#animation

1 messages · Page 47 of 1

steep haven
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Hello everyone! I have a question, I think others have run into. But I can't seem to correctly find an answer. Or maybe I missed something. Been using Unreal for years and on 5.4.1 and was using the Walk/Run with BS and all animation rooted and checked as they should but, still my character does not move only will jump in place when I hit the space bar. Thanks in advance for any help. Bit crazy, this is one I have never, run into and I have gone over it so many times, and still no results.

warped mango
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when i set up my modular control rig and try to turn on IK, my feet end up in my waist. is there any setting that might fix this? i'm thinking i'll have to change my bone orientation in blender but itd be a bunch of work

cyan bridge
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Idk if this is an appropriate place to ask this board of a question, I’m building a complicated animation system, anyone have some advice on states vs montages? I understand the general use case but I’m worried about committing to montages only to find states are a more cohesive option

cyan bridge
chilly bridge
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is it not possible to select multiple tangents in ue5? When I shift select it deselects the other ones, only allowing me to modify 1 tangent at a time.

chilly bridge
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nvm found the fix

zealous abyss
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When I pose my character the armor starts to deform. Is it because the way I set the weights in Blender or is it something I need to set up in Unreal?

cyan bridge
stoic flume
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does anyone know why full body IK makes my controller get sent to the stratosphere

floral night
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how do you use Pose Watch to debug animation? i toggled pose watch on nodes but it seems never shows the pose in preview window.

stoic flume
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took a video of my problem, when using full body IK I literally cannot make new controls for bones without them flying off screen 😦 not expecting much since this is so whack but if anyone has any idea of why this is happening/what can fix this any help is appreciated

floral night
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it seems like circular dependency issue, where 1 condition disqualify another and so on so forth. double check where you set transforms

stoic flume
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so the node that does it is the Fullbody IK node

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If i remove this, it works

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An empty Fullbody IK works

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but the second I add any effector it goes crazy

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Like its not even the bone thats moving, its just the control that's freaking out

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So even if I exclude the tail the problem persists

floral night
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is it persistent on every bone?

stoic flume
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yup

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i havent tried EVERY bone

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but every bone Ive tried so far it does it

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root, hips, spine, head, tail

nimble torrent
# stoic flume If i remove this, it works

That's a weird one. I've not played with the full body IK node before, but the shooting off into space thing does tickle my 'scale problem' receptors.

Are you sure your character is at 1.0 scale? The root bone as well?

nimble torrent
nimble torrent
nimble torrent
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You don't put the vectors in.

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So you're adding nothing - which is why your character won't move.

stoic flume
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but the root bone is rotated 😬

nimble torrent
stoic flume
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that might affect it

nimble torrent
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Maybe, but possibly not.

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My first instinct when it comes to solving this kind of problem is always to strip out every variable I can.

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So I'd first try the full body IK with a biped, probably with the unreal biped, just to see if I can make it work at all.

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Because if I can't, then there's something with the setup I'm using.

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If I can then there might be a problem with my mesh or my skeleton or whatever, but I would have eliminated the possibility there is a problem in my script.

stoic flume
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Yeah that's a good idea

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There's no way to record in sequencer with 2 control rigs huh?

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yeah first thing that happens when I try with the mannequin is the controller flies away lol

nimble torrent
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So that implies that either the node is fully busted - or you're doing something wrong while using it.

stoic flume
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Yeah :/ can't find anything online about it though

hexed sinew
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I'm having trouble with motion matching, root motion and rate scale. The Lyra walk animation is too fast.

When I set the rate scale to 0.5, the character indeed animates mores lowly, but the character still travels the same distance.

Any thoughts?

serene fiber
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can someone guide me towards making fullbody mesh modular in Blender and reimporting it back as separate modular meshes.

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I am mainly interested in how the animation blueprint and skeleton bones would work in this case

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do I need to copy fullbody skeleton bones all over to each individual separate Static Mesh inside blender?

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like, cut out legs with blender and then add fullbody skeleton to it with rigidbody? body and other parts the same way?

timid shadow
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both are ue4 Skeletons, why doesn't the first Skeleton have the same animation

grizzled aurora
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I designed a blower to use in the game, but I don't know how to animate the opening and closing of the blower. Can you give me information on how to proceed?

eternal ivy
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I'm using a Goblin Skeletal mesh set from a pack I got who knows when, I made the GoblinBody the main character mesh, gave it an animbp. The weapons are skeletal meshes on the same skeleton so I added it as a sub mesh, but the sword falls out of the goblins hand and all animation stops... no idea whats going on

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ohhh... what the hell. why are the weapons on their own skeletal mesh!?

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...changed it to a static mesh and it falls off too... what the hell is wrong with this character pack!?

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dunno what that socket/bone is set up for, but I added a new socket and he stops dropping the weapon.

analog hound
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so after imparting my animations into UE5 I found the clips has some extra frames such as going from T pose into idle etc. clearly I need to trim the clip.

here is my question, in unity when trimming clips like this you would have some red , yellow , green circles of to the side indicating how accurate of a loop the clip made. is there a tool for that in unreal ?
Google search is not helping much with this.

analog hound
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how do you show key frames of an imported clip?

steep haven
# nimble torrent You're not actually adding the movement input.

I fixed it, I made such a silly mistake. I was building so fast I forgot to connect my 'GET" Is Valid to SET - Side Input and then to 'GET' - SET - Forward Input. DUH! But thanks for the suggestion. If I hadn't kept looking and taken the questions into account I might have kept missing it. I will just blame it on a LONG week of game design already. LOL Thanks again. 🇨🇦 🙃

analog hound
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why is "Anim Curve" only displays morph targets for the mesh and doesn't provide access to the animation curves for bone transformations?
were are the practical tools ?

hollow axle
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why cant my animationn update? It seems like its not udatin the animatonn

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i move the hand but it never updates what I move

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when I play it the animation stay the same

analog hound
cyan bridge
cyan bridge
cerulean blade
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Hey, I'am searching for simple Animations for sword and shield stuff

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The Animations I found are very complex what IAM searching for are Zelda Like old school Animations (top down) but for 3d Chars (links awakening Remake). Are there some good Tutorials for making such Animations by my own?

nimble torrent
nimble torrent
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If you want to get into it, I can't think of anything that would give you a better start than that course.

nimble torrent
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You probably don't need a blend space, but also - motion matching very seldom has the concept of 'diagonals' in it. Typically, a motion matching system will have turns and then have the character run straight.

So rather than having an animation for running 45 degrees, you'll have a dance card of starts and stops that cover multiple directions, and then several loops of forward running.

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You seldom have analogies in traditional gameplay animation sets for the kinds of animations that would correctly feed a motion matching system.

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I believe that most animation sets people are working with are generally speaking a bad fit for motion matching, and there's going to be a strong space for anyone who wants to create animation assets in the next few months, because motion matching requires an entirely different kind of animation database.

nimble torrent
# grizzled aurora I designed a blower to use in the game, but I don't know how to animate the open...

Unless this is viewed from very close up, you could probably do this with three bones.

You would create a skeleton for this character in your DCC (like Blender or Maya) create a skeleton with a one bone per 'paddle' and then weight paint the handles to one of each bone, and the funnel to the third.

Then, in Unreal, you would attach this to your character, or you would animate the blower and attach the characters hands to the handles using IK.

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Your choice.

nimble torrent
nimble torrent
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It's a good place to start.

nimble torrent
analog hound
nimble torrent
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If you find one, let me know.

flat cedar
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Hello everyone!
Anybody got animation bugs in network game?

In my case, in AnimBP, variable isFalling sometimes not replicating correctly for other players

misty dagger
flat cedar
misty dagger
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World partition, I see...
Sadly thats out of my expertice and can't help. Sowwy

flat cedar
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anyway thanks!

misty dagger
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Yw

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I have a question

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well, an issue

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I wanted to know if you know how to handle it

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Is there something I can do that fires an event every time the animation goes to another state?

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nevermind, I found out how

solar totem
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Is there a way to find where the animation curves are being used?

So I've been looking at curves and I'm looking at Paragon examples. It's actually pretty cool.
I've also read the documentation:
https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-curves-in-unreal-engine

In this Paragon example, the sword appears into the hand and you can control the fading with the curve in the animation.
Very cool.

Epic Developer Community

Animate Material Parameters, Morph Targets, and other properties synchronized to your animations using Animation Curves.

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However, the next question is: where are all the curves being used?
The curve's name is Ice_Effect_SwordFadeOut.

I'm able to go to its skeleton and try "Find/Replace".
The only relevant result is "Material parameters: Ice_Effect_SwordFadeOut" for "Aurora" which is its Skeletal Mesh.
I double click it and the skeletal mesh opens up. But there are no references anywhere of "Ice_Effect_SwordFadeOut" in the Skeletal Mesh. It is being used inside one of these materials.

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The only way I was able to find it is by digging quite deep.
I eventually find it inside:
M_Aurora_Sword > MF_Aurora_Sword_FX

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But surely there must be an easier way to search where anim curves are used?

granite tendon
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If I am animating a piece of my UI when I hover over various items, is that the wrong way to go about moving the UI? I have a 'slide in' and 'slide out' animation but it seems to get screwed up if i mouse over other items before the animation finishes

icy valley
naive mountain
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Are the cubes too close together

nimble torrent
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Then I got to the end!

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I'm with Some, it seems like there's some kind escalating instability in the system, the most common cause of that tends to be some kind of overlap between volumes.

upbeat wave
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I wonder if a locomotion 4-8 directional movement with quite a few blendings for the upperbody is a big performance hit in general or if this depends alot on other factors mostly

nimble torrent
nimble torrent
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That's probably OK? Animation is seldom an optimization bottleneck unless you have truly enormous numbers of characters, and in that case there are lots of optimization tricks available.

upbeat wave
nimble torrent
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Like extremely fast.

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You would have to push a lot of all of those things at the same time for that to be a major optimization challenge.

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It's far more likely for the AI's for them to be more expensive then their animations.

upbeat wave
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This is encouraging to hear 🙂

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I think I've spent to much time in the optimization jungle for the level design lately and it has somehow changed me, always watching out for the next possible fps spike, preparing.
"charlie was everywere..."

naive mountain
hexed sinew
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I was hoping that using rate scale would just actually move the character more slowly, since the animation and the motion match setup are using root motion.

nimble torrent
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And I suspect that playing with rate-scale and motion matching will probably result in shenanigans.

hexed sinew
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It does!

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Essentially @nimble torrent I was trying to "rebias" the animation database, because the walk animation literally travels too fast

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So the character is like "power walking" everywhere instead of dropping into the jog animation

nimble torrent
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Hmm - my experience with motion matching is that it is both extremely finnicky and requires entirely different kinds of animations than the kind in a traditional movement system.

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Basically, nobody supplies motion matching animation sets because it has been inaccessible as a technology until Unreal 5.4.

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Like - yeah, Ubisoft had it in 2017, but they did not make that available to anyone.

hexed sinew
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Is there something more modern than blendspace?

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I have so much foot sliding when I use those.

nimble torrent
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A motion matching animation set is typically what's called a 'dance card'.

hexed sinew
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Right, I've seen that actually

nimble torrent
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It's a single animation that consists of the character running around, jumping, turning, starting and stopping, and it's all mocapped as once file.

hexed sinew
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Systematically recording like 10,000 frames of animation that cover all the movement edge cases

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Yeah!

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I saw that for the first time I think yesterday actually

nimble torrent
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Epic claims that their system won't necessarily require a dance card, but the animation set that they showed off in their motion matching video did not have a normal locomotion animation set. Instead, it had a lot of starts and stops, a lot of curving circular animations, and acceleration / decelleration animations.

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At least, from what I saw.

hexed sinew
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Right

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You seem like you have might a good answer to this, but with root motion I was under the impression there's 2 modes: using the animation to drive displacement (ignoring the CMC) and then using the velocity from CMC to drive the playback rate

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Does that sound right to you?

nimble torrent
hexed sinew
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For a montage or something, I get that

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But even for locomotion?

nimble torrent
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It can be, yeah.

hexed sinew
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I've heard that's terrible in multiplayer

nimble torrent
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Broadly, you can either have the animation drive the movement, or the pawn drives the movement and the animation reflects it.

hexed sinew
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Okay, the latter sounds feasible for me

nimble torrent
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Like - things might look bad, but the game still works.

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Which counts for a lot.

hexed sinew
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Lol

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I've been enjoying the start/stop of the motion match proof of concept I got working, and the complete lack of foot sliding

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But it's weird in that sometimes the character gets stuck in certain animations

nimble torrent
hexed sinew
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Plus I had to boost my character base movement speed just so they wouldn't power walk everywhere

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But that's a game design change I wasn't really going for

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I appreciate your perspective Squishy, I'm still figuring out my animation fundamentals and workflow

nimble torrent
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You could make additional animations for a slower jog - but that's not free or easy.

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And you could change your walk to be slower.

hexed sinew
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I was thinking about trying to load up the walk into Blender to slow it down at the source

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But last time I used a 3d package it was Maya a few years ago, so didn't really know where to start in Blender for that

nimble torrent
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The great thing about motion matching is that if you have a big pile of animations, you don't have to do a lot of complex system design to make the character look good.

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The problem is, you're shifting the burden from design to animation - because you tend to need a lot of it.

hexed sinew
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Yeah it seems really interesting

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I was just enjoying the start/stop/jog, just those 3 as a replacement for a blendspace

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But the character basically would "float standing still" at really slow speeds

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so I had to add a walk

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but that didn't fully fix it, and now they power walk everywhere lol

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Unless there's another workflow, I'm thinking of going back to a blendspace for now, but using these new root motion animations I pulled

sharp linden
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Anyone familiar with how Master Pose Component works? I'm trying to expand my Metahuman setup with another skeletal mesh that has its own skeleton, and I have replicated completely the spine setup. Seeing how it is setup with a face I thought this is required for copying over bone transforms from body. I have setup a Post process AnimBP that references Control Rig proc.
But I'm not seeing any movement on my additional skeletal mesh unlike the face. Tested with both animation and Control Rig keys in Sequencer. Anyone familiar with this?

ashen junco
sharp linden
sharp linden
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Well it seems to be that the movement should happen from AnimBP setup actually, but I still don't see any changes

analog hound
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ok so this has been bugging me fore a while but this clip should move me back in a straight line, but when I turn on root motion so it will move me, it keeps going to the side
(I can spam the clip to move in circles ? )
what is doing that ? were should I look to fix it ?

steel musk
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trying to use turn in place animations but they all seem to be when you don't use controller rotation yaw. I want to be able to turn when this is enabled (most tutorials check if this value is greater than 45 or less than -45 to turn but that is not valid when controller rotation yaw is enabled)

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maybe less hard turning in place but just feet movement so i'm not just gliding in air

simple pine
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Procedural dual wielding weapons https://youtu.be/rO_xrIw4gZo?si=NRwVyel_lKbwGs1F

Hi!

Dual wielding has been an ongoing request to be added to the asset. So..... I did it! There are some other things I need to add such as positioning, but recoil, sway, and shakes are working perfectly! Truly, I am amazed at how my component let me create the dual-wielding weapons in under 30 minutes.
Hope you enjoy this small showcase as t...

▶ Play video
nimble torrent
sharp linden
nimble torrent
sharp linden
simple pine
nimble torrent
analog hound
nimble torrent
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From your character BP to all your animations to your AI - the whole deal.

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You are much better off changing the rotation on that single animation - if that turns out to be the problem.

analog hound
sharp linden
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Is there a way to rotate a control that has Aim Constraint setup? Basically I want it to keep aiming at the target, but have an ability to twist around primary axis.
I had this functionality setup with Damped Track in Blender and I'm able to rotate bone, but in UE5 I cannot do that. I can move the control around but not to rotate it

UPD: I was using Aim instead of Aim Constraint node, that was the main problem

median dragon
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is anyone aware of a way to created a baked animation file from two existing baked animation files? I'm seeing a lot of animation BP blending and some experimental animation modifier plug in stuff (which i might resort to) but i want to avoid ABP cause of the cost as this is just for background npcs looping animations

nimble torrent
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I will say that usually premature optimization is the root of considerable amounts of time wasting.

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Unless you're in the final stages of shipping your game, and you have accurately identified that having animation BP's on these background characters is a significant source of slowdown - it's probably not worth it.

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Playing an animation on a skeletal mesh and playing an animation BP on a skeletal mesh are relatively similar in terms of cost.

median dragon
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so the cost isnt an issue necessarily and you cant take 2 anims in the engine and create 1 baked one from it is what i get the jist of

sharp linden
nimble torrent
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But it's more common to do that kind of operation in a DCC like Maya or Blender.

nimble torrent
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You probably want to use 'Direction' instead, which will use part of the upnode's matrix as the upnode vector, and should allow you to control the non-aimed part of the rotation.

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Not sure if that made a lot of sense, sorry!

sharp linden
median dragon
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@nimble torrent do you know if its possible to delete keys in a baked animation? ive got a talking animation that i edited to be sitting but his lower body seems to move unnaturally. ive key'd them into position at the begining and end but they still sem to animate in the middle of the animation

nimble torrent
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If you bake them onto a control rig.

median dragon
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and it has to be with a control rig?

nimble torrent
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I believe so, yes. I don't think you can directly delete animation data from a sequence without doing that. I could be wrong, but I don't think so.

lusty venture
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you can select this as well, which will let you edit the animation on the joints :)

nimble torrent
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That's a great idea Nat!

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Totally forgot about that!

hybrid void
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I'm in a project in UE 5.4.1 and every time I try to add an AnimNotify/view the dropdown list of AnimNotify, my entire engine crashes. It's not an intensive project and I have a PC with Ryzen 5 5600 and RX 6650XT so this is surprising to me.

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Has anyone encountered an issue like this and is there a way for me to find out what's causing it without building the engine from source?

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huh, issue isn't happening after I switched engine scalability settings to medium instead of epic (what unreal auto-recommended for me)

sharp linden
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Sounds like it's resource intensive operation

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So I'm back at expanding the control rig and I don't think I understand how rotation constraint works.
I was expecting that if you have only one rotation target and you will set weight to less than 1 than it will partially rotate and pretty much interpolate between the target for rotation and its original position. But changing this value does nothing, only when you have at least two targets it will change.
Is there a way to configure partial rotation for just a single control set?
What's weird is this setup works fine when using bones, but not for controls.

lusty venture
hybrid void
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even stranger is that it's not happening after I switched engine scalability back to epic

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it was happening to me in an animation sequence earlier though

remote phoenix
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Hey, just thinking about Motion Matching in 5.4 and waiting impatiently for the sample project.
But I was wondering: does motion matching is only supposed to work for the player character or we would be using it for NPCs as well? Think of a single player game.
From the talk Epic did I understood that they were able to use motion matching for all 100 players in fortnite which is incredible. But will it also be viable for NPCs?

steep haven
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Quick question, I most likely just over looking something simple here. This is my personal project Level Build and my main hero's Locomotion build. His Main Locomotion I have built is running perfectly, walk/run/toggle/camera look, sprint. but for some reason after going over all the Blueprints and builds, all I can think of is that the STATE MACHINE is not communicating the CROUCH and DODGE ROLL as those are not working, even though they are Cached and all ROOT animations in Blend Space. But for some reason those two won't Trigger on Input even though those are in there. I'm at a lose? Any suggestions from the group?

viscid willow
viscid willow
steep haven
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yes I am

viscid willow
# steep haven Yes, which is that second pic

First thing that i notice is that it's interesting that you split your crouch idle from your crouch locomotion state. Seems like those would belong together unless you have a reason to separate them.

What are your transition rules for moving between those states? And how are you setting them?

steep haven
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I was trying something new, from what I normally do and have done in the past. So I went with this new technique and split it with the Idle animation in the Idle Crouch and the Crouch Locomotion is the Cache that feeds back to the the Crouch State and Loops back through the Default Pose "OR" so they say. But like I said this one is not my normal way, but like to try different ways.

viscid willow
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Ah yep, and so in these transition rules, how are you controlling them?

steep haven
viscid willow
analog hound
analog hound
nimble torrent
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You can do it in unreal using the Sequencer and possibly the FK Control rig.

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It might be a bit messy because the whole animation is rotated.

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If you have the animation in another DCC - it's probably easier to fix there.

analog hound
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ok thanks

analog hound
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that may be the problem but its proving to be a pain to fix, need to do some research this weekend as the rotation is changing in unreal 🤔

solar totem
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Cool it worked! Very clever technique
I added the LookAt curve in the animation montage
But you cannot read the animation curves in behavior trees (or really, anywhere else)
So it must go in the animation blueprint
So in ABP, in Event Blueprint Update Animation, just have it read the LookAt curve
A few notes though:

  • You need the IsServer check and only do it on the Server, otherwise the animation jitters on the client's screen. Weird
  • Use Lerp Rotator to make the rotation smoother instead of snapping
nimble torrent
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Couldn't you have read the curve and put that on the on AnimationBP as a variable - and then read that variable?

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Or dug into the character BP, got the mesh component, got the animation BP, and read it from there?

solar totem
worn marlin
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May i ask why is ALS still preferred or lets say hyped up as usually the movement system being used even in ue5, for blueprint users doing single player games? Is it because its free and has already several movement poses with wieldables?

I tried to tinker with it before and i feel like the setup is too hard coded? I know the newer systems are data driven and are sort of derived from lyra.

The movement of ALS becomes a bit obvious especially in prototypes i have seen. Thanks

steep haven
wild sail
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Hi. Is it standard Unreal Engine behaviour that any Control Rig goes missing upon saving and loading the level? If so, why?

lost verge
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Hey hey
Can anyone point me in the right direction with this full body ik?
I'm trying to copy this example from epic docs

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Using a new bone to solve a finger tip to a control

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How ever mine looks like this

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No idea why

deft furnace
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Hey, I need help, there's a piece of boolean I want to cast onto another page.

deft furnace
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OK, I think I sorted it.

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Now what I need to do is find a way to keep my characters in the air when they do the combo

hallow pier
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looking for some help. ive jsut started messing around with control rig and i was looking for these nodes in 5.4 but cannot find them or anything else to perform the same operation. justing to use them to plug in a curve value. Anyone know an alternative or if they were deprecate or replaced ?

steady willow
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anyone know the best output/settings for getting clean frame by frame audio in sequencer in ue5? I'm wondering if I can do vo anim in ue like I would in maya

willow fern
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so in my ability, I am playing an anim montage. Can I play it without canceling the original animation? For example, if I'm walking forward and I play a montage, is it layered on top rather than overwriting the original animation? Is that even possible?

soft sierra
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How do I profile animation graph properly? I tried enabling all trace channels and Stat Named Events but in worker thread animation update I only see blueprint threadsafe update, AnimGraph evaluate and huge enpty space in between which I assume is Update_AnyThread being called on AnimGraph. Is there any cycle counters on Update graph traversal ?

viscid willow
simple karma
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Not even sure what to search for, anyone else run into an issue where animation sharing works but doesn’t, as in, when your first load the project it doesn’t work. Character is in T pose.

Finally if you load all the linked locomotion abp in another window, (just look at them,) then will it work.

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And it seems to be the locomotion ones. I’m using a copied out version of lyras animation setup. It’s pretty reliable that I can look at just one layer, like rifle. And that one will work and none of the others till they’re viewed.

A packed project it’s not working… kinda curious if I make it work and then package if it’ll work.

nimble torrent
simple karma
nimble torrent
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Are you dynamically attaching the animationBP to the mesh?

simple karma
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I've only tried packaging it once only for this project. I've ran into this before and it disappeared on its own. Aye I am, lemme change these to hard references. maybe the bringing them into life is the issue

nimble torrent
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Yeah, I wouldn't be surprised if there were some issue with dynamic loading going on.

simple karma
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Yeah something with the map happening on begin play.. i changed it to a hard, it wasnt working at first.. i searched my outliner for all blueprints, saved em all, and reloaded from disk, then, loaded them all, exited and reloaded project and it works. weird.

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not using the map. will dive down another rroute, that was testing anyway

nimble torrent
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I'm glad it worked! Getting packages to load in the right order can be a bit of a bear.

ocean bison
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I'm encountering an odd bug I've not seen before (now on 5.4) - I have an animation that's set to play on every weapon fire call. In my other project I'm porting from (also 5.4) it plays the animation at the speed that the calls are coming in. In this new one, however, is seems to be waiting on the aniomation to finish before moving on to the next fire call. THis is on an automatic fire weapon with a decently high fire rate. I've not seen this sort of 'waiting' behavior before, especially on identical code. Anyone else how an explanation of this?

nimble torrent
ocean bison
#

I am - I've tried with and without sections. Definitely a new behavior for me. 800 rpm firing like it's only got, say, 20 due to waiting on the animation to finish before firing the next.

nimble torrent
#

Have you confirmed you are sending the 'play animation' instruction that many times?

ocean bison
#

If I remove the call for the montage to play, it fires at the normal rate. Testing through linetrace debug and a print string.

#

In my other project, if plays as expected..that's why I'm so confused. lol

nimble torrent
#

Yeah, that is weird.

#

I mean - paying an animation 800 times a second is unusual.

#

But the inconsistency is strange.

ocean bison
#

It's at 800 times per MINUTE. 🙂 It's the firing animation on the player.

#

I tested it with other animations, as a sanity check, and it fully waits until whatever the animation is to finish before firing the next shot. It's bananas.

#

This is the simple node structure - it waits until the animation finishes until it fires the node after the Play Montage...and I don't know why...

nimble torrent
#

What happens if you use a dynamic montage?

ocean bison
#

Same...I'll check the mesh again for somethnig out of place, but all the locomotion anims seem normal, it's just the one within the Timer.

#

I'll give it a shot

nimble torrent
ocean bison
#

Dynamic montage = same behavior. Let me try it on tick.

#

Hmm...tick seems to give the (mostly) desired results..albeit much faster than anticipated.

nimble torrent
#

What's interesting about that is that it seems to imply that the problem isn't in the montage itself, or the animation system, or the skeletal mesh.

#

It's something to do with the timer.

ocean bison
#

It would appear that way...

#

It just seems to work if the animation isn't there..that's why I'm perplexed.

nimble torrent
#

I'd start here, and continue to google from there:

latent edge
#

does anyone know what is TimeToEvent Channel in a PoseSchema (Motion matching) and how to use it ?

rugged tinsel
#

Jump animation playing over the motion of the capsule even after root motion is enabled so the animation looks wrong. Pls help. :(

Also I couldn't get the jump anim to work in a state machine so is that the problem? Idle and run is in a state machine but attack and jump is using enhanced input. Also any resources on how to make a combat system will be very helpful. Currently one button plays the whole attack anim. Thanks.

#

OKAY i think i got it

#

jump was playing twice since it is already set up in the default tp character bp

real thorn
#

hey devs!! I need a quick little help with widget animations... actually I am trying to make a simple slider effect on one of my widgets but the issue is that it would come half way through before snapping back to the start position... I have made some more sliding effect on the other ones but didnt face this one

barren fiber
#

second of all is you should record mp4 files

lilac crest
#

Hello, I want to rotate my spine bone to simulate an aim offset using a FRotator.

I have a Transform (Modify) Bone on my spine_01 bone, I made it work in World Space, but I'd like to make it works in component space.

From what I understand, the code below should give me the Rotation in component space, but when I apply it to my node, it's just spazzing (Rotation Mode "add to existing" and "replce existing" both have the same behavior).

What am I doing wrong?

        FRotator LookDirection = UKismetMathLibrary::SelectRotator(Character->GetControlRotation(), Character->GetBaseAimRotation(), Character->IsLocallyControlled());

    FTransform Spine01Transform = Character->GetMesh()->GetSocketTransform(FName("spine_01"));
    FQuat LookDirectionQuat = LookDirection.Quaternion();
    FQuat Spine01Quat = Spine01Transform.Rotator().Quaternion();

    Spine01Rotation = (Spine01Quat.Inverse() * LookDirectionQuat).Rotator();
nimble torrent
lilac crest
nimble torrent
#

Well, add to existing definitely seems like it's having a bad day.

#

I think replace existing is probably what you want, but do you know what 'SelectRotator' does? I've never used that function, but that seems like the obvious place to start looking for an issue.

#

Like - are you certain that is the value you want, and when that value is applied to the spine it would work - even if this were all functional?

#

Like - the spine and the pawn (which is where you're getting the values you're putting into SelectRotator) do not have the same orientation.

#

So I'm really unsurprised to see that the 'Replace Existing' version appears to be rotated at about 90 degree angles to where you want it to be.

opal agate
#

Is there a way to check if this mesh component uses a control rig? I don't want adjustment of animation speed to affect the children that use control rigs.

nimble torrent
nimble torrent
#

Well, I don't think you can easily access the node list. There are a variety of ways of tagging objects though. You could use a Gameplay tag, you could implement an interface - those are probably the best ways. You could check for the class directly - though that's fragile.

opal agate
nimble torrent
#

I think so? But it's easier to just send a message to the BP, if it implements the interface than it will accept it, if it doesn't then it won't.

opal agate
nimble torrent
#

Yep!

opal agate
# nimble torrent Yep!

Ok, I'm feeling pretty stupid here.
I can set the Play Rate as a pin, or dynamic. But I can't find a way to actually set that value in the event graph. I have no reference to the sequence object to work with...

nimble torrent
#

The event graph updates first, then the node graph.

opal agate
nimble torrent
#

Neat! Lookin' cool!

remote phoenix
#

Hello,
General Animations theory question: I've just bought a pack of animations. They are split to in place animations and root motion animations. They are have walking, walk start/end, hit reacts, attacks, deaths.
Where would I be using in place animations and where root motion?
Thanks! 🙂

stoic flume
#

Anyone familiar with using fullbody IK and montages at the same time?

#

When my montage ends the fullbody IK is extremely jittery as it tries to continue solving

jagged peak
#

Hi all, when I add certain bones to my full body IK in control rig it seems to completely nullify the rig. Any clues for how to debug this?

#

quick gif to illustrate the problem:

unique pike
nimble torrent
#

Personally - I still say 'control that with the pawn' because I'm a stickler for not using root motion, but I admit that is a particular hobby horse of mine, and not a reasonable thing for most people.

nimble torrent
#

Getting LOD shifting with dynamics to be seamless is annoying!

nimble torrent
unique pike
nimble torrent
#

You can test my hypothesis by locking the mesh LOD on the mannequin's mesh.

unique pike
#

bet one second

#

im getting ready to switch off of the manny anyway but it still bothered me lol

unique pike
nimble torrent
#

👍

bold flame
#

Genuinely kind of wonder why importing blend shapes is turned off by default in Unreal

#

Like. If an .fbx has them, is there a single person who wouldn't want them imported? Just an odd default

remote phoenix
# nimble torrent Personally - I still say 'control that with the pawn' because I'm a stickler for...

hmm that's interesting, thank you for sharing. For me in terms of attack animations I would like to have more control on the direction of that, to allow the player to slightly adjust the attack angle after attacking. Same for enemies, so like in dark soul style games where the enemies will rotate slightly after or even during the attack (in the anticipation phase and sometimes in recovery) toward the player. So not sure if root motion is the call here

nimble torrent
#

If you're interesting in that method you could try reading the backscroll of the conversation I had with Sepiiw.

#animation message

proven basin
#

Hello! I am not sure if this has been discussed recently but have anyone encountered the problem of root motion not working for character?

#

Also, I know that I can use"keep state" to make animation paused at the last frame in level sequence, but the root still moves when the next sequence get triggered by event. Is there anyway to make the root stay where it was(from the last sequence played)?

solar totem
# remote phoenix hmm that's interesting, thank you for sharing. For me in terms of attack animati...

I'm still a beginner in animation and everything but my understanding is that if you use blendspace then you need to use in place, so things like walk/jog/run
For attacks, it depends. If your character can walk and attack at the same time then you'd use something like blend per bone and use in place attack (legs=movement, upper=sword swing)
If you cannot walk and attack at the same time, then root motion is nice cause it handles the movement while attacking (like one step then swing sword)

solar totem
proven basin
#

I am looking for a way to do root motion in blueprint though

solar totem
#

Does the animation have root motion? Sometimes like.. the animation doesn't actually move the root so it doesn't have root motion

viscid willow
proven basin
#

Blueprint look like this

viscid willow
# proven basin

Right, and the animation plays but there's no root motion?

proven basin
#

Yeah it snaps back in previous position when the next sequence plays

viscid willow
proven basin
proven basin
viscid willow
# proven basin Yeah there seems to be some problem with my root. I have root for both character...

Ah yep, in the case of your custom character there, the root is not animated so you will get no root motion when you apply it. The red bone shows how the root has moved from the origin as you can see in the last image there. You will need to animate the root either in your DCC application and reimport, or you can animate in the engine with control rig to get the root to move as you need it to.

#

Just guessing but it looks as though this character is based on the mannequin skeleton, have you perhaps retargeted these animation assets and possibly missed the root bone in the retarget?

proven basin
viscid willow
#

no problem, good luck. happy to help if you run into more issues

proven basin
viscid willow
queen matrix
#

Hey, anyone experienced with Blender (and probably BetterFBX) that could help me export a rig/skeleton as skeletal mesh ready for UE import? ❤️ Thanks

wild sail
#

Hey, how can I snap a mesh to a control in a control rig? i.e. how do I copy the location of a control to a mesh?

chilly bridge
#

anyone knows if it's possible to temporarily disable the keys of one control rig? so I can play the sequence without the head moving?

hoary knot
#

hey guys - anyone know why my montage won't play with the ALSv4 refactored? I've set up a montage to play, I have a reference to the character and the main animation instance, and when I debug and check values, I'm getting an output of "0.23" which is the length of the animation montage, so I assume that it's finding it and playing - but on screen, nothing is playing / changing

vast ferry
#

hey, does someone have any tips how i can get into viewmodel animations. I use blender but I‘m still new to animations, how would i go about achieving the same camera settings as in unreal engine to match what the player will see at the end. is there anything else i have to consider or any good resources someone can send me? thanks!

misty dagger
#

Anyone have any good videos showing taking mixamo rig and making it more suitable for UE 5 through blender

solar totem
nimble torrent
nimble torrent
nimble torrent
misty dagger
#

it's not though so all good

wild sail
nimble torrent
hoary knot
nimble torrent
nimble torrent
nimble torrent
#

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

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

▶ Play video
nimble torrent
vast ferry
nimble torrent
#

I'm not really sure I understand. What kind of first person animations?

vast ferry
nimble torrent
#

Huh! Neat! OK!

#

Never heard them described that way before.

vast ferry
#

honestly i just thought i sound smarter saying it like that 😂

nimble torrent
#

(I've usually heard them split between 'first person character' and 'third person character' animations! It seems like valve were the ones to popularize 'viewmodel' - neat!)

#

You learn something new every day!

#

As for how to do them - you might consider trying to animate inside unreal using the control rig!

#

The advantage is that you can use the real camera.

vast ferry
#

thats what i did before, I just heard that creating animations outside of UE (in maya, blender or something else) is better since these softwares have more options, settings etc. when it comes to animations. But yeah honestly you're right, before i start learning new workflows and software i should probably just stick to what i already know 😄

nimble torrent
frosty moon
#

while i can use the same anim on manny and quinn but i cant use the same animation on my both mixamo chars, i just imported them and they have the same skeleton tree, after retargeted the one anim i wanna use the anim on my both characters like manny and quinn (can switchable easily) can someone help me about it?

viscid willow
# frosty moon while i can use the same anim on manny and quinn but i cant use the same animati...

That will be because your two characters, while they have the same skeleton, have been imported as two different skeleton assets. Manny and Quinn are Skeletal Meshes of the same Skeleton therefore all animation assets are shared because animation is bound to the skeleton.

In your case, if you want to share animation assets, you will want to import one of your characters which will provide you with a skeleton asset and a skeletal mesh asset. Then import your other character but where you see the skeleton in the import options, you will want to select the skeleton of your first character so that they share a skeleton asset:

vestal aspen
#

If I have a skinned character in a UE 5.4 sequencer and I want to export the skinned character and animation into Maya, how can I do that? All I see are bones and no mesh in Maya.

lusty venture
#

it’s part of the export settings when you try to export the animation - are you using metahuman?

north talon
# vast ferry thats what i did before, I just heard that creating animations outside of UE (in...

I read you're trying to get into 1st person animation, i can confirm that yes using Blender, Max or Maya are preferable for working with these.
Could you elaborate on your question, tho? in case its just the camera settings its fairly straight forward, match the 3d program's camera resolution and FOV with your desired one in the engine and wuala (or however you spell this word).
Or perhaps it was a general question of how to achieve the whole animation to work and look that way as the ones in the video, but in the engine, with camera animations and the whole deal.

vast ferry
#

i started yesterday and made a control rig in ue to test some stuff out but what i dislike or maybe don’t know how to use in ue is that the keyframe graph looks so overwhelmingly full with stuff that it’s very complicated to navigate around and change values

north talon
# vast ferry yeah so first question was on how to sync camera settings and height position of...

In terms of the camera height, this will depend on how exactly does your 1st person work,

Example, if your 1p is just a pair of arms and a camera. We'd have the camera, and the arms are just parented to it, (sometimes via a spring arm for added sway, etc).

The arms them selves would usually have their origin point at 0x 0y 0z coordinates in a 3d program, (like on the picture below) that way when parented to the camera, and their offset in engine just zeroed out, they would perfectly sit where they're supposed to be and look exactly the way you animated it in a program, and you can just adjust the camera height in engine as you wish, and the arms will follow.

#

Tho.. im not sure what kind of setup are you using exactly

vast ferry
#

yeah it’s just a camera with the arms as a children

north talon
#

For making animations them selves look good, i guess just skill is required 🤪

tho you can always just use other animator's work / games as reference 🤷🏻

remote sage
#

Please advise on which approach to use when the hands and weapon have different animation blueprints, with a perfectly identical animation graph. There is still no synchronization of animations, even though the transitions have the same blend and everything is ideally identical. Nevertheless, I still have a desynchronization of animation movements. The animations were made independently in May, the animations are of the same length and everything works perfectly in Maya. What approach should be used in such a case when the weapon and hands are different objects, how to synchronize them?
I'm going to delve into Lyra, but I feel it's going to be a long journey 😦

winged horizon
frosty moon
chilly bridge
#

does anyone know if there's a solution for inverting curves with weighted tangents other than manually adjusting them?

naive garden
#

Hi, I am trying to get an AnimNotify to fire in my linked anim graph but it is not called. Adding a print in the master ABP shows that the anim notify is called. But to keep my code clean, I would rather handle the notify in the linked graph where it belongs. In my linked anim graph I did enable PropagateNotifiesToLinkedInstances. Anything else I am missing?

winged horizon
nimble torrent
winged horizon
#

but it's true someone did that somehow

ashen junco
nimble torrent
#

Yeah, you could do that with chaos flesh, but it would be tricky.

winged horizon
#

i don't need it to work overnight, i just need to be able to do it and at a reasonable performance for up to 2 skeletal meshes at a time

nimble torrent
winged horizon
#

honestly the major issue for me isn't the softbody part, it's the collisions

nimble torrent
#

Why?

winged horizon
#

getting collisions to be that accurate doesn't seem possible with physics asset

nimble torrent
#

The video has a sphere.

#

So... I mean, that's the most basic physics asset.

winged horizon
nimble torrent
#

The skeletal mesh would be the softbody part.

#

That's not done with a physics asset.

ashen junco
#

You'd need a lot of trickery for fully real time procedural smooching

nimble torrent
#

Yeah, it's usually easier to animate it.

winged horizon
#

it's been done in a couple of games

#

i just don't know how

nimble torrent
#

Hiding the point of contact is classic as well. An artfully placed candle can solve a lot of problems.

ashen junco
#

AC Unity is most likely bones and blendshapes, and that's a keyed animation

#

same goes for TLOU2 (as much as I hate mentioning it)

#

Both closeup kissees are rendered in engine, but it's premade animations

chilly bridge
nimble torrent
deft furnace
#

Anybody know how to keep my character up in the air while doing combos.

#

This is the blueprints.

ashen junco
deft furnace
raven copper
#

Hi, I used new skeletal editor tools to move the weapon bones of my character. But the animations are not updated according to the new positions of the bones. How to apply the changes to the animations?

blissful thicket
#

If I have imported 3 skeletal meshes (each one LOD), can I pick those as LOD's for a skeletal mesh or do I really need to through each LOD setting and import from the base file?
thanks

misty dagger
#

Any help would be appreciated

coarse crater
#

hi

#

I have a problem with BlendSpace, when the direction is calculated, when it is on the border, e.g. 180 or -180, sometimes it will go straight from -180 to 180 and then it looks strange, can anyone help?

finite hollow
#

How can you get rid of execution pins of a control rig function?

#

I see some tutorials have them without the execution pins and I don't understand how to remove them keeps telling me I can't.

eternal ivy
#

my npcs now have a "dead" state, I've got the behaviour tree stopping, etc. But the animbp was returning to the idle state. Couldnt seem to google a good way, so I added a Dead state to the animbp, on bp update animation I check if the NPC is dead. However, it seems to be ticking too early and checking before the GAS system actually adds the base health, so it gets told its dead and doesnt go back to idle. How to handle this?

nimble torrent
#

The only functions that don't need an execution pin are pure functions - ones that generate or return a value.

#

And they basically ride on the execution context of whatever they're plugged into.

nimble torrent
#

So I'll have something on tick that is checking "Am I initialized? I'm not - OK, does the GAS exist yet? It does! OK, I'll run this initialize function which flips the switch to tell me that I've been initialized and activates the ability of the graph to evaluate!"

nimble torrent
nimble torrent
eternal ivy
#

found one post to turn off auto-blend out on the death anim montage, and holy crap it seems to work.

nimble torrent
blissful thicket
nimble torrent
#

Nice!

#

Consider putting that up on Unreal Marketplace! It sounds handy!

copper stump
nimble torrent
#

Definitely looks like you have something fighting or delaying it.

#

Does the stuttering get worse if you move faster?

copper stump
nimble torrent
#

OK, might be worth looking into. How have you attached the camera and the arms to the character?

nimble torrent
#

OK, so you have your camera attached to your character. Not the way I'd do it.

#

What happens when you disconnect your camera from your mesh?

#

Does the camera vibrate or only the character?

copper stump
#

give me 1 min to try

#

I delete the camera and make new one the same issue happened

nimble torrent
#

That's not surprising.

copper stump
#

btw I don't make blendspace or anything I'm only take the 3 animation from blender and I put it into ue5 3 animation is (Idle-Run-Shoot)

copper stump
nimble torrent
#

How are you doing that?

copper stump
nimble torrent
#

That does appear to be a place you might want to lookl

copper stump
copper stump
nimble torrent
finite hollow
#

Not that I see no

#

Was told this solved my issue for anyone that has a similar one this was the solution.
"No they were just created this way. As long as I select a group of nodes where none of them have an execution pin, I can right click and collapse them to a function which will itself have no execution pins (also called a "blueprint pure" node). I'm pretty sure I originally had these nodes laid out within the larger foot trace function and then dragged to select and collapsed to function" By: @fossil sonnet

nimble torrent
#

Yeah, that's what I was talking about. Blueprint pure. There should be a boolean for that.

finite hollow
#

May have overlooked it

#

My first time using control rig and animating so learning curve been fun though.

oak granite
#

Is there a way to stop an Anim Montage Tick from running when a montage is open in the asset browser? UE5 keeps crashing when I open that montage

#

Maybe a conditional statement to check? that is valid only during play?

nimble torrent
#

I just clicked 'Remove this Parameter' on the execution pin.

#

It's so weird that they built another VM inside unreal and didn't make it work the same as Blueprints.

finite hollow
#

Yeah in 5.3.2 it wouldn't let me.

#

Not sure why

nimble torrent
#

Strange!

#

But a lot about control rig is!

finite hollow
#

Any attempt to modify it gave me an error

#

Either way got things working now so 👍

oak granite
round steeple
#

I'm not sure why when I hook up the basic IK the arms more a bit I'm sure it's a simple fix but after playing around with some setting I still haven't found anything.

nimble torrent
#

I don't know if there's a standard practice for this, but if you want the whole upper body to be 'in control', you could try blending in the legs from the locomotion, rather than blending in the spine from the upper body.

#

I expect it might look a little weird, but that would probably do it.

nimble torrent
#

Also - did you ever have this working in a not jittery way, or has it been jittery from the start?

round steeple
nimble torrent
#

You have a lot of arm bones!

round steeple
#

just wondering if it's something that I should care about. the IK works so that's good.

nimble torrent
#

I'm guessing that's probably the cause of the problem.

#

But hey - if it works.

copper stump
nimble torrent
#

Sure! But you're trying to debug something, so sometimes you just do shit to see what happens.

copper stump
nimble torrent
#

I don't!

#

I mean - it's possible but I think it's probably some kind of structural problem.

copper stump
nimble torrent
#

Good luck! I wish I could tell you exactly what's wrong!!

mighty perch
#

hi
I have created a MetaHuman with a tail. I rigged the tail's mesh in Autodesk Maya and attached the custom rig to the MetaHuman's body rig at the pelvis. Now, my question is, after adding the tail rig to the MetaHuman BP in Unreal, I added both the MetaHuman body controller and the custom tail controller in a level sequence. However, the body and tail controllers are not working together. Is there any solution for this?

raven copper
median steppe
#

On my rig with animations should i enable these:

#

And change the drowdown from "Always Tick Pose" to "Only Tick Pose When Rendered"?

slim elbow
#

I have 2 animations in my animation blueprint for my sword one for equipping it and the other to use it. How can I make it to play the use animation only once and go back to hold animation (the end of the equipping animation) after the use animation finished?

raven copper
raven copper
# median steppe And change the drowdown from "Always Tick Pose" to "Only Tick Pose When Rendered...

For example, I made a small fps game in January. In that game , I hid the default 3rd person mesh completely and used the first person arms mesh instead for rendering. For natural head Bobbing , I had parented my camera to the head bone of the 3rd person mesh which was set to be hidden. However, the head Bobbing didn't work because "only tick pose when rendered" does exactly that! So in that case I had to switch to "always tick pose" so that the animation pose is gonna tick even when the mesh is hidden. I hope you got the point.

median steppe
raven copper
#

By "tick pose" it means to play or update the animation

median steppe
raven copper
robust tapir
#

what would be the best way to make smartphone animations in unreal ? lets say i want to make lockscreen work , integrate an app inside the phone to which i could interact using mouse

#

im trying to use widgets but animations that i create dont work in game but in designer tab it works

deft furnace
#

Anybody know how to keep my character up in the air while doing combos and then have them fall down.
This is the blueprints, I'm not sure how to make it work.

pulsar flame
#

Hello, is there anyone with experience making modular characters who can answer a small question for me pls?

limpid zenith
#

@nimble torrent Hi, sorry for ping, i have a problem, i want to implement turn in place feature to my player, i have disabled "Use Controller Desired Rotation", but it does not help and player still rotates with his legs sliding, am i missing something?

nimble torrent
# limpid zenith <@393442860227100672> Hi, sorry for ping, i have a problem, i want to implement ...

Hmm - I'd consider 'Use Controller Desired Rotation' to not necessarily control whether the character has turning movements. It controls whether the characters pawn points in the direction of the 'mouse movement' basically. You can include turning animations when you do this, but the movement tends to be abrupt and it's difficult to make it look good.

Do you really want the player character to rotate only using animations? That seems very slow and unresponsive.

nimble torrent
nimble torrent
limpid zenith
#

I need to make my player not slide his legs when i roteting in idle anim

nimble torrent
#

OK, and when you disable the 'Use Controller Desired Rotation' boolean - your character still rotates in place?

limpid zenith
#

Yeah

nimble torrent
#

OK. Are you separating the upper and lower body of the character with an aiming system like he is?

#

And when you print the yaw, what do you see?

limpid zenith
limpid zenith
nimble torrent
nimble torrent
limpid zenith
#

Body i mean

#

Like Up and down

#

Like this

nimble torrent
#

OK, well - in the video, you can clearly see that his character can rotate it's upper body to look around. If you don't have that setup - your character won't be able to do that.

#

I hadn't watched this guys videos, but maybe he has another one where he shows how he did that.

limpid zenith
#

I have this for sure

limpid zenith
limpid zenith
#

It does not change

nimble torrent
#

Because, as you can see, in his video - he gets a value from that between positive and negative 180.

limpid zenith
#

Yeah, he gets 0.0 when his legs are sliding

#

Same as mine

nimble torrent
nimble torrent
limpid zenith
#

I have checked and it is not CR issue

limpid zenith
nimble torrent
#

OK, is it possible that you are setting the value back on somewhere else in a script?

#

What happens if you print that boolean value?

limpid zenith
limpid zenith
#

I can't even imagen where i could set it

nimble torrent
#

I would try printing that, just to fully confirm that I definitely had it disabled.

#

Because it really should stop rotating your character when you do that.

limpid zenith
nimble torrent
# limpid zenith

Well, I'm not sure what's going on then. It certainly sounds like your character is still somehow rotating with the controlled rotation.

#

So that's weird.

limpid zenith
#

Could it be idle animation issue?

nimble torrent
#

If it were me, in your situation, I would probably open a new third person project with no multiplayer in unreal, and try disabling it.

nimble torrent
#

As the problem is directly related to the fact that your character's movement component appears to be ignoring one of it's own values in a way that makes no sense.

limpid zenith
#

Like this all good?

limpid zenith
nimble torrent
#

Because it sounds like you have a problem where the engine itself is broken.

limpid zenith
#

Hmm, let's try

nimble torrent
#

Like, based on what you're saying, the 'Use Controller Desired Rotation' boolean appears to be being ignored by the engine - which should not be happening.

#

So, if I were in your position, I would make the simplest possible test to confirm if that was the case.

#

Does disabling this boolean affect the example character that Epic provides?

#

What is it doing instead of working?

If you have an animation created for a different skeleton - you probably have to use a retargeting system of some kind (in Unreal or outside of it) to make the animation work with the new skeleton.

limpid zenith
#

And it does not rotate at all

#

Or i need to create head rotation system?

nimble torrent
nimble torrent
limpid zenith
#

It does change

#

Hm

#

So it is not engine issue

nimble torrent
#

That's good to know!

limpid zenith
#

Hm, so what i can do from here xD

#

Wow

#

Could it be the issue?

#

Set Movement Mode?

nimble torrent
#

It might be! That's seems odd though. Why set that there?

limpid zenith
#

Idk really for what i did it lol

#

I think it is from when i just started this project, i really don't even remember doing this

#

What it even do?

nimble torrent
#

I'm not sure. Unplug it and see what happens.

#

Hypothetically - your character movement component should already be set to walking.

#

So it should probably not do anything.

limpid zenith
#

It seems it does not do anything, but now i can't see for some reason print

#

Ah, my fault

#

Hm, it is still at 0.0, but in one spot it changes to -0.0 for 1 frame or so

#

I have checked entire player script, i can't see possible issues

nimble torrent
nimble torrent
limpid zenith
#

And try like this

nimble torrent
#

That's an option!

limpid zenith
#

Yep, it works

nimble torrent
#

Cool! So now you just need to figure out how yours is different!

limpid zenith
#

Yeah... Xd

slim elbow
limpid zenith
#

Do you have any advise where it could potentially be?

nimble torrent
#

No, sorry.

limpid zenith
#

As i can see all Char Movements are the same basically

nimble torrent
#

So maybe it's not that? Personally, I would either start rebuilding my character from scratch, building a version that I can confirm uses the boolean value on the Character Movement component properly and then I would start rebuilding my systems slowly to figure out where I went wrong.

Or, you could do the opposite, start disconnecting and taking things out of your existing character until it starts working.

#

Pick which end to start from, and do that.

limpid zenith
#

Ohhh, okey, i will try t odo that

#

Thanks a lot for helping, sorry for bothering

#

Ah, also

#

Wow

#

What

#

When i started 2 players it does work

#

It still rotates with my legs

#

But Client does sent the info

nimble torrent
#

Multiplayer is a nightmare. Good luck!

rugged shuttle
#

I'm trying to use the ControlRig with an existing AnimSequence. I'm editing the Loc/Rot of bones using the CurveEditor.... is there a tool, menu, plugin, or technique to optimize the curve? The sequence has so many key frames on every curve when really only ones that change direction are needed. I circled a few in my image.

nimble torrent
rugged shuttle
nimble torrent
#

I can't imagine a scenario where you're doing an operation to key per frame data where you would want to apply that kind of abstraction on a wide scale.

rugged shuttle
#

If it doesn't change how the animation looks deletion of excess keys would result in a smaller file size? If you have thousands of animations that could really add up. Though, that's not my goal here. I'm trying to edit this animation to look like instead of picking up something off the ground you're opening a small door close to the ground

nimble torrent
#

So it is doing kind of what you're suggesting, but to all the animations in your whole game.

#

As for editing it - you don't need to modify the entire body, just the arm.

#

So that substantially reduces any potential workload.

#

Also - you're probably controlling the arm with a single IK - so... it's one control, maybe?

coarse crater
nimble torrent
#

That sounds like a rotation.

analog sand
#

I have zero knowledge of how animation works so as simple English as possible please 😅

robust tapir
#

what could be the cause of error Accessed None Trying To Read Property

zenith wren
analog sand
zenith wren
analog sand
#

I assume you're meaning on my character, which this is the setup rn I haven't really messed with it

zenith wren
#

Quinn ABP might work too but i rather work with the source to know what im sending to the childs of the main BP (Quinn is a child from Manny so any modifications in source needs to be done in manny most systems) in this case check if Quinn is using the node “Control rig” a black node in the AnimGraph in ABP_Quinn

analog sand
#

Would it be in that heirarchy in the top right? If so I don't see it

zenith wren
#

That works too theough that hierarchy but its quiet complicated for your case, open ABP_Manny and you should see this

#

If it opens in EventGraph just change to AnimGraph and this is the view

#

Click twice on that black node “Control Rig”

analog sand
#

Yep got that

zenith wren
#

This should be the view of control rig

analog sand
#

Mine are more wiggly but it seems similar

zenith wren
#

Next step is to upgrade the sequential node (right click on it and should give the option to upgrade node)

analog sand
#

K done

zenith wren
#

Add a pin on that sequential node, move all pinned cables down and leave the first pin empty

#

On that first pin add this exactly like this

#

On the “set transform bone” node open the pin “item” to choose the bone it comes closed so you might miss it, after that try the animation and let me know

#

You have other fix too, its by adding Virtual Bones and Replacing all IK foot bones for those Virtual Bones (literally would have to be in all system using hes IK original bones as well)

analog sand
#

Pretty sure it's all correct

zenith wren
#

Yeah seems like the animation IK bones is not properly keyframed, remove the control rig node and try again (even if foot slides its fine we just need to see if its IK messing around)

zenith wren
zenith wren
# analog sand That worked

The issue then is the IK bones in the animation itself, my fix for that is to export to external software for animations and adjust the IK bones to the foot bones

analog sand
#

So in other words I'd have to go manually adjust every single animation? (And also learn how to do that in the first place)

zenith wren
#

Basically you have to copy all foot bone positions in all frames and past them in IK foot bones in all frames if that makes sense (now not sure if there is any shortcut for that tho)

analog sand
#

Well I'm in contact with the animation author so that might just be information I pass along 😂

zenith wren
#

Yeah just ask whats the situation with the IK bones and if he knows of a fix or a workaround (although let me honest learning animation its major in gaming wouldnt be bad for you to learn as well if you got the time 👌🏾👌🏾)

analog sand
#

I definitely plan to at some point but right now I'm getting the systems in place that need to use the animations since that's the part I actually know how to do lol and since I got these from the market probably best that they address the issue so it can get updated anyway

zenith wren
#

My first official idle animation and not finished yet lol

analog sand
#

Congrats, that's awesome 🥳 I just graduated last August for Game Design so I'm still getting stuff together to demonstrate that skillset for employer's and such, then I plan to branch out as needed

#

Looks decent for an idle, gives ninja vibes

zenith wren
analog sand
#

Well I wish you the best and I appreciate your help pinning down the issues I was having 😁

lethal blaze
#

hi - does anyone know if there's a way to expose the data value of a livelink face blendshape in an animation blueprint? for example, mouth funnel 0-1 value?

nimble torrent
#

Because you can set that value.

#

But I'm not sure how you want to interact with it.

lethal blaze
#

well i have a bunch of blendshapes per meta's movment sdk, i want to connect them to apples arkit blendshapes

#

the problem is, something like meta's lip funnel blendshapes comes in a set of 4, whereas apple's is 1

#

so ideally, id like when apple's lip funnel set to 1, all four of my lip funnel blendshapes will be set to 1

nimble torrent
lethal blaze
eternal ivy
#

my mage enemy attack montage, I'm using montage notifies, but its only triggering the first one on the PlayMontage OnNotifyBegin. why not each notify?

nimble torrent
eternal ivy
#

in the montage, I added 3 MontageNotify's. Then in the BP that plays the montage, OnNotifyBegin I have it do the trace and spawn a projectile

nimble torrent
#

OK, where are you checking for the notifies?

#

In your main animation BP?

eternal ivy
#

in a GAS ability

nimble torrent
#

Oh, OK, so when you say 'I added 3 Montage Notifies' you mean that you connected three of the output pins from Play Montage.

#

All right, so what are the On Completed and On Interrupted pins doing instead of working?

#

When you put a breakpoint on 'End Ability' does it ever trigger?

eternal ivy
#

no, in the montage, there are 3 seperate notifys on the notify track

nimble torrent
#

What about a print statement?

nimble torrent
#

Animation Notify is a class, it can be subclassed iirc.

#

Though it's been a few years since I did that.

eternal ivy
#

no, just the standard "MontageNotify"

nimble torrent
#

OK, and where are you looking for those notifies?

#

In your GAS ability?

eternal ivy
#

yeah, previous screenshot

nimble torrent
#

What code are you trying to trigger with those?

#

Ooh, I see how you're doing it.

eternal ivy
#

it fires a projectile at the player, originally it was just one, but I wanna have him do a spread shot type thing

#

its possible I'm going about this completely wrong?

nimble torrent
#

Hmm - I don't think so.

#

Why is the third 'StartAttack' blue there?

#

And you're certain that these are Montage Notifies and not normal animation notifies?

eternal ivy
#

oh, blue was selected

#

standard montage notify

nimble torrent
#

Hmm

#

I've never played around with these.

#

Have you read this post:

#

Have you tried giving them different names?

#

Rather than all being 'StartAttack' try 'StartAttack1', 'StartAttack2' etc.

eternal ivy
#

yeah tried that, didnt work

#

I dont understand the post. when I select the montagenotify, it has an option in the details panel to choose a name...

nimble torrent
#

This was from five years ago.

#

OK, are you 100% sure that you're not hitting all three?

#

Like, have you used a breakpoint?

#

Or are you relying on that print statement?

eternal ivy
#

relying on the print statement. I have just given them 3 different names, and have fed the "notify name" into the print

nimble torrent
#

OK, and I'm guessing that also didn't work?

#

Have you tried deleting all of them and recreating them?

#

Have you tried copying the one that works and moving it?

#

If you copied the one that works and moved it - have you tried creating them fully uniquely every time?

eternal ivy
#

deleted and recreated, copied, moved, swore, ....nothing. I even put a print statement on the OnNotifyEnd and it doesnt print

nimble torrent
#

You tried a different montage?

#

Like - are you sure you're using the correct montage?

#

(unreal is shockingly bad at surfacing important details about the animation system - especially around montages)

#

(it's very weird)

eternal ivy
#

only have the one attack montage

nimble torrent
eternal ivy
#

yup

nimble torrent
#

Hmm, interesting.

#

Definitely a conundrum there.

eternal ivy
#

yeah and google isnt returning anything good or helpful

nimble torrent
#

At this point, I would definitely grab a random animation throw it into a new montage and try that.

#

I would try playing the montage from other parts of the game (not just inside the GAS ability).

#

I would test if animation notifies inside normal animations are working.

#

There are still avenue's of exploration - but you're going to have to start getting creative.

eternal ivy
#

I've got a death montage, that plays particle effects, and a custom animnotify that makes my enemy dissolve, and that all works fine

nimble torrent
#

Neat!

small shale
#

For attack animations (I'm making them) should I use root animation or animate in place?

#

I never really get a clear awnser for this

nimble torrent
#

The answer to that is going to be extremely contextual.

#

So I'm not surprised the answer was a bit fuzzy.

eternal ivy
#

I think it must be bugged in this engine version with the montage notifys. Finally found a video that actually USES them, and it works just fine the same way I have it setup. One difference, when he creates the montage notify it is called "PlayMontageNotify" from what I can tell, the name is cut off, but in the details panel it shows "None". On mine, it is just called "None"

eternal ivy
#

I'm not even seeing a AnimNotify_PlayMontageNotify in the source code, so who knows where that thing is coming from

nimble torrent
#

I think the way engine naming conventions work it would be in the source code just as 'PlayMontageNotify'.

#

I think.

eternal ivy
#

the other engine default ones are there

nimble torrent
#

Neat!

eternal ivy
#

So maybe its tucked somewhere in the editor code, or in the BP implementation of PlayMontage. but looking at engine code gives me a headache 😦

#

I'm gonna have to make my own notify to fire the projectile

nimble torrent
#

Possibly!

#

There are lots of ways of doing it.

#

It's odd that it isn't working the way it should.

eternal ivy
#

yeah. Tho I did discover that I should update my engine version. I'm on 5.4.0, latest is 5.4.2 apparently

#

maybe theres a bug report in there somewhere

#

hm, not in patch notes. ah well

#

Oh hell. I'm an idiot.

#

On NotifyBegin - fire projectile - END ABILITY. I had it ending the ability after the first projectile

#

now it works. old_man_yells_at_unreal

nimble torrent
#

That makes sense!

#

I'm glad you figured it out!

viscid willow
# small shale I never really get a clear awnser for this

Squishy is right, it all depends on how your using them in game.

Anecdotally, anytime I've made attack anims for third person action, mostly melee. They have always been built to include root motion because we had the player move forward with every strike, in that sense, as an animator your work heavily influences gameplay and feel.

That said we also implemented a lot of warping (this was before motion warping was added to the engine) to "help" the player in cases where you want to orient toward a target or nudging the character slightly to have attacks connect even if they're slightly out of range.

Conversely, something like botw has Link's basic attacks animate in place.

small shale
misty dagger
#

What is the most efficient way of having the same animation blueprint logic, but with different animation assets, for different characters?

Like if I have 5 different skeletons, that even tho have different proportions, have the same bone names and hierarchy. I want to have the same animation blueprint logic for all of them, but inside the animation blueprint use retargeted animations for each of them.

I noticed the Template Animation blueprint thing, but didnt find a way to specify different animations for different skeletons.

nimble torrent
#

Which is good, because Templates are weird and not... fully supported yet.

#

Possibly, but you probably should look into it yourself. If you can't determine this, you have a major problem on your hands because being able to look at something and figure out what's going on is essential for the 10 000 other tasks necessary to create a video game.

analog sand
zenith wren
cobalt sable
#

Did you ever figure this out?
I'm trying to do something similar: I have three animations in a blend space, and I want the left hand of my idle anim (clenched fist) to not blend with the other two (walking and running) so the output always has a clenched left fist.

#

I set Sample Smoothing > Per Bone - Blend Profile > and then for my Blend Profile "LeftFingersMask" was an option. I assume it was auto-generated, because no other Blend Profile options were that specific.

#

But, if I play with Weight Speed, it only changes how fast it blends, not whether or not it blends.

#

So I want the speed to be 0.0, but setting it to that appears to just turn off the Blend Profile instead of setting it to no speed.

#

Also, anyone, if there's an easier way to do this, like just copying or saving a hand pose and then applying it to other animations, please let me know. Obviously I can manually set the finger position for each animation I want to alter, and that would fix this particular instance (just 2 other poses), but I hope there's a more efficient and scalable method.

rare blaze
#

Hi all, I'm reading through the documentation for Pose Search and noticed the block transition tags. I was wondering if there was a way to positively tag areas of each animation so that Pose Search will favour that area under certain conditions.

For example, when the player transitions from walking to running (and vice-versa), I'd like to be able to tag areas of the animations with something like 'accel' and 'deccel' and then Pose Search would favour those tags for the brief time while the charatcer is changing between the two databases.

Does anyone have any ideas about the right way to go about this?

nimble torrent
lusty venture
rare blaze
# lusty venture just reading through the documentation, would this be what you're looking for? h...

hi, thanks for looking at this. Cost Bias could be the solution, but I'm not really sure how to tell the database to only favour certain animations some of the time. The bias system seems to be something you set in the editor and it can't be altered at runtime.

It's like I need a way to tag parts of an animation, and then tell Pose Search to favour that tag for a brief time, then ignore it the rest of the time.

#

The only way I can imagine an alternative is to make separate databases, each with speed-up / slow-down animations in and then switch to those during transitions for a brief moment (like 0.5 of a second). But that seems needlessly complex vs just being able to favour different parts of one database as needed.

lusty venture
#

have you tested setting the bias for those animations on accel/decel, does it not give the right results switching between the movesets?

rare blaze
lusty venture
#

not setting it in run time, but just setting the bias in the edit window and seeing if it gives you the right results?

rare blaze
lusty venture
#

gotcha

rare blaze
#

It would work if I could alter the bias weights of certain sections at runtime - in the same way tagging would.

viscid willow
viscid willow
rare blaze
# viscid willow I do think that a clip length of 30sec to a minute is probably too long for what...

ha, I literally just came across the Continuing Pose Bias setting a minute ago. Thank you though, I'm going to play with it.

I agree with you that most examples of Pose Search have been using sparse looping sequences. This is most likely because that's what most users will have at their disposal when coming from the legacy animation system in UE. However, from what I understand the value of MM is the ability to gain 'coverage' from more dense sets. I've been working with Motion Symphony for a couple of years and that yields great results with more data (eg. longer dance cards).

I could be wrong, but I think Pose Search really shines when it has more coverage to work with.

viscid willow
# rare blaze ha, I literally just came across the Continuing Pose Bias setting a minute ago. ...

yep I linked the info about Continuing Pose Bias because it was mentioned above by nat.

you might be right about dance cards, although I don't know that Epic will provide a setup which involves a dense set of dance card data because it's not the solution they went with, so you might be doing a bit of RnD with the system by going down that route. Whether their MM solution is built to accommodate that, I'm not sure. I haven't seen any mention of animation mark-up or tagging involved in Epic's MM setup

mystic remnant
#

I have an anim notify state that doesn't use tick(1), but when I make a new one it only shows the tick version(2). Any ideas how to get the one that isn't a tick? I have something I want to do once not every frame that the AN is true.

viscid willow
rare blaze
rare blaze
#

I could either use choosers or just set up the individual DBs as nodes in the anim state machine - either way it's a massive amount of complexity for something that could be simple. Motion Symphony had this option to use 'traits' and select from those as needed. Very useful functionality.

viscid willow
rare blaze
#

it's also compounded by the fact that Pose Search is weak at blending between databases - it falls back on traditional transitions in the animBP. It's better overall to have fewer DBs and to let the internal logic of each DB choose and blend the animations.

rare blaze
misty dagger
#

hey, im having issues with my animations from blender, when i imported them they are motionless, and trying the to unreal plugin didnt work either

rare blaze
#

just a personal preference

viscid willow
viscid willow
misty dagger
#

but then its motionless

viscid willow
rare blaze
viscid willow
mystic remnant
viscid willow
viscid willow
mystic remnant
#

may be going about this the wrong way as I havent made combo attacks before

rare blaze
viscid willow
misty dagger
viscid willow
mystic remnant
#

yea exactly - yea I'm using game ability system so it's a bit limited, thanks anyhow.

viscid willow
# misty dagger

Judging from your skeleton hierarchy it looks like you have two sets of bones in there? so it looks like your skeleton may be incorrectly set up.

assuming everything exported correctly, it might even be the case that your other set of bones is the one which is animating but they're not skinned to the model

misty dagger
#

how do i fix that? i dont think i added two skeletons

#

i only have one set from what it says in blender, maybe it exported weird?

#

or am i completely missing something lmao

viscid willow
#

I was gonna say this looks like rigify based on all the extra bones. LIke here, you have two spines:

misty dagger
#

so rigify messed it up?

viscid willow
#

well, no

#

all of blender's rigging setup is built from bones and constraints, all the controls are really just bones with shapes 🤪

that's fine for blender, BUT for the game engine we dont want those extra bones, you want to have only the bones which move the mesh.

There's a setting in the export dialogue for Only Deform Bones, you want to ensure that is enabled when exporting the character initially to the engine

misty dagger
#

lemme re export with that

viscid willow
#

This isn't specifically for rigify but it's a good video explaining how to export from Blender to Unreal with all of the quirks: https://youtu.be/YbWfoyf4MqI?si=Kz0zNHNazKOQVHLj

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

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

▶ Play video
#

I will say unless you're 💯 on what you're doing with it, rigify is not very friendly for game rigs.

#

it can be done, but there's a lot of gotcha's

misty dagger
viscid willow
misty dagger
crystal sigil
#

Hi, i am having some troubles with ragdolling.

On my Enemy i have a main skeletal mesh which has the anim blueprint running and multiple skeletal meshes attached to it, that just run a simple copy pose.

When i want to ragdoll i do

GetMesh()->SetCollisionProfileName(TEXT("Ragdoll"));
GetMesh()->SetAllBodiesBelowSimulatePhysics(TEXT("Pelvis"), true, true);

with this result. The child meshes seem to still run the animation...

misty dagger
viscid willow
# misty dagger it keeps saying this, but theres only one root bone

yeah so, in blender you have the Root, Hip_R and Hip_L at the same level as the root, which means that the engine sees each of those as a root bone. It's a matter of the hierarchy not so much the name. If you parent the hips under the root and then re-export that issue should be gone

misty dagger
#

how do i do that?

viscid willow
misty dagger
#

oh 😭

#

tyy

viscid willow
#

np 🦇

viscid willow
# crystal sigil Hi, i am having some troubles with ragdolling. On my Enemy i have a main skelet...

So you're running a modular character? and simulating physics on the main skeleton. It might be related to this physics limitation on the modular characters documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/working-with-modular-characters-in-unreal-engine?application_version=5.3

Epic Developer Community

Create modular characters by combining multiple dynamic skeletal mesh components in Unreal Engine.

misty dagger
# viscid willow np 🦇

so, when using it as my character, the legs shifted into the body and now its clipping into the floor 😭

viscid willow
misty dagger
#

i had the scale fine, but i didnt import any animations, just the mesh

viscid willow
#

so you brought the skeletal mesh in to the scene and it changed shape?

misty dagger
#

and scale

#

the scale in blender was normal, and was what the tutorial said

#

but now its starting giant then small when moving

#

now staying giant

viscid willow
#

right, okay so you have reexported the skeletal mesh at the correct scale? But not any animations?

If the old animations are playing then that would be messing with scale because presumably you have exported two different scales.

misty dagger
#

none of the old animations should be playing bc they werent mapped, the only movement was just the mesh sliding around

viscid willow
# misty dagger

root scale is 1.0 which is a great start, but that also shows why your mesh is clipping into the ground. The root should be at the bottom of your character, between the feet on the floor. THat way it lines up to the bottom of your capsule.

misty dagger
#

oh

viscid willow
# misty dagger and scale

The scale though, hard to know my only guess is that you've made your character 100x too big, can you show these details on the left. This should show the size in units, and it looks to be in the tens of thousands 🙃

misty dagger
#

it shouldnt have, idk why it did lemme redo it

viscid willow
#

can you also confirm, is the root the first bone in the hierarchy?

misty dagger
#

should i move my root bone? after reimporting w a fixed scale its not clipping anymore

viscid willow
misty dagger
#

and id use mixamo, but it keeps erroring on my model, and my character has no arms,

viscid willow
viscid willow
misty dagger
viscid willow
# misty dagger

Static meshes i.e. meshes without bones, don't support animation. Something like this might be achieved through timelines in the editor, you could drive the scale with a curve

misty dagger
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would i be able to do that everytime the player hits it? how would i set up that timeline?

viscid willow
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timelines are set up in blueprint, and yes you can play a timeline from an event, you can fire that event each time the player presses it/lands on it

misty dagger
fathom bluff
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Im using motion warping to turn and move the player character to the item, but the legs look abit stiff in the turn and moving, does anyone have any recommendations on how to make it look a bit more polished?

viscid willow
fathom bluff
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@viscid willow Yea this was what i was thinking, the animation just has like one step forward as he leans.
And only AIControllers can use the move to location with the return boolean so thats a shame.

viscid willow
# fathom bluff <@142605242620444672> Yea this was what i was thinking, the animation just has l...

To make it more believable, you could take a more distinctive step at the beginning of the animation to sell that that the character is turning/moving.

One thing to bear in mind, when turning, we lead with the foot which is in the direction we want to turn in. So turning right, lead with the right foot. So you cooouuld make two montages, one for each leading foot and play the appropriate one based on the angle to the pickup.

fathom bluff
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I had done an animal skinning mechanic that was similiar a while ago, wasnt this tough xD

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@viscid willow good tip thank you. will keep that in mind

viscid willow
fathom bluff
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Im guessing because the location is on the ground and not blocked by a surface like the Item Pickup might also play a bit of a part

viscid willow
fathom bluff
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Yea there i have it checking and choosing a random skinning socket location on the animal so was a bit more forgiving. Just cant remember how it moves to the target so well lol

viscid willow
fathom bluff
fading robin
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is anyone able to help me out?

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i have this pistol that is above scale but when i try to control rig it using modular rig it scales it down so much

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when i add new controll points their biggert than the gun itself

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i dont know how to fix

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please at me if your able to help me ❤️

ashen junco
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As in the IK goal for arms or the whole limb bones?

rigid wave
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im not sure, quite new to animation as im mainly a programmer 😅
im essentially just trying to bring the arms out a bit so there not so close to the torso

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nvm think i found it, static offset + pole vector offset on the ik goals

night rover
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Seriously? What makes you think posting this picture is okay

rigid wave
night rover
# fading robin

1 unreal unit is 1 cm. You should fix the scale in your 3d program if the scale don't match.

ashen junco
night rover
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In your 3d modelling program, change units to cm. Then export and import again

night rover
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Make sure to do it on the first frame.

slim elbow
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I have a animation within a animation blueprint, basically the walking animation. How can my player actor blueprint listen to the animation notify that's playing within the animation blueprint? I don't want to play the sound directly from the animation because I want to add custom logic to making the sound

ashen junco
bold barn
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the moting matching database works well with the root motion as got XY position or velocity to let motion matching to choose, however for inplace animation or jump animation, any idea how to set up correctly. How motion matching know when is start jump, end jump ..etc. just can't wait for the demo, anyone have idea?

night rover
rigid wave
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Does live ik retargeting break physics simulation on the target mesh? I have a tail that has constraints setup and it seems to work as intended when simulating the ragdoll but not on the live retargeted mesh

spare pulsar
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Hey guys

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I'm having an issue and I'll be really thankful for some help

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I'm trying to retarget an animation blueprint from lyra character to my character

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I can retarget each animation individually. But if I try to do the anim blueprint nothing happens

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My Skeletal mesh might have some issues with bones. But the individual animations still work good enough, so the anim bp should work also

violet echo
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Hello everyone, I have an animation playing at different rate like 4. This animation as an Anim Notify but the notify does not seem to care about the speed and triggers as if the animaition was running at normal rate. Anyone knows how to fix this issue?

EDIT (SOLUTION): I also exposed the "play rate basis" parameter on the animation node and it seems to fixed the problem which is very odd!

nimble torrent
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So... that's odd!

nimble torrent
nimble torrent
nimble torrent