#animation
1 messages · Page 44 of 1
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.
Oh no.
I... fully expect that to cause you some shenanigans in the future.
Well i'm testing bone deletion so I expect it.
this is all it pops out
scroll to the right - does it say which bones?
no
damn yeah i just reproduced this. its not a bug
i see a lot of them are greyd out
i don.t really know what bones
Oh gosh, you definitely don't want to be deleting random bones either.
I can help, let me look
You really want to import clothing as a separate skeleton.
You don't want to adding tons of clothing bones to your main skeleton.
lmao no thank you. not what im doing either
where to join to show you?
@glossy anchor what modifications did you make to the original metahuman base skel
That's both messy, and dangerous, but you do you. I strongly recommend against importing clothing mesh bones into your main skeleton.
nothing, just added an animation to the base and that was it
no1 mentioned that between me and marius
Well this message only pops up when bone modifications have been made to the Skeletal Mesh
can you reload the "good" project again?
or have you saved your project since this message
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."
The base skeleton is missing bones, and now they're going to be added.
So that... that is what you're talking about.
On that topic, how do you keep such stuff from overloading your main skeleton?
I have started adding "weapon attach" bones for sheathed weapons and the like.
the engine does it automatically though, it is not intent
Better to work with leader pose instead?
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
100% yeah, or Copy Pose From Mesh.
typically this message appears when you delete a bone - but he did not - which is what we are trying to figure out
Marius, does your project work as usual? Is anything broken?
I believe what they did instead was import a new mesh with additional bones, and assign it to the base skeleton rather than creating a new skeleton for their boots.
it seems to be ok instead of this issue
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.
I would consider weapon and attachment bones to be good things to include in your base skeleton. It's clothing specific bones that you generally want to have as separate skeletons.
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.
last time when reimporting i had re redo a lot of thing like animations, resize, and the sequencet
r
Gotcha. Makes sense considering everyone potentially can have weapons or props attached to those. But not everyone is going to wear a trench coat or whatever
Eventually of u can show me how to do it without losing all the progress I had
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.
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.
if youre still concerned you can explain in a simple way, the modification steps you did take post metahuman import
I followed a tutorial, i imported the animation assigned to base animation
And then added to sequencer
Base skeleton
I used axis studio to export as fbx rhe animation
you imported an animation and assigned it as the base skeleton?
pls
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 ...
Well all you did was change the retargeting settings after importing the animation. Which isn't adding or removing any bones. Must be some weird reference issue which is why that message popped up. Do the messages keep coming or was it only once?
Keeps poping up
clear message log - save project & reopen project, see if it pops up again
99% sure its harmless, but if the message keeps popping up - that would drive me crazy
i will try it now, thanks!!
if you look online - apparently other users have the same issue. no literal bone modifications - yet the message appears.
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 ...
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. 
Sometimes there's an extra finger bone or metacarpal bone period or you have your retargeting groups set up incorrectly
Or maybe you have an incorrect pose match between a pose and t pose
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
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?
How are you trying to access the weapon sockets?
Custom anim notify blueprint -> Received_NotifyTick(Override function) ->
GetSocketLocation(SceneComponent)
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.
uh, I tried accessing the weapon sockets aswell. I do know that these are handsockets which I added later, but it doesnt matter (it doesnt draw even debug lines)
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
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
its like it doesnt want to access weapon socket
but i mean weapon has its own skeleton. maybe thats the issue?
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.
No, you have 2 issues there
- You can't access your weapon's socket, which is solved by not using anim notifies for the trace
- You're using relative socket locations for world space traces
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)
if I dont use anim notify then whats the alternative. how would I trace at specific time of animation?
You have not since you're still setting your camera boom's relative location from a component space socket from another mesh component
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.
You can use an anim notify
Just don't trace there
ah ok
Trace somewhere where you have access to your weapon for example
Also be wary that notifies are frame dependent. You'll get inconsistencies at low framerates
unreal engine programming in a nutshell, have coded for 8 hours and my brain isnt working properly lmao
ah ok, never knew that
If you use a notify state that is!
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.
well I am screwed lmao
Is it possible that, if you never fully blend out of the state, it never stops being relevant?
And so it doesn't call 'On Become Relevant'?
On Become Relevant only triggers if it was completely off before being reactivated.
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.
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?
I'm not sure how Lyra does it, but you can test to see if they're still relevant by plugging a print statement into 'On Update'.
On Update only gets called when the node is Relevant.
So if you see constant updates then you know that the problem is there.
Where are you rotating it?
On the skeleton
Rotations on the skeleton are always transient. You can't do what you're trying to do.
If you want to change the rotation of the skeleton at runtime, you could use the animation graph or a control rig.
If you want to change the rotation of the skeleton definition you need to change the skeleton in your DCC and reimport it.
Ohhh I am dumb. I was thinking it should change like a socket
I think you're right and this is what is happening. Instead of printing from OnUpdate I'm setting a bool to true in OnBecomeRelevant and printing that. It is never actually updated, so it's definitely not entering OnBecomeRelevant where I'd expect it to do so.
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)
The equilvalent in Lrya looks like this, with interialization enabled
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?
Yeah, inertialization fully cuts the animation when the blend starts. It stops evaluating relevant animations.
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.
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?
So that I can guarantee that OnBecomeRelevant will be called
So is this correct or am i way off because this doesnt work.
Uhh... maybe? I don't know what you're using that event for. Could you use another event?
Or could you use inertialization like they do?
Guess it wouldn't hurt to try, thanks!
Yup, that does it! Thanks for the help! When I have a bit more time I'm going to start digging into the why of all of this a bit more, but for now at least I have a working solution.
Hurrah!
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.
That's an interesting one!
Sorry, I don't know what's causing it as Motion Warping is still pretty new!
It looks like you set different movement mode for your character and truly there's too little information about how you make this system work. Like how you trigger your animation and it is interrupted or not and etc.
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?
Sorry, this might not be particularly useful, but I do have a question - what prompted you to create this x-shaped design?
Did you have an example file showing this kind of thing?
Design? Is just me selecting all animations in the pose search database at once
I use it as a way to quickly visualize how animations compare
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?
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
OK, interesting. All right. My understanding of motion matching is that you really only need the one run.
You don't need multiple directions like that, because you can turn the pawn.
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.
This kind of coverage is not the way I understand motion matching is really designed to work.
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
I was planning to "minmax" motion matching after the fact
They also bragged that the example system only had, I think, 22 animations.
I have a cleaner set up elsewhere lemme find it...
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.
I would be not surprised if that turned out to be the case.
My understanding is that it's that way for all the animations.
If your system is working perfectly - that's awesome.
There chooser tables they are providing with motion matching serve well to filter out animations as you need them
But if you're having issues, that might be source of the issues.
mine looks like this atm and is very good for my use
All right. Cool.
Im have a strong feeling my issues are related to remapping rather than motion matching
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
Here's the event graph from left to right:
What if you remove the motion warping nodes, the play montage node works?
Fixed it- Somehow the axis tracking is wrong? When checking for position velocity facing XY it failed to see back and forward movent, But when is not restricted by axis it works properly. This is certainly at a cost of performance, but I wonder how much
Erm. How do I do that? I'm basically following along with this long ass YT tutorial. lol
Here's the function for the vault left to right:
I'll check that.
Just unhook the add or update motion warping nodes and connect to play montage directly.
Can I have a link to it? 👀
It's part of a RPG series but it's in parts
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...
Because the problem for you now is not playing the animation montage. So check that first to find the reason then consider about motion warping. It should play anyway with or w/o motion warping.
If I unhook the Add Update Warp Target do I have to rehook it to another node in the event graph? Sorry my brain is fried.
Set Enable Collision outpin to Play Montage in pin.
If still not playing, check the animation slot settings and your anim blueprint has the slot which montage is using.
The montage is set to the correct one cause it's the only one I made lemme see about the other thing. Sorry I'm very noob to this. Still don't know all the naming jargon.
so do I unhook play montage on completed to set actor enable collision?
Well, you have the set actor enable collision then add or update motion warping nodes then play montage, right?
Just skip the add or update motion warping nodes from Set actor enable collision straight to play montage
Oooh I think I see what you mean now
So unhook the collision and plug it into the play montage?
ignoring the add or update warp targets?
I think I'm confusing myself
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!
Ahh! What was the glitch!?
I'm really glad you got it working though!!
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.
Weird! Thanks for telling me! I wonder what could be the cause though! So strange!
Yes, exactly.
For sure! Thanks for your help
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
No idea where those inverse nodes come from, there should be nothing to invert at all. And you're still setting a relative transform on your camera boom.
Nothing will work until you convert whatever transform you're getting into your camera boom's space when you use "set relative".
This node will help
Then you can keep using "set relative"
But it expects inputs in the same space, so make sure you give it the correct transforms
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?
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.
I have almost forgotten everything i do in my animation blueprint
with all the new stuff coming into animation, is there anything new that supports upper/lower separation for stuff like melee movesets + locomotion
Nothing new, but the good ol' Layered Blend per Bone works just fine
s'wat i do
no im doing mental prep
i mean, i did remake a lot of ALS to fit into my own project and now we are getting motion matching tools.
just gots me thinking if there was more to it
Depends if you want to do motion matching
The basics have been pretty much the same for a long time though
yup
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
Not every game will want motion matching though
statemachine as 'any statemachine for any category of animation?'
or just locomotive?
They can be used for anything. But they shouldn't.
Locomotion is a good candidate for state machines.
Combat animations less so.
anyone know why the gizmos used to bend and position the arms are not showing up or how i could add them?
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
like i want to make a custom animation for the arms but i cant because of this issue
You need to add your skeletalmesh/ABP/BP as a track and then add a control rig track as a subtrack to it
sorry i'm really new to UE and game development in general, would you be able to explain how to do that?
Add your skeletal mesh into sequencer, just like you did with that idle animation. Remove the idle animation completely for now.
i removed the idle animation and added the only thing i saw called a skeletal mesh
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
Good! So what you've added is what's called an FK rig
That one allows you to manipulate each bone individually
What you're describing is called "Control Rig"
You would need to create tht one yourself
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
ah alright, thanks for the help 😄
Nice! I was going to submit a report once I had a few mins. That workaround could work but I'd rather avoid that volatility for now. I'm using a few animations retargeted from the ue5 Manny and they are ok. For now I'm using those mixed with my own and a bunch of procedural stuff. There are some ue4 animations that I'd like to use though, so I look forward to that bug fix
#animation message can someone help pls
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?
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
Animation Test/Practice with one of my character models 
@static vapor Do you have root motion enabled by chance?
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
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
Are you actually layering your animations using "Layered blend per bone"? And then playing your cell-phone animation only on the upper body?
Upper body yes. Have not tried ;ayered blend per bone
Without layered blend per bone you are not playing it on the upper body then.
Depends on your setup. Usually you'll have "layered blend per bone" somewhere if you want to layer animations per body part
Otherwise anything you plug in will completely override any other animations
gotcha . I think. I made some progress using additive and cache locomotion pose but it doesn't look right
There's no way around it if you want to play Locomotion animation on the lower body and some action on the upper body
Here's an example from my ABP since I have it open right now
You play whatever you want for each body part, but it's all brought together into one pose by LBPB
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
I figured it out. Layered blend per bone - part of main state and then I used cache loco with some bone modifiers
Pretty easy actually. Feel kind of dumb for not figuring this one out
Ooh! Beautiful! Extremely strong style!
Love the green gloves. That's a really nice accent.
Does your character animate fine the rest of the time, and then their legs stop moving when they do your attack animation?
It often feels that way, but learning is work. Don't knock your acquisition of knowledge, it's difficult and important!
When you look at the rotation of the root bone in unreal, does it have a weird rotation on it?
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?
Did it have a weird rotation?
Nope, i don't thik so
I'd double check.
If there's no weird rotation on it, then it's probably a problem in the FBx.
I'd check it in blender - to see if it's also rotated funny there.
@nimble torrent Thanks for the reminder
Hm, i will ceck in a sec
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
I don't think it's bad
Seems normal to me
Well, you can't see the rotation on the bone there.
But how do u check it then?
In the 'Details' pane on the right side of the screen.
There will be transform details there.
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.
Yeah, it is normal, all other anims work perfectly
They are also from mixamo
In the animation that you imported - do the IK feet bones exist?
Because you're right, that's where the problem is.
The unreal skeleton uses IK legs, and without that foot ik hierarchy animated - they will not raise their feet.
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
That's interesting. So the default jump, that normally works for Manny, doesn't work anymore?
Like - something has broken?
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
Oh nope, it's like an attack animation I imported that also seems to be jumping quite high inside of mixamo
However inside of unreal the jump happens with the mannequin being stationary. Does that make sense
It does. So what's happening there is that the root is probably moving into the air in that animation.
And in unreal, the Movement Component prevents that unless you're in the 'fly' state.
(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)
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.
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).
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.
Manny and Quinn predate that feature.
So their skeletons already have them.
Thanks so much!
Nightgal.
Click on the root object, open the Details Panel, and look at the transform values.
On the first frame, the values for rotation and translation should be zero, and scale should be 1.
That scale of zero is alarming.
And likely to cause shenanigans.
But also - the root isn't in this animation (the bone is greyed out.)
Yeah
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.
It is the same in the other anims
So - there's your problem.
Then they are also bad.
You want a root.
Well that's not export, that's import.
So I suspect the problem starts further up the chain with mixamo itself.
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.
You need the root. Period.
Without it, your animation is junk.
Yeah, i set it like that
Okey, so how to rename it?
It's not a matter of renaming it. It's a matter of importing it. Your animations appear to not be importing the root.
Which is very bad.
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.
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
Neat.
Am i stupid and messed up the export?
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.
That's exporting from unreal.
Yeah
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.
Nope, i am 99% sure the mesh and anims before are good
Yeah, sec
In dm or here?
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.
Player i exported just now, anim is "original"
So you think the problem is in the new downloaded anims?
I can't say for sure that the problem starts with the player mesh then.
No, I think it's a combination of the two.
I guess i used to do other steps
Like in mixamo i can download With and Without player model
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 ?
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!
Cool! Best of luck!
Thanks, you too!)
I don't think so, but I think that if you have like 150 frames of sequence, and you render at 60fps, it might speed your exported file up.
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...
hummm, Here is the thing, I need to create a walkcycle for a sequence animation, no gameplay, just render.
the render must be iat 60fps
Just give it a try. It'll take like a minute.
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)
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
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 👂
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
I think i got it is this correct?
Almost there 😄
You've got the inputs to "Make relative to" the wrong way around
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
Like this? (if yea it doesnt work :()
Might wanna remove that lerping to debug first
Also depends what your camera is attached to
And whether it has an offset from there
Head
Nope
Not the lerp or timeline
Why does this keep happenign i thought ads was suppose to be simple😭
Since you're lerping from some hardcoded values there must be an offset on your cam, no?
@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!
no i think i just pull the camera little down form the where its postioned.
That's what an offset is
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
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
Yea i just took everything out but i found something when ever move socket its all messed up like up and down is moving it forward backward, forward and backward is moving it up down etc
OK, try this:
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.
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
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
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
That's... weird? How did you change the skeleton's default pose?
I am interested in this as well.
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
OK, but how?
at runtime
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.
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
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.
That's the one!
okay thanks ill look into that
Found the solution. Just have to set LBPB's "Curve Blend Option" to "Do not override".
Not sure why I didn't think of this earlier. I can't think of a sensible use case for the "Override" option anyways.
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?
Using "Blueprint Thread Safe Update Animation" is the best way to go about it, but it requires some extra work because it's all done on a separate thread apart from the main game thread
ah fair enough, i will note it down to look into! thanks!
Thanks for all the help man i combined your way and some other way into one and it came out great. (mind the arrow)
Very cool! Good job!
Also, two things are true:
-
Doing stuff all the time can be expensive if you're doing expensive things.
-
In games - you often have to do things! Premature optimization is usually a source of problems. Only optimize things when you have too.
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
This is probably an import issue from Blender. Check your main skeleton file's root node. The scale on it will probably be very large.
You will likely have to reimport your skeleton and meshes with better FBX export options and unit scale in blender.
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.
well darn, it is the scale, weird, fixing it also breaks the whole model, guess I'm making this model's 10th skeleton...
That sucks!
Scale is like... a contaminant. If you get it wrong, it will mess up absolutely everything it touches.
And it touches everything.
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
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.
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
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?
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...
We all come here at some point 😄
seeking answers to life's big questions like "how tf does dynamic additve work?" and "where tf is the motion matching sample pack?!"
hahahah
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.
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.
You can't do that using Layered Blend, but you could do it using a Linked Anim Layer. It wouldn't be fully dynamic, but you could have multiple different layer blends setup in different linked graphs and dynamically link them based on context.
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
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.
Ok, that is super good to know! Another avenue I thought about is just setting a timer for the duration of the animation and then using that to reset the bool, but seems a tad janky to figure out the exact length. Last option I saw was a C++ delegate for on MontageEnd, but had trouble binding to it
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.
Well I’m really glad I asked about this! I didn’t know any of that. Thanks for the tips!
👍
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:
Just for completion, here's how to bind it in c++. But beware that you can only bind once per montage. Subsequent bindings will override the previous ones.
UAnimInstance* Instance = ...;
UAnimMontage* Montage = ...;
auto MontageEndedDelegate = FOnMontageEnded::CreateUObject(this, &ULifecycleAnimMetaData::OnMontageEnded, Instance);
Instance->Montage_SetEndDelegate(MontageEndedDelegate, Montage);
And the signature of the function must be:
virtual void OnMontageEnded(UAnimMontage* Montage, const bool Interrupted, UAnimInstance* Instance);
That is very unusual. Copy Pose From Mesh does not normally create that kind of behavior. Why do you specify that one of them doesn't have collisions? You very seldom have collisions on your mesh unless the mesh is ragdolling. Do you have the ragdoll on?
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
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?
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
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?
Yeah will try and isolate further, thanks
👍
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
Have you checked the skeleton in the animation viewer to see which bones aren't moving?
Also - did you create a new skeleton in unreal, or did you target one of the existing skeletons?
That's some good logic right there. It's better to get the core mechanics jn check and then optimize I guess. Then again as someone who is just making his first game (without a team that is) there is tons of stuff to look into. Animation seems to be way worse than programming to me right now hahah
Hey! yep just checkd it rn from the looks of it from the Root bone to the spine hierarchy and its shoulders aint moving at all (in Unreal)
I have my own rig made in Maya and yeah I just use my exisisting skeleton for the anim
I did also try moving the bones in Unreal just to see if the exported mesh works fine and yes all parts are skinned
OK, good to know.
Did you try reimporting your exported FBX into maya?
yeah both actually
Did they play the animation?
yes but
But it's missing the same data.
yeah
Which is great!
Because that pinpoints where the problem is!
It's in your export process in Maya!
is that so... so the base mesh doesnt have any issues.. its just a anim file export issue?
That seems to be the case!
You've got a big elaborate rig in Maya, right?
Lots of controllers and constraints?
Correct!
It's possible that your movement data isn't baked onto the export skeleton.
was expecting with just selecting the rig with anim and export that
And, as those controllers and constraints don't come-with - you get no movement instead.
Sadly no. Often the export process can be a bit baroque honestly.
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
Hey, anyone could recommend me a good Blender rig for UE5 manny? Tested a few things but with very mixed results. Thanks! ❤️
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.
You're not the first person to deal with this, lots of people are having this and other issues with modular CR right now
is there any solution to it yet??
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?
Using plain Control Rig and setting up a custom rig works without issues, so...
understand, guess no saving time for now, thanks for help btw.
I think Ill take it from here Thanks btw!
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.
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?
That has little to do with FABRIK, I think your Effector Transform calculation is probably 1 frame behind.
You get better results at high framerates, but very large inaccuracies at low framerates right?
Yup, the effector transform is the one from last frame's pose
Is there a way to fix that?
Sure, which bone does your weapon attach to?
currently to the right hand
a socket I created
the left hand is then positioned using FABRIK
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
Aha ok will try that!
So relative transform mode is basically the same frame while world transform mode is a frame behind?
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
Currently the location is calculated in the event graph. Is that okay?
That's fine sure
Yeah indeed. But how does calculating the relative transform not have the lateness issue? 🤔
Wouldn't that also be too late?
Cause it's relative to the hand bone
FABRIK will apply it to the current pose
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
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
Normally the left hand position should only change when the player takes out another weapon
Yeah you'll have to check how it works out for you
Alright. Thanks a ton for the help!
Hey is there a way to make it so that my character can move forward while attacking.
I'm not sure if that's what I want, here's my attack animation blueprint.
Since you're using AnimMontages that node is exactly what you want.
Oh ok.
sorry I'm still very new to this.
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!
That's not what I really want, I just want the character to move forward slightly when the character attacks.
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
How do I use root motion?
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...
It’s a playlist
That's actually the video I used to make my combos.
😂
Im not a tab target or a dark souls fan but it helped 😅
Not that he’s making a tab target 😅
You could also message him about your issue if he has the time 🤗 some do respond others makes videos and never get in touch with their viewers 🤣
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 😂
https://www.youtube.com/watch?v=X1LOpSQcRPs I also used this tutorial.
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...
I have no goddamn idea what I'm doing lol.
I think I have it saved in the playlist 😅 dunno if I need more on the combat besides the attacking, blocking and so, I have the directional attacks set and done for 1, now I just need to add the other melee weapons and fix them then work on the boring part haha
For the upper body thing? Or something else
I believe it was for the upper body, I'm not sure how to make my character move slightly every time it attacks though.
The upper body is easy but how to make char move slower when you attack i got no clue🤷🏽♂️😅
Oh ok, thanks though man.
I’d just ask here in the discord and hope someone with more knowledge has the time to help💯😉
anyone know why the arm positioning is breaking when i add the hand to the Basic IK?
Ok, I've changed my layered blend per bone to the root and now it is moving forward, but the character isn't actually moving, once the animation plays, it just zips back into it's starting position
should I start doing animations in blender or ue5 for my game? kinda new to animation
I know when I had the issue it’s because I had to use the animation form mixamo “in place” but for root motion combat I’m unsure what you should use
@shut kraken I know you are a pro 🤗and unsure if we are allowed to ping😅 if no then sorry haha but if you have time to help here a bit
the rubber band happend because you don[t use root motion in your animation
tick Enable root motion in your animation asset
It will drive the capsule component based on the root motion
can you rename this base montage notify?
probably but why not create your own custom notify anyway
this doesnt see custom notify
because they are "skeleton notifies"
so this just will always print None
I never use those nodes, maybe someone else know.
But what if I'm using an animmontage.
same thing
in your anim montage, track the animation then open that animation. Enable root motion in that animation assetl
What does your Notify look like in the montage?
How do I track the animation?
eyes closed doesnt register i need other red notifies with custom names
open the montage and just see the animation that rubber band
open the problematic animation asset and enable root motion
Try to set it to "Branched", just like your "None" notify. You can manage all your skeleton notifies on the skeleton too
branched where? and i dont need skeleton notifies
So if it alter the original animation, the animation montage will change?
only montage one
@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.
The montage use the animation asset. If you set the animation to enable root motion. The montage will play the animation which have it's root motion enabled
I'm also not sure how to calculcate / get the proper relative transform for the left hand
Then you need to create a custom subclass for a notify depending on your needs
this is currently how I have it set up
ahh nice , this one or the upper one?
HOLY SHIT, YOU'RE A GENIUS.
Hello everyone, what could be the source of this problem? animation does not loop. I'm trying to use Motion Matching
@old falcon figured it out thanks
I think you want to use "MakeRelativeTransform" instead of inverse transform
In the end everything gets solved with the right help💯
Wait I think I fixed it
Looks great!
I made a small mistake with another bone transform node after the FABRIK node
which caused the hand to flip out
Is the hand locked now? Even at low FPS?
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
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
How does one IK the left hand to a socket? I actually thought FABRIK was an automatic IK system. Is there another way?
How does one IK the left hand to a socket?
Is that not what you did?
Yeah with the FABRIK node, right?
Oh
Is FABRIK not an IK system?
And there's nothing else that can do IK's?
Oh, ok I'll have a look at that!
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
Windows key + G and you can record thank Microsoft 🤗 and if you need to edit - Clipchamp on Google Chrome and you have your free recording and and editing 😉
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?
Didn't know of that. I used to have OBS but the file size is insane
Same with Win + G but quality is superb thus editing with Clipchamp
Depending on your recording
But someone with knowledge will help you once they see your msg
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)
Oh one more thing, is there any way to turn while attacking
Prob is, unsure how to do it yet😅
If the proportions are different, you're going to have to use some kind of retargeting. If you have an exact hierarchy and name match, you could import your new character onto the old skeleton, and use runtime retargeting.
However, if you have any variation in hierarchy or names - you gotta use retargeting. That's what it's for.
This is tricky to answer. Your best bet is to use the one you're most comfortable with, and if you're not comfortable with either - choose the one you want to become more comfortable with.
There isn't really a 'correct' choice on that one.
Do you have starts and stops in your animation set for motion matching?
Yes, though the question of "How do I get this character to move towards the player in a way where they can actually hit them if the player is attempting to evade" is a complex problem.
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?).
@old falcon I fixed it 🙂
this node was the key
Now, even at super low fps, the hand stays exactly where it should
Oh ok, so I take it that it is actually a difficult thing to do.
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).
yes i have starts and stop
Well, it doesn't look like they're being used.
OK, but we don't see a start animation there do we?
wait a sec pls
We just see it begin animating into a walk animation, without doing a 'start walking' animation.
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.
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?
OK, so you were trying to accelerate though.
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."
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.
I tried this and the character cannot move at all.
Interesting. That suggests to me that the run doesn't have forward movement.
Does your run have forward movement?
yeah wait a sec
Maybe it's too short a time for animation motion matching, I'm not sure.
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.
OK. So that is some movement. Interesting!
All right, well - clearly something's going on!
I'm not very knowledgeable in Motion Matching so I can't figure it out :/
Nobody is! It just came out and there are no example files.
yeah you're right
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.
I wouldn't delete the old one. I would make a new one, just to see if that worked.
i found something i will share a video now
Again - wouldn't delete the old one. Having a comparison is valuable.
I didn't delete it either, I just moved it to a folder.
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.
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
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?
Guys this is a good guide to Motion Matching Working https://forums.unrealengine.com/t/tutorial-your-first-60-minutes-with-motion-matching
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...
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
compare what
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
bone hierarchy
they should use the same skeleton asset
thats the thing
if you want to make them swapable
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
i guess you have to make your own tool for that
not that i'm aware of
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
does anyone knows how to disable the auto tracked folder in sequencer ? this thing just appeared and I can't turn it off ! annoying
that's not related to FBX at all
and you can try your luck with USD if you don't trust your FBX files...
are you trying to put animations authored on one skeleton onto another skeleton?
Its what redirecting is yes
Replacing references for pending assets
In memory
Im guessing its the bones
can someone please help me figure out why this arm is breaking when i use this Basic IK
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
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..
look into the ik retargeter. you can’t just import animations from one skeleton to a completely different skeleton
Okay. What about montages though? Does playing montage ignore the skeletal mesh difference?
? 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)
First, you probably don't have the correct Primary & Secondary Axis setup
Second, your effector transform is not wired up
Third, your pole target does not seem to be wired up to anything either
What are you trying to achieve exactly? Do you have any screenshots to give some context?
your right! im dumb, i didn't realize i had to have that stuff set up for it to not be broken
thanks
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
The way the mannequin character is set up to deal with this is corrective twist joints. I'm not 100% familiar with the first person template, but I know the third person template is set up with correctives.
Typically these are set up in a Post Process ABP, do you have one assigned to your Skeletal Mesh?
yeah the upper and lower arm have 2 twist bones each
Nice, do you know if they're being driven?
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
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.
alright i will check that stuff out, thanks for the help 😃
np 👍
Hmm, I'm having trouble with the ULifecycleAnimMetaData::OnMontageEnded. Its not recognized in my cpp
hey squishy, I'm trying this approach of binding to the montage ended. I found the montage ended node, but would you mind helping me understand how to set this up?
Sure, are you doing it in blueprint or in c++?
Weapon effects are not really animation related much. They're often triggered by Anim Notifies, but the fx themselves are effects. You'd probably have more luck asking for help down in #visual-fx !
I was trying it out in BP and I'm not as familiar with BP. I ended up just going the FTimer route, since the animmontage screen will tell you the time in seconds. Not sure how performant timers are tho
Timers are not free, but unless you're doing a crapload of them, you're probably fine.
hmm, well with 70 bots times the fire rate of every weapon...that could be a crap ton haha
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.
yea, with 80 rn i can get about 40 FPS in my built project, so I'm pretty happy with that
and i havent done any optimization at all yet
Gotcha thanks!
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
Do you have a video example?
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
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?
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
hmm, you havent changed the interpolation type to stepped have you?
okay, (this is like 20 questions) are you coming from Blender?
maya, fbx - rig/skelmesh exists and animation fbx is separately imported and applied in the sequencer
exported fbx looks all good (not baked in)
right, and if you open the asset does it have the jittering? or is that only present in sequencer?
good q, it is apparent in both
gross
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
this is tricky to debug, could it perhaps be a mismatch between your authored sample rate vs the import sample rate of the asset?
i have messed w sample rate, as it almost appears to be some interpolation thing also, but 24 is 24 across the board
When you look at the curves in the sequencer - are they good?
No jitters or weird values?
what's the playback framerate in that case?
24
And if you pause on a bad frame, does it correct - or does it stay bad?
lol wtf
Welp.
ohohoho
OK, that's weird.
i had to scrool waaaay down theres like 1000 blendshapes
wow big brains in here
that is so weird
squishy's the brains of the operation
: P
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.
im doing all the exporting/installing so ill take a look
yeah or bring your exported animated skeleton back into maya and see if those curves look the same
the exported fbx looked good at first glance but now i know where to look
didnt check the curves like that
👍
owe you both a beer, thanks yall
Best of luck!
i didnt know you COULD check the curves in sequencer like that
its in the anim file itself
It's a very handy thing! It's honestly weird that you can't see the curves in the animation viewer!
very true
You have to load them into the sequencer!
(Unreal is not so much planned as it grew)
lol im learning
lol
ah so Maya is to blame
Sequencer, probably:
Basically.
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.
it looked exactly like compression, so i was going crazy on those settings, barking up the wrong tree
ahhhh!!
That class is my custom thing, does not exist in-engine. You'll have to define your own function to be called by the delegate
Ahhhhh silly me. Yea, I tried doing that to and was having trouble with it. That’s ok tho, I got a working system
i had this issue in the past, found that when exporting from maya i had to set my curves to linear for some reason 🤷
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
How can I take an existing animSequence and export a snippet of it as a new anim sequence?
is it an asset that exists as an fbx that you have imported, or is it just in your project?
there are a few ways you can export just a snippet
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
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)
Hello. Does anyone know how to get an active playing montage's time after pausing it?
nvm think I found it
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? 🤔
How you make your current character camera? How is your jump? I
I'm using the third person template from unreal so no changes there. It seems to be using a springarm to control the camera's collisions to stuff. Ss for the jump, the jump itself is inside the attack animation (taken from mixamo)
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
Ok, I see the problem. If you turn on root motion, it could be solved.
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
Can you show the capsule of the character? Probably the root didn't do Z axis move.
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.
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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
To play a montage you would need a Slot in your ABP, ideally between your motion matching nodes and the Output pose. Motion matching isn't really intended to handle things like attacks. Motion matching has been shown to use montages as part of a traversal system but for input initiated attacks, you'd be better off playing a montage through a Slot.
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!
What do you mean by 'change the direction of my attacks'?
Like - is your character only attacking in one direction? Do you want to be able to attack behind you?
You can do this, but too much camera movement will make people sick. If your character is going to be jumping around a lot - often it's best to just pull the camera back to be able to see the whole action, rather than making it follow more directly.
@deft furnace like so? https://youtu.be/MTRD4utL2iE?si=UqRe38ucaxT8li5_
My dashes use the same setup as lyra - it sets an animation based off last input directions
just without the apply constant root motion
Look up an Anim Graph node called 'Copy Pose From Mesh'. This node lets you reference another mesh and copy matching bone transforms from there.
The Leader Pose system works well for meshes that do not have additional bones, but if you need to do additional animation on top of the primary animation skeleton - Copy Pose From Mesh is your friend.
This looks really nice! Good job!
Thanks, it’s been interesting learning my own locomotion and combat setup 🙂
Thanks for pointing me in the right direction. I sadly can't seem to find a lot of resources on it. Got any recommendations on a guide? Thank you so much!
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.
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?
Why do none of the Root Motion settings work with this animation? I got it off Mixamo and retargeted to UE4 Mannequin, what am I doing wrong?
I think I was more refering to how when an attack happens it points in the direction I want it to.
It only targets in the direction it's facing and not changing directions while attacking.
Oh, this thing. I remember that I mentioned how you'd do it.
And that it's a considerable task.
The root isn't animating.
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)
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?
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.
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.
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.
Yea, I messed around with that, seems like a jank solution haha
Thanks for the help nonetheless
Have you looked into state transition rules?
Hmm, I don't follow, how would that help?
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.
I see, I'll look into it, thanks!
What is the best way to fix this turn animation discontinuities?
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
What do you mean by 'turn animation discontinuities'?
Looks how he stop then start moving on other direction
on ALS is a lot more smooth
I'm not sure what you mean. Sorry. I don't see jerking or stuttering. The characters feet even seem reasonably planted.
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.
OK, there's definitely a hitch there.
Wrong video
What does your animation graph look like? ALS is enormously complicated.
It's impressive, but it pays for that impressiveness with considerable complexity.
You mean how he moves the staff quickly when changing directions?
Yes
So, ALS is enormously complex, hundreds, maybe thousands of nodes interacting, so... you will not get similar results with three.
Hey everyone. Any idea how to turn the characters head towards the target?
Yeah ;c
ALS is too much for me and my game is multiplayer
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?
Awesome thex, ill take a look at it
I hoped somehow there was a blending between staff movements
You could separate the upper and lower body of the character and treat them separately to avoid doing a hard blend on the upper body when changing directions.
Look up 'Layered Blend Per Bone' for that.
But how do i avoid the hard blend on upper body?
is it a hard blend when i have a blend time
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.
I think i fixed it
Look
Good!
If you'd ask me. i would add an angle to the staff. so it would slightly move in the opposite direction of the movement velocity. (in blendspace)
is it nice witha damper as well?
Using Spring damper on animation settings
Neat! If that works, it works!
nice 🙂