering a bunch during the animation? My case is i have one default mannequin mesh running a procedural run animation, that is invisible with no collisions. Then, i have another mesh that is in the same location, that just copies this mesh's pose. Attached is a clip:

old falcon
#

And the signature of the function must be:

virtual void OnMontageEnded(UAnimMontage* Montage, const bool Interrupted, UAnimInstance* Instance);
nimble torrent
craggy cape
#

Same result with both set to collisions off so can ignore that part. Only had one on because was trying to use physical animations on the one that is copying

nimble torrent
#

OK, interesting. Are you sure it's Copy Pose From Mesh?

#

If you display both of them at once, does the original not display the hitching behavior?

craggy cape
#

I’ve isolated it to some weird behavior in the rig I’m using for procedural walking, and yes the original displays the same. It even happens when they don’t overlap, like when I apply a location offset to one

nimble torrent
#

Ok. So the problem isn't the Copy Pose then. It's the procedural walking.

#

If that's the source of the problem - then you should fix that?

craggy cape
#

Yeah will try and isolate further, thanks

nimble torrent
#

👍

calm crescent
#

Howdy everyone! Im having problems on fixing this issue with my anims not working properly in Unreal 5 in Maya everything is working as its intended (its just a test walk just to see how it will look in Unreal) but when I imported it, the anim to Unreal only some certain parts of the model only moved while the torso and probably the waist part didnt work.. thanks to anyone who has the fix for it! thanks to @old falcon on bringing attention to my issue

#

heres what it looks like with bones

nimble torrent
#

Also - did you create a new skeleton in unreal, or did you target one of the existing skeletons?

static vapor
calm crescent
calm crescent
#

I did also try moving the bones in Unreal just to see if the exported mesh works fine and yes all parts are skinned

nimble torrent
#

Did you try reimporting your exported FBX into maya?

calm crescent
#

yeah both actually

nimble torrent
#

Did they play the animation?

calm crescent
nimble torrent
#

But it's missing the same data.

calm crescent
#

yeah

nimble torrent
#

Which is great!

#

Because that pinpoints where the problem is!

#

It's in your export process in Maya!

calm crescent
#

is that so... so the base mesh doesnt have any issues.. its just a anim file export issue?

nimble torrent
#

That seems to be the case!

#

You've got a big elaborate rig in Maya, right?

#

Lots of controllers and constraints?

calm crescent
nimble torrent
#

It's possible that your movement data isn't baked onto the export skeleton.

calm crescent
#

was expecting with just selecting the rig with anim and export that

nimble torrent
#

And, as those controllers and constraints don't come-with - you get no movement instead.

nimble torrent
calm crescent
#

but why thus some parts of it atleast moves like the legs, arms and even the foot worked but not the Torso??

#

anyways as youve said probably my anims isnt baked to my exported skeleton.. well atleast some of it like the ones I mentioned

#

how can I fix it tho?

#

uhmmmm

#

I think I might have fixed it

#

but what im missing now is the bounce

queen matrix
#

Hey, anyone could recommend me a good Blender rig for UE5 manny? Tested a few things but with very mixed results. Thanks! ❤️

plain oracle
#

can someone help me pls, im trying to use the 5.4 modular control rig, but the places i have to drop the bons are very off from the mesh, and some meshes dont even show the places to drop the bones.

old falcon
plain oracle
#

is there any solution to it yet??

distant trout
#

Hello! Working on star wars animation in Unreal and it's going well, but I'm stumped currently on trying to just have a simple blaster fire animation for like a soldier using his blaster gun

Best I've gotten is random blaster fire using Niagra using Hanging Particles but I'm trying to just do a simple blaster fire from the barrel of a soldier's gun? Any idea?

old falcon
plain oracle
calm crescent
mild granite
#

How do i get a base skeletons animations to work for a new skeletal mesh? I know i can retarget the anims but i dont want to do that.

novel viper
#

Hello. Is there any way to make this node more stable / robust? Currently when using this to snap the left hand of my character to a weapon sadly doesn't 100% perfectly snap it. Instead it tries to approximate it which results in the hand floating around the desired target socket transform. The faster the animation, the bigger the problem. What is the better / proper way of doing something like this?

#

The problem I'm facing is that because of different body types the hand never align as they should with how the animation is made. Hence I need some type of override snap system. I thought FABRIK was exactly that, but it doesn't seem to work that well. :/

#

Or maybe I'm using the node wrong?

old falcon
novel viper
#

yup that's correct

#

more fps makes it more accurate

old falcon
#

Yup, the effector transform is the one from last frame's pose

novel viper
#

Is there a way to fix that?

old falcon
#

Sure, which bone does your weapon attach to?

novel viper
#

currently to the right hand

#

a socket I created

#

the left hand is then positioned using FABRIK

old falcon
#

OK, you just calculate your left hand's effector transform relative to the right hand and pass that into the node. This issue always happens when using world tranforms for IK

#

Make sure to adjust your FABRIK settings accordingly

novel viper
#

Aha ok will try that!

#

So relative transform mode is basically the same frame while world transform mode is a frame behind?

old falcon
#

Not quite, you calculate the world transform before the anim graph runs, right?
So by the time you reach the IK node, your skeleton's pose has updated

#

Which invalidates the world transform

novel viper
#

Currently the location is calculated in the event graph. Is that okay?

old falcon
#

That's fine sure

novel viper
#

Yeah indeed. But how does calculating the relative transform not have the lateness issue? 🤔

#

Wouldn't that also be too late?

old falcon
#

Cause it's relative to the hand bone

novel viper
#

Oooh right right

#

I get it

old falcon
#

FABRIK will apply it to the current pose

novel viper
#

So actually that would also mean that I would only have to calculate the relative loc once, right?

#

Not on tick as with the world pos

old falcon
#

Indeed, it's a one-off offset.
But if you intend to change the socket transform or the weapon's relative transform then you'd need to do it on tick again and incorporate those transform too

#

Or if you're using sockets on your weapon and your weapon has skeletal animations, too

novel viper
#

Normally the left hand position should only change when the player takes out another weapon

old falcon
#

Yeah you'll have to check how it works out for you

novel viper
#

Alright. Thanks a ton for the help!

deft furnace
#

Hey is there a way to make it so that my character can move forward while attacking.

deft furnace
old falcon
#

Since you're using AnimMontages that node is exactly what you want.

deft furnace
#

sorry I'm still very new to this.

old falcon
#

It'll allow you to play your walking animation in the legs, but at the same time play an attack animation on the upper body

#

No worries!

deft furnace
old falcon
#

Oh, then there are a couple of ways to go about it.

You can look into "Root motion" if you want the movement to be driven by your animation.

Anything else would have to be a custom implementation to kind of "nudge" the player in a direction

rotund musk
# deft furnace Hey is there a way to make it so that my character can move forward while attack...

https://youtu.be/wZ11YqdidFA?si=mflqkCh6RWcCzqo7 a good video depending on what type of combat you want, he uses root motion I think, now I just used this to get my combat to work, directional thou but he’s like dark soul I think

Full beginner course on how to create a basic melee combat system to get started coding your own games in Unreal Engine 5.

Get early access to full series without ads and the project files (without animations) on Patreon: https://www.patreon.com/AstrumSensei

This is part 2/6 of the Basic Melee Combat tutorial series: https://www.youtube.com/pl...

▶ Play video
#

It’s a playlist

deft furnace
rotund musk
#

😂

#

Im not a tab target or a dark souls fan but it helped 😅

#

Not that he’s making a tab target 😅

rotund musk
#

I’m still waiting for someone for tutorials that explains stuff a bit more than just the easy way around stuff.. one day😅 hate reading 😂

deft furnace
# rotund musk You could also message him about your issue if he has the time 🤗 some do respon...

Learn how to assign weapons and attack animations to your characters in Unreal Engine!

Find our UE Weapons Pack here: https://rendercrate.com/objects/RenderCrate-Knight_Weapons_Unreal
Download our characters here: https://rendercrate.com/3D/characters.html
Mike teaches us how to create amazing Unreal Engine 5 character fight and battle animatio...

▶ Play video
#

I have no goddamn idea what I'm doing lol.

rotund musk
rotund musk
deft furnace
rotund musk
#

The upper body is easy but how to make char move slower when you attack i got no clue🤷🏽‍♂️😅

rotund musk
#

I’d just ask here in the discord and hope someone with more knowledge has the time to help💯😉

weary glade
#

anyone know why the arm positioning is breaking when i add the hand to the Basic IK?

deft furnace
woven urchin
#

should I start doing animations in blender or ue5 for my game? kinda new to animation

rotund musk
rotund musk
night rover
#

tick Enable root motion in your animation asset

#

It will drive the capsule component based on the root motion

dusky dust
#

can you rename this base montage notify?

night rover
#

probably but why not create your own custom notify anyway

dusky dust
#

this doesnt see custom notify

#

because they are "skeleton notifies"

#

so this just will always print None

night rover
#

I never use those nodes, maybe someone else know.

deft furnace
night rover
#

in your anim montage, track the animation then open that animation. Enable root motion in that animation assetl

old falcon
deft furnace
dusky dust
night rover
#

open the montage and just see the animation that rubber band

#

open the problematic animation asset and enable root motion

old falcon
dusky dust
#

branched where? and i dont need skeleton notifies

deft furnace
dusky dust
#

only montage one

novel viper
#

@old falcon Sorry. Here I am again. But I'm struggling to set up the FABRIK node to work with relative transforms. I've tried just about everything but the left hand of my character always seems to be somewhere around 0,0,0 in the world. Like it's using a relative offset from the world's origin point instead of the right hand.

night rover
novel viper
#

I'm also not sure how to calculcate / get the proper relative transform for the left hand

old falcon
novel viper
#

this is currently how I have it set up

dusky dust
chilly ore
dusky dust
#

@old falcon figured it out thanks

old falcon
novel viper
#

Ok will try thanks

#

hmm sadly that gives the same result 😦

rotund musk
novel viper
#

Wait I think I fixed it

old falcon
novel viper
#

I made a small mistake with another bone transform node after the FABRIK node

#

which caused the hand to flip out

old falcon
#

Is the hand locked now? Even at low FPS?

novel viper
#

almost done, let's hope!

#

still some issues, but the relative system works

#

problem is that due to the animation changing while running for example the offset is no longer correct so I think a update on tick is still required

old falcon
#

Yeah that is more a problem with attaching the weapon to the hand than anything else. E.g. additive animations will also give you trouble with the left hand

#

Attaching the weapon to a dedicated weapon bone and then IKing both hands to it tend to give better results, because you can filter out the weapon bone from any additives and so on

#

Or using virtual bones you can also solve those issues

novel viper
#

How does one IK the left hand to a socket? I actually thought FABRIK was an automatic IK system. Is there another way?

old falcon
#

Is that not what you did?

novel viper
#

Yeah with the FABRIK node, right?

old falcon
#

Oh

novel viper
#

Is FABRIK not an IK system?

old falcon
#

It is

#

But it can't correct additives for you

novel viper
#

And there's nothing else that can do IK's?

old falcon
#

There's plenty IK nodes

#

Personally I use control rig for that

novel viper
#

Oh, ok I'll have a look at that!

static vapor
#

I'm sorry for the terrible quality video but I have no other way to showcase the issue right now. So the animation on mixamo looks fine (same skeleton as SK Mannequin (used exported fbx)
And in unreal it just doesn't wanna work. It won't move at all

#

Root motion has been enabled and did nothing at all

#

It's driving me crazy at this point, I got no idea how to fix it

rotund musk
coral sun
#

i have an animation with root motion, I can see the red line on the root bone appear. But when I enable root motion it doesn't move the pawn.
If I resave the animation in UE rather than using the source file it works fine.
Does anyone know why this could happen?

static vapor
#

Didn't know of that. I used to have OBS but the file size is insane

rotund musk
#

Depending on your recording

#

But someone with knowledge will help you once they see your msg

static vapor
#

Nevermind I experimented a bit. In case someone else has the same issue, it's not a perfect solution but you can instead import a model from mixamo, then retarget the animations to the skeleton you want them to be used on and the movement works fine (there might be better solutions but that works for me for now)

deft furnace
rotund musk
nimble torrent
nimble torrent
nimble torrent
nimble torrent
#

There isn't a simple node or function to do this.

#

It's both a game design challenge (because you want it to be fair for the player) and a technical challenge (how do you actually get the enemy to make the attack at the right moment, at the right distance?).

novel viper
#

@old falcon I fixed it 🙂

#

this node was the key

#

Now, even at super low fps, the hand stays exactly where it should

deft furnace
nimble torrent
#

I mean - just getting them to turn is not particularly hard.

You adjust their rotation relative to the player during the attack animation. It's done on their pawn, and not in the animation.

Usually the tracking ramps off, so they can track well during the first few moments of the attack animation and then they commit to an angle and complete the animation in that direction (this allows players to dodge).

#

The length of the anticipation where they can turn is an art into itself (many Dark Souls Enemies have attacks that have enormous anticipation sections and then lightning quick actual attacks, to bait players into dodging prematurely).

chilly ore
nimble torrent
#

Well, it doesn't look like they're being used.

chilly ore
#

i am using this

#

start and stop working but loop not working

nimble torrent
#

OK, but we don't see a start animation there do we?

chilly ore
#

wait a sec pls

nimble torrent
#

We just see it begin animating into a walk animation, without doing a 'start walking' animation.

chilly ore
#

Actually the start animation starts and then the last part of the start animation plays continuously.

#

I will open the project and post it now.

nimble torrent
#

Interesting. OK. What were you doing control-wise in your video. Were you jamming the control stick forward trying to accelerate or were you trying to move slowly?

chilly ore
#

I was trying to walk by holding down all the w a s d keys.

#

this is my asset list

nimble torrent
#

OK, so you were trying to accelerate though.

nimble torrent
#

Hmm. I don't really have any immediate solutions. I would try removing all assets except the walk and the idle - and see what happens then.

But that's just my usual debugging technique of "Remove things until I get a behavior I understand."

nimble torrent
# chilly ore

My guess, based on this, is that the characters desired forward momentum is so slow that the character is trying to use parts of the start animation as a very very slow walk.

#

That's my guess, but it's just a guess.

chilly ore
nimble torrent
#

Interesting. That suggests to me that the run doesn't have forward movement.

#

Does your run have forward movement?

chilly ore
#

yeah wait a sec

#

Maybe it's too short a time for animation motion matching, I'm not sure.

nimble torrent
#

Provided you have any forward movement on your root - any length should get the character moving.

#

It might look janky as heck, but it should work.

chilly ore
#

this is my walk animation

#

root motion

nimble torrent
#

OK. So that is some movement. Interesting!

#

All right, well - clearly something's going on!

chilly ore
#

I'm not very knowledgeable in Motion Matching so I can't figure it out :/

nimble torrent
#

Nobody is! It just came out and there are no example files.

chilly ore
#

yeah you're right

nimble torrent
#

If it were me, at this point, because I have exhausted my current ability to get anything working at all, and I can't remove anything else from the system, I would try recreating both the character and the motion matching system from scratch.

#

Assuming that somewhere along the line I missed something.

nimble torrent
#

I wouldn't delete the old one. I would make a new one, just to see if that worked.

chilly ore
#

I will delete all files and try again.

#

still same :/

chilly ore
nimble torrent
chilly ore
#

I didn't delete it either, I just moved it to a folder.

nimble torrent
# chilly ore

Well, that does help you isolate the problem to the motion matching system, but it doesn't help you figure out what, inside the system, is wrong.

chilly ore
#

I replaced walk with sprint And I opened the blue one here and it started walking.

#

There is no loop (shaking a little) but the animation works, it's really interesting

distant trout
#

Hello! Working on star wars animation in Unreal and it's going well, but I'm stumped currently on trying to just have a simple blaster fire animation for like a soldier using his blaster gun

Best I've gotten is random blaster fire using Niagra using Hanging Particles but I'm trying to just do a simple blaster fire from the barrel of a soldier's gun? Any ideas?

spice estuary
#
Epic Developer Community Forums

A getting started guide for Motion Matching. We cover Character blueprint setup, Motion Matching assets, and how procedural fixup can be used to compensate for low animation coverage. We also discuss debugging a Motion Matching setup along with a number of other tips and tricks. https://dev.epicgames.com/community/learning/tutorials/lwlG/unre...

serene fiber
#

whats the best way to compare 2 different humanoid skeletal meshes between each other

#

or easiest, without deleting one or the other and not replacing references

brazen wharf
#

compare what

serene fiber
#

lets say I have mannequin arm skeletal mesh with all bones in it and regular manny skeletal mesh aswell

#

if I delete the arm skeletal mesh and replace references with manny, all animations are becoming distorted, for an example during animation the upper part of character becomes really tall

#

as if someone is stretching the player upwards

serene fiber
brazen wharf
#

they should use the same skeleton asset

serene fiber
#

thats the thing

brazen wharf
#

if you want to make them swapable

serene fiber
#

if i delete one of them the animations will become distorted after redirecting the references to a new skeleton

#

i want to know which bones are causing issues

#

but wahts the fastest way to figure it out

#

i dont really want to go through every single bone and its parent bones and child bones

#

then export to blender and modify that way

brazen wharf
#

i guess you have to make your own tool for that

serene fiber
#

its tedious

#

so there is no shortcut really?

brazen wharf
#

not that i'm aware of

serene fiber
#

there should be a better way in future.. its 2024 and fbx support was discontinued by microsoft because of vulnerability and this should be more dynamic instead of rechecking everything.. but thats just my pov

#

thanks either way

naive carbon
#

does anyone knows how to disable the auto tracked folder in sequencer ? this thing just appeared and I can't turn it off ! annoying

brazen wharf
#

and you can try your luck with USD if you don't trust your FBX files...

lusty venture
serene fiber
#

Replacing references for pending assets

#

In memory

lusty venture
#

i would use the ik retargeter for that

#

that’s not really how animation works

serene fiber
#

Im guessing its the bones

weary glade
#

can someone please help me figure out why this arm is breaking when i use this Basic IK

lusty venture
#

you’re getting problems because you’re trying to import animations from one skeleton into another directly but like you said, the bone hierarchy is different between the source animation and your target rig

serene fiber
#

I had this before happenin different situation and the reason was that i used unreal engine 4 animations with ue5 skeleton. Maybe thats the reason..

lusty venture
#

look into the ik retargeter. you can’t just import animations from one skeleton to a completely different skeleton

serene fiber
#

Okay. What about montages though? Does playing montage ignore the skeletal mesh difference?

lusty venture
#

? no

weary glade
#

😭

serene fiber
# lusty venture ? no

I mean when i play montage for the arms it works without distortion even when skeletal meshes are still different

#

But its when i replace the skeletal mesh that im getting the distortion

#

I dont get it at all

#

I shouldnt be able to play montage because the animations have different skeleton (not ue5 manny)

old falcon
viscid willow
weary glade
#

thanks

weary glade
#

well now im running into issues with the wrist pinching cause the arm isnt rotating at all with the hand and the other controls i made wont move with the arms and i dont know how to fix it

viscid willow
weary glade
#

yeah the upper and lower arm have 2 twist bones each

viscid willow
#

Nice, do you know if they're being driven?

weary glade
#

this is how i have the control rig set up

#

i tried adding these cause this was shown in the guide i was following but it doesnt seem to do anything

viscid willow
#

Cool, with twist joints their motion is either baked into the animation, or driven at runtime. In your case the twist joints will need to be driven procedurally by your hand motion because you are making these animations in the engine.

You can do this by making a new ABP and look into the Twist Corrective Node (You can also do this in control rig): https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-blueprint-twist-corrective-in-unreal-engine

If you set up this twist correction in a separate abp you can then assign it to your skeletal mesh as a post process abp: https://docs.unrealengine.com/4.26/en-US/AnimatingObjects/SkeletalMeshAnimation/AnimBlueprints/#assigningpostprocessanimationblueprints

This will mean your twist will apply at ALL TIMES to your skeletal mesh because it runs as a post process on any manipulation to your skel mesh.

Epic Developer Community

Describes how the Twist Corrective control can be used to drive curve values based on the twist of one bone relative to another.

Animation Blueprints are visual scripts that are used for the creation and control of complex animation behaviors.

weary glade
#

alright i will check that stuff out, thanks for the help 😃

viscid willow
#

np 👍

obsidian pawn
obsidian pawn
nimble torrent
nimble torrent
obsidian pawn
nimble torrent
#

Timers are not free, but unless you're doing a crapload of them, you're probably fine.

obsidian pawn
#

hmm, well with 70 bots times the fire rate of every weapon...that could be a crap ton haha

nimble torrent
#

Well, 70 agents of any kind are going to get pricey.

#

You'll probably need to do some pretty elaborate optimizations.

#

That said, Play Montage is pretty simple.

#

See those 'On Interrupted' and 'On Completed' nodes?

#

Just use those.

obsidian pawn
#

well shit, yea i could just use on completed lmao

#

screw c++!

obsidian pawn
#

and i havent done any optimization at all yet

past jungle
#

Any anim wizards in here? I am fighting some subtle shaking/jittering in some character animations, and no matter how i try it doesnt seem like any compression method is getting rid of them

#

the jittering changes, they get slightly better and worse (and much worse) but none of the presets/codecs/error thresholds set to 0 get rid of them

viscid willow
#

Do you have a video example?

past jungle
#

its for an unreleased film 😐 the animation is overall spot on, it appears rotation might be causing it as changing it's compression method has an effect

#

but translation/scale dont change anything

#

i appreciate the response tho

viscid willow
#

okay, yeah if i had to guess i would say it's rotation error accumulating down the chain of bones. are you noticing it on the extremities of the character?

past jungle
#

this is a closeup of dialogue where theres a head tilt and its very apparent in the tilt, appears to be stairstepping instead of smooth movement

viscid willow
#

hmm, you havent changed the interpolation type to stepped have you?

past jungle
#

good call, but no 😐

viscid willow
#

okay, (this is like 20 questions) are you coming from Blender?

past jungle
#

maya, fbx - rig/skelmesh exists and animation fbx is separately imported and applied in the sequencer

#

exported fbx looks all good (not baked in)

viscid willow
#

right, and if you open the asset does it have the jittering? or is that only present in sequencer?

past jungle
#

good q, it is apparent in both

viscid willow
#

gross

past jungle
#

its frustrating, there were compression issues in other shots, i updated the component/codec settings and it removed the issues with other shots

#

just this closeup still has it

viscid willow
#

this is tricky to debug, could it perhaps be a mismatch between your authored sample rate vs the import sample rate of the asset?

past jungle
#

i have messed w sample rate, as it almost appears to be some interpolation thing also, but 24 is 24 across the board

nimble torrent
#

When you look at the curves in the sequencer - are they good?

#

No jitters or weird values?

viscid willow
past jungle
#

24

nimble torrent
#

And if you pause on a bad frame, does it correct - or does it stay bad?

nimble torrent
#

Welp.

viscid willow
#

ohohoho

nimble torrent
#

OK, that's weird.

past jungle
#

i had to scrool waaaay down theres like 1000 blendshapes

#

wow big brains in here

#

that is so weird

viscid willow
#

squishy's the brains of the operation

nimble torrent
#

: P

past jungle
#

most look fine, there are a few funky ones

#

well i have a lead to go on now...

nimble torrent
#

Yeah, how much technical assistance do you have? If this were me, and I were desperate, I would check the contents of the fbx file to see if the curves are getting garbled on export or import.

#

Like - use the python SDK to open the FBX and look at the actual key data.

past jungle
#

im doing all the exporting/installing so ill take a look

viscid willow
#

yeah or bring your exported animated skeleton back into maya and see if those curves look the same

past jungle
#

the exported fbx looked good at first glance but now i know where to look

#

didnt check the curves like that

nimble torrent
#

👍

past jungle
#

owe you both a beer, thanks yall

nimble torrent
#

Best of luck!

viscid willow
#

i didnt know you COULD check the curves in sequencer like that

past jungle
nimble torrent
#

It's a very handy thing! It's honestly weird that you can't see the curves in the animation viewer!

nimble torrent
#

You have to load them into the sequencer!

#

(Unreal is not so much planned as it grew)

past jungle
#

lol im learning

viscid willow
#

lol

viscid willow
past jungle
#

well, will dig further but appears to be coming in earlier

#

than UE

viscid willow
nimble torrent
#

Basically.

past jungle
#

just to follow up, ya its literally keyed in maya that way

#

animator went off the rails 😄 thanks again guys. man that was a long slog.

nimble torrent
#

Ahh!

#

Well - glad you know how to fix it now!

#

(aaah!!)

past jungle
#

it looked exactly like compression, so i was going crazy on those settings, barking up the wrong tree

#

ahhhh!!

old falcon
obsidian pawn
lusty venture
# past jungle lol wtf

i had this issue in the past, found that when exporting from maya i had to set my curves to linear for some reason 🤷

past jungle
#

im thinking this shot started in mocap or something - its truly keyed that way not just on export

#

but youre right i did make that linear switch at some point also

#

thanks for the note

vivid roost
#

How can I take an existing animSequence and export a snippet of it as a new anim sequence?

lusty venture
#

that’s so strange!

#

maybe if they baked down the animation 🤔

lusty venture
#

there are a few ways you can export just a snippet

vivid roost
#

It's just in my project. I got it from the marketplace.

#

Currently it's a pirouette and then a cut with a sword. I want just the cut with the sword.

#

I could change the start position in a montage but I'd like to avoid that if possible

lusty venture
#

you can duplicate the animation sequence and in the animation viewer, if you right click on the timeline an option should pop up that lets you remove frames?

#

or the other way is to put the animation into a level sequence and trim (may be faster this way, i have always found trimming animations in the viewer very finicky)

novel viper
#

Hello. Does anyone know how to get an active playing montage's time after pausing it?

#

nvm think I found it

static vapor
#

Gosh I hate for asking stuff over and over, I don't wanna bother you guys all the time xD
But how would one go about making the camera follow an animation that consists of the player jumping high as part of the animation? The root is already followed properly but once the character jumps the camera stays down

#

An example to make things easier

#

If I wanted for example to make the camera "jump" along with the character to properly follow him, would that require animating the camera itself? And how could I go about it

#

Unless I attached the camera to a bone socket? 🤔

wheat charm
static vapor
#

I was just trying to experiment and see if it's doable to make the camera follow the character when he is in the air during the animation. As shown in the video it's not following him

wheat charm
static vapor
#

Oh I already did, but it's only following the character on the ground

#

On the video, root motion is already enabled
That's why I got a bit confused

wheat charm
#

Can you show the capsule of the character? Probably the root didn't do Z axis move.

deft furnace
#

Hey, is there any way to change the direction of my attacks. https://www.youtube.com/watch?v=DC7XkWXAKoE&list=PLlswSOADCx3fG8ATHm3GDmmdGGCfPhl0y&index=7 I've been using this guide but I don't think it's ever brought up.

Full beginner course on how to create a basic melee combat system to get started coding your own games in Unreal Engine 5. In this comprehensive Unreal Engine tutorial course, I'll guide you through the exciting combat development by teaching you how to create a dynamic and immersive melee combat system from scratch.

Series version: https://www...

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signal veldt
#

Hey guys, regarding motion mathing, I implemented it and it works, but i cant play a anim montage, I have a Sword combat game and my character cant swing the sword. I could do a boolean to deactivate the motion mathing before the anim montage but that seems too grotesque, do you have any idea? i found no intruction in the documentation regarding playing montages

viscid willow
timid onyx
#

Hey gang! I've been trying to hammer away at an issue for a bit now and I need some better minds to see if there is a solution.

I've got a modular character in a blueprint (split into body parts for customisation/swapping out) I'm currently using a leader pose node to make everything follow the same skeleton, which works PERFECTLY... But this means I can't use FK control rigs on certain parts (notably the face controls in the head which has it own skele and isn't in the base skele)

So I thought the easiest solution is to attach a socket/bone to another socket/bone (Head skele and Body skele share a neck bone in the same location) but it seems like you can only parent a mesh to another socket via its root/pivot point and not bone to bone. So it would mean attaching it and having to eyeball the mesh back into the correct position.

In an ideal world, I'd just attach the neck bone to the exact same neck bone and it should work perfectly... But I can't seem to find a way to do that. Any ideas on how you would go about this? Cheers!

nimble torrent
nimble torrent
fathom bluff
#

My dashes use the same setup as lyra - it sets an animation based off last input directions

#

just without the apply constant root motion

nimble torrent
nimble torrent
fathom bluff
timid onyx
nimble torrent
#

I don't have a guide, no. It matches names and hierarchy, but does not need to have the same skeleton.

Typically, you'll include the pieces of the main hierarchy one would need to skin the mesh, as well as the hierarchy antecedents up to the root. So for a face rig, you'd have the root, pelvis, spine, neck, and head bones in your head mesh skeleton - as well as your face bones.

During setup, you either have your Animation-BP reach out to it's Owner and get the main mesh from there, or you have the Pawn assign the main mesh to the Animation-BP. From there, you plug a Skeletal Mesh Component variable into the Copy Pose From Mesh component - and the pose that comes out is the pose from that skeletal mesh. You can then splice in your own animations and other animBP nodes from there, often using Layered Blend Per Bone.

static vapor
#

So I'm trying to change the animations on the blendspace and for whatever reason, this one animation I have for running is SUPER slow up until it reaches 499 speed then at 500 it plays completely fine. There is no transition in the speed whatsoever either! Any ideas what might be wrong?

rugged shuttle
deft furnace
deft furnace
nimble torrent
#

And that it's a considerable task.

nimble torrent
#

That's why none of the root motion tech works.

#

The animation does not have root motion (you can see the root staying stationary, and the pelvis moving)

heavy hedge
#

I'm doing a sword attack where player can control the angle of swing. I currently have individual sword swing animations in 20 degree intervals. I thought of using blend space, but I can't seem to play a one-off blendspace animation. How and what should I be using?

nimble torrent
#

You could play two montages at once (you need two Slotgroups to play two montages at the same time), and then use a regular blend node to blend between them.

#

So you'd play a lower and upper sword attack simultaneously, and blend them.

heavy hedge
#

I see, so I'd effectively be building my own 2D blendspace system. I was hoping there'd be a ready to use solution in engine.

nimble torrent
#

Blendspaces are generally used for continuous or looping movement.

#

You can turn off looping in a blendspace, but registering the completion of the animation is harder with a blendspace than a montage.

#

So - up to you.

heavy hedge
#

Yea, I messed around with that, seems like a jank solution haha

#

Thanks for the help nonetheless

nimble torrent
#

Have you looked into state transition rules?

heavy hedge
#

Hmm, I don't follow, how would that help?

nimble torrent
#

Using the... I think it's called 'Get Relevant Anim Time Remaining'. I think that does work with blendspaces.

#

I think!

#

It's been a while.

#

You could use that to transition out of the state when the animation completes.

#

State transitions can emit events, so you could register the stop of the attack that way.

heavy hedge
#

I see, I'll look into it, thanks!

halcyon garden
fallen vigil
#

can anyone help with a run stop transition? my main blendspace has idle, walk and run animations in it, with Idle obviously being 0 speed, walk 450 and Run at 900 how ever it seems no matter what i do i either somehow get the animation playing again and then my character is just static or the character plays just fine but no run stop animation plays

nimble torrent
halcyon garden
#

on ALS is a lot more smooth

nimble torrent
#

I'm not sure what you mean. Sorry. I don't see jerking or stuttering. The characters feet even seem reasonably planted.

halcyon garden
#

Look how the character never stop moving

nimble torrent
#

I think that has more to do with the character and acceleration settings than animations?

#

Your character slows and then stops and then starts moving in the new direction.

#

The blue character appears to have nearly instant acceleration.

halcyon garden
#

It is easier to see

#

Here

nimble torrent
#

OK, there's definitely a hitch there.

halcyon garden
#

Wrong video

nimble torrent
#

What does your animation graph look like? ALS is enormously complicated.

halcyon garden
nimble torrent
#

It's impressive, but it pays for that impressiveness with considerable complexity.

halcyon garden
#

It is the right config

#

anyway it is possible to see the problem ons taff

nimble torrent
#

You mean how he moves the staff quickly when changing directions?

nimble torrent
#

So, ALS is enormously complex, hundreds, maybe thousands of nodes interacting, so... you will not get similar results with three.

frail zenith
#

Hey everyone. Any idea how to turn the characters head towards the target?

halcyon garden
#

ALS is too much for me and my game is multiplayer

nimble torrent
# frail zenith Hey everyone. Any idea how to turn the characters head towards the target?

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#

?

frail zenith
#

Awesome thex, ill take a look at it

halcyon garden
nimble torrent
#

Look up 'Layered Blend Per Bone' for that.

halcyon garden
#

is it a hard blend when i have a blend time

nimble torrent
#

By giving the character reactions to sudden changes in velocity. There's a lot of ways of doing it.

If someone specifically tasked me with this, I would probably push back and says "Very few people will care. This is polish. We have way more important things to focus on. Let's get the rest of the game working before we start worrying about the details of the locomotion system!"

#

If they overrode that objection, I would probably use a state machine that tracked character velocity and had reaction states for starts and stops based on the character facing direction.

nimble torrent
#

Good!

halcyon garden
#

This smoothing time

#

on speed axis

frail zenith
frail zenith
halcyon garden
nimble torrent
#

Neat! If that works, it works!

halcyon garden
#

It looks great

#

a lot better atleast

frail zenith