#animation

1 messages · Page 48 of 1

nimble torrent
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That's one way, but it binds the animation notify very hard to your class.

You could also make a generic animation notify, and in your Animation BP you could create an event dispatcher. When the animation BP gets the animation notify, it can emit the event that your character can bind too.

night rover
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the base character will always exist, so just make the function there.

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also it's a custom notify for a reason

nimble torrent
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The advantage of using events is that the emitter class doesn't have to know about the existence of anything that reacts to it. As a general rule, it's a good idea to keep your classes from directly referencing each other as much as possible.

You can't always do it, but when you can, it tends to be good policy and make refactoring a lot easier.

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Your way will work, and it might just be personal preference, but I've found I have less issues when I do it without direct references.

night rover
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I would probably consider dispatcher if I am doing something that multiple class that doesn;t share the same base class need to listen for the event

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but for playing a sound tied to the character, I wouldn't think too much

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earlier suggestion to use interface....

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that's counter intuitive imo

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you don't need interface when you just want to communicate to a class

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but I do agree, it always depend on the context

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I wouldn't always do it the same way for every case

nimble torrent
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Hey Sacrellaty. Your problem is probably a result of having some bad scale values when you import your objects.

Try using this video. It should be able to help you out: https://www.youtube.com/watch?v=YbWfoyf4MqI&t=1039s

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
night rover
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but in a case of playing foot step sound in a character, I would just pair the custom notify with my base class

shell matrix
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Hey everyone, I have the simplest most weird issue I’ve encountered thus far. I created a custom C++ class to re-produce Lyra’s Custom Anim Instance and extend it once I got the base implementation working with the GameplayTagPropertyMap. This all works and appears in class defaults, however, once I add a variable and compile and save, it asks me to Apply my changes, so it won’t be applied to the single preview anim instance only. I select apply and it asks me to compile, I compile and it asks me to apply again in an endless loop, if I start the editor at this point, crash. Has anyone ran into this issue before? I’m thinking it just some generic issue or mistake I made preventing the anim instance from compiling or applying changes?

echo finch
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Hey guys is it possible to blend this 2 animations in montage? I tried to google it but people usually use sequencer

naive mountain
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I have a few short animations that are reversed and used in montages to round out some rough looking animations

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Just the first 10-20 frames it looks like

deft furnace
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Still trying to make that flying combo work, not having any luck.

lethal hill
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Hi, when i use the Anim Dynamics node, my mesh decreases drastically

lethal blaze
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hi there - i'm trying to learn a bit about pose drivers for some pauldron movement i'm doing

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this solo driven pose option would make it so only the pauldron moves with the poses correct?

vivid pollen
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I'm having an issue when I tic enable root motion and force foot lock in my animation sequence, the character ends up waddling. Animation sequence looks fine unchecked but the character doesn't stay stationary. (NSFW)

nimble torrent
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I am confused, I admit.

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Also - brave lads, carrying around swords while unencumbered to that degree.

nimble torrent
# lethal blaze

I've never ticked that option before, but the description suggests that it only manipulates curve data if ticked, and doesn't modify any joints.

nimble torrent
vivid pollen
lethal blaze
nimble torrent
nimble torrent
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I saw several animation problems in that video, but I don't know which one you're talking about.

vivid pollen
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@nimble torrent The waddling is my current issue cause I ticked the forced foot lock and enable root motion. It doesn't waddle when I have them UNCHECKED.

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how else am I suppose to explain it?

nimble torrent
lethal hill
nimble torrent
nimble torrent
lethal hill
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yess

lethal blaze
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quietly seeing you put hours into helping folks

nimble torrent
# lethal hill yess

If you open the skeleton file, and click on the root node, do you have a weird scale value?

nimble torrent
vivid pollen
nimble torrent
nimble torrent
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Blender and Unreal argue about what a unit means a lot!

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Try using this video. It should be able to help you out: https://www.youtube.com/watch?v=YbWfoyf4MqI&t=1039s

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
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Because they are hovering.

vivid pollen
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@nimble torrent correct

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The character doesn't hoover when I have them UNCHECKED but glitches out.

nimble torrent
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OK, umm - weird question, where is your root normally? Is it on the floor?

vivid pollen
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um

nimble torrent
vivid pollen
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@nimble torrent does that matter if I'm using the re targeting feature?

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lemme check

nimble torrent
vivid pollen
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@nimble torrent So I think it's because I imported the skeleton mesh from Mixamo cause it's not the UE one. Is there a way to make a new root bone?

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I think it thinks the root bone is at the hip and not the floor

nimble torrent
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Hmm. Personally, I would load the character into blender, and add the root there - but that's because I'm most comfortable with that pipeline.

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You can edit skeletons inside of Unreal these days, but it's a very new feature, and I don't know how you to use it very well.

vivid pollen
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I see. Thanks for the help.

nimble torrent
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But yeah, that's where the problem is. You'll have to run the retarget again once you've added your new root (however you do it).

solar totem
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I have an issue baking animations from Control Rig.
So I opened up an existing animation with Control Rig. This animation has root motion and it works perfectly.
In Control Rig, I see the animation and everything is fine.

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Next, I bake the animation into an animation sequence.
I open up the Animation Sequence, set EnableRootMotion = true. Create an animation montage. Everything looks good so far. The animation looks as it should.

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Then I add a Play Montage in my BP_ThirdPersonCharacter. Run in editor, play the montage. The root motion movement is correct. The upper body is correct. But the feet is not correct, it's stumbling.

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It's very strange because the animation sequence/montage shows the feet animation correctly. But if you actually play it, it is incorrect.
Does anyone know why this is?

nimble torrent
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My guess is the IK feet bones.

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If your IK feet bones are not aligned to the feet in the animation sequence, you get a sliding behavior on the mannequin characters.

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You can either run an animation modifier over your sequence (that's how I'd do it, I need to release an asset for that...) or you can try the fix here:

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Phantasy Wave's method fixes it at runtime, which will work, but may create some shenanigans later if you are doing anything custom with those bones in other animations.

wispy tangle
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Hi. Do you guys know why in Motion Matching crouching without moving takes long time to happen? It is like stutters before commiting

lusty venture
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hard to tell from a trailer but they look fully bespoke per item

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it also isn't showing movement transitions into interacting with the objects

nimble torrent
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Yeah, so it could be done in any animation software.

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You could, but you could also animate them in Blender or Maya.

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There isn't much of a difference.

lusty venture
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to create the animations?

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i wonder if they're doing any fun IK bits to get positions

nimble torrent
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Do you have 'stand to crouch' animations for all your states?

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You generally need transition animations or Motion Matching will struggle.

wispy tangle
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it just waits for 1-2 sec to start playing stand to crouch animation to crouch

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but no problem when in motion or getting up

lusty venture
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now i'm more confused, do you mean just bringing up the pot and being able to rotate it?

nimble torrent
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So my guess is, it is having trouble finding it's way into the stand to crouch animation.

lusty venture
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but in this video there's no hands?

nimble torrent
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It's later in the video.

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5:32 for me.

lusty venture
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oh sorry

wispy tangle
lusty venture
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gotcha

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it looks like it's lerping into a cutscene animation then lerping out

viscid willow
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That looks like a bespoke animation ☝️ this

nimble torrent
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Aligning animations relative to objects in the world can be done a variety of ways. Typically it involves attaching to a shared root object. So you have a cinematic origin, and the character animation, object placement, and object animation are all aligned to that root.

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And then, as nat says, you align the character to that root before you play the animation.

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It could be montage, the pot could be a scene object, it could be spawned and parented to the character, it could be a Smart Object - there are a variety of ways of doing it.

viscid willow
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I would guess it's a montage and they're interpolating the character into the correct position when the animation begins. That is something that Motion Warping can achieve.

nimble torrent
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What all the different ways of doing it share is that all the synchronized objects in the sequence share an origin, and you align all of them to the origin before you play the animation.

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I haven't seen any tutorials or courses about world object interactions like this. Sorry. Anyone else seen anything?

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Like - I've set things like this up a bunch of times, but it's always custom coded per project.

misty dagger
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I've only seen a few for third person but they are all of the "interact with button type"

lusty venture
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maybe something like this?

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this person is using sequencer :)

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this one isn't first person but i'm sure the same principles and similar bps will apply

nimble torrent
lusty venture
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damn

nimble torrent
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Useful, but not what forbsd is looking for I don't think.

solar totem
nimble torrent
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If you open the animation in the animation viewer you should be able to just look at them.

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If they're aligned, they'll move with the feet.

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If they're not - they'll either be at the root or just sticking out in space somewhere.

viscid willow
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Looking at that screenshot, it looks as though the IK bones arent animated in that particular sequence. Seems to be a common occurance with the ue5 mannequin.

solar totem
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Hmm.. they seem to be correct

nimble torrent
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That's not looking at the animation sequence itself in the animation viewer.

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You should be able to see it by just double clicking on the animation sequence in the content browser.

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(sadly, the names of the 'Anim Sequence Viewer' and the 'Sequencer' (that you use to create animations) are extremely similar and it makes talking about them really annoying!)

viscid willow
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we have to go back to the old names, back to persona

solar totem
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Ah, I see it
The ik_root_r is different from left (original) and right (exported baked animation sequence from sequencer)
So then.. baking from the sequencer does not save the ik data..

nimble torrent
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You could modify the control rig to put the IK root objects in the right place.

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For some reason, Epic didn't do that for Manny and Quinn.

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So - when you bake it, they don't get updated.

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I had trouble with that. I think it only re-exports when you save the Sequencer sequence?

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Something like that?

viscid willow
nimble torrent
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Like - they could have been updated to use virtual bones, but then anyone using the old system would find it broken.

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So - toss up.

viscid willow
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vb's were around in UE4

nimble torrent
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Unfortunately no. You can use a custom animation notify for it, but you need to code that yourself.

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The kind of thing you're trying to do does typically require some leg work when it comes to coding.

viscid willow
nimble torrent
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That's where the custom coding comes in.

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Are you reparenting the object then removing it's transform?

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You have to null out it's transform when you parent to the characters object bone or it will keep it's old transform and that is probably way off in the world space somewhere, resulting it in appearing 2000 uu away.

viscid willow
nimble torrent
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Are you 1000% certain that you have a bone called 'Weapon_R'?

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Just to keep you on your toes.

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Gotta stay sharp!

nimble torrent
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Yeah, that's probably collision. You might want to turn off collision during the animation and turn it back on at the end.

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Often collision gets in the way of cinematics and cinematic adjacent things.

sleek burrow
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How can I blend two animations, using AActor as parent?
I know this is really weird setup, but I need to sample skeleton information for niagara and it includes collision
And with collision enabled, the collision setups of ACharacter blocks particle so I'm currently tryint to stick to AActor as parent
Thanks in advance!

sleek burrow
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nvm, found the solution!

lethal blaze
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hi again - so i'm slowly figuring out how to use pose drivers and i have the up and down rotations looking okay for this pauldron

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the issue im having is the roll rotation of the arm. would i want to just lock the pauldrons roll rotation to the arms?

viscid willow
# lethal blaze the issue im having is the roll rotation of the arm. would i want to just lock t...

I would suggest having a listen to this section of this video: https://youtu.be/Oe7fYS9qxmk?si=aiTXktQDR-wZFCiZ&t=1765

I have certainly built pose drivers by posing the arms at incremental angles of rotation which had mixed results, but what jeremiah explains is that you want definite poses as much as you can.

One way to solve the Roll is to look into Twist Correctives, which can be used for shoulder pads to counter the rotation of the upper arm, so that the shoulder pad maintains more of it's position on the top of the shoulder rather than rotating back and forward with the roll of the arm.

This talk by Epic Games' Senior Technical Animator Jeremiah Grant covers Fortnite’s use of animation Blueprints including the use of Blueprints for gluing together character parts after retargeting, dynamic solutions for low LODs, and faking dynamics in higher LODs with procedural animation techniques.

Learn more about Unreal Engine at http://w...

▶ Play video
lethal blaze
viscid willow
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no problem, happy to help. Pauldrons are a tricky one for sure, so keen to know how you get on

lethal blaze
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will let you know! its tricky too because we're rigging it for live mocap :p

viscid willow
lusty venture
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you poor thing 🥲

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would love to know how you go with that, with mocap we've found pose drivers can be a bit broken because of the way that the mocap data drives the rotations differently to keyframing which can be a bit cleaner

lethal blaze
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yeah it's a whole box of worms that i'm frankly terrified of

viscid willow
# lethal blaze yeah it's a whole box of worms that i'm frankly terrified of

took me a bit to find it but there's also this resource: https://www.youtube.com/watch?v=GB6qNAXUyX0

Matthew Lake (https://twitter.com/MattLakeTA) takes you on a deep dive into the technical animation pipeline of the PS5 launch window title “Destruction AllStars”! Matthew will talk about how they supported the creation of 16 unique characters of different shapes, sizes and style, how their real-time rigging solutions worked, how they future pro...

▶ Play video
lethal blaze
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thank you so much for sharing this. watching now!

viscid willow
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It's unfortunately true, but they look so cool so we keep adding them, some good info, Matt Lake is very clever

lusty venture
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matt lake!!!!!!!!!

lethal blaze
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watching this and thinking about the blizz team trying to handle their giant wow shoulderpads

nimble torrent
sleek burrow
sharp linden
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Trying to troubleshoot the aim constraint in Control Rig and noticed that it flips the original location of controller being targeted and I don't understand why...

ashen junco
sharp linden
deft furnace
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Then when I try to attack, the animations that are used are my ground attack animations, not my air animations.

dire thorn
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Hey guys, trying to figure out how ''play montage'' works in BP. Trying to get a book to open and play multiple animations in succesion. But it seems to be only playing the first animation and not the rest. Where am I messing up?

viscid willow
analog sand
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Is there any easy way to add a montage notifier to a large amount of animations at once? It doesn't particularly matter where it goes just that they all have the same name

dire thorn
dire thorn
fathom bluff
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@dire thorn in anim BP when you get the notify send and interface event to the playerthat sets the bool

dire thorn
fathom bluff
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mesh comp

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get owner

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@dire thorn

dire thorn
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Aaahh like that, dang I was trying to figure out where to find the Mesh component specifically. Thanks very much!

fathom bluff
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Do this 🙂

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@dire thorn glad to have helped 🍻

dire thorn
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God I'm so confused. Trying to not let animations trigger if they are not done yet. But I keep ending up making a loop somehow. Can't seem to reset the Do Once properly.

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Problem i'm facing, while using the anim montage to loop ''closed'' ''opening'' ''open'' ''closing'' ''closed''.

fathom bluff
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your not resetting them?

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oh

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one sec

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@dire thorn

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this is just setting the bool based off start sections though

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@dire thorn I would do something likethis

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bottom ongoing should be true sorry

dire thorn
# fathom bluff

Problem is that I cannot acces ''On Completed'' or ''On Blend Out'' as I use the loops inside of the Montage. So they never actually finish, just go into looping states

fathom bluff
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why not use just an Open to closed animation without the sections? and use a timeline to play from start or end / reversed?

dire thorn
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Yeah might be more performant tbh.. Not sure how montages eat resources if they are left in loop like that

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Just wanted to use montages so i can more easily alter the animations as neccesary

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Is it possible to tell montages to keep the final frame of the animation as ''hold''? So it does not revert to the first frame?

fathom bluff
dire thorn
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Hmmm.. Cant get it to pause the animation properly. I guess I could fake it by playing a animation after the montage with it being open and holding.

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Oh goodness, that even breaks the montage somehow haha

analog sand
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Is there a way I can preview an animation in-game other than just having it pre-baked or pointing a camera at a hidden dummy playing the animation?

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IE: Like a tooltip you hover over and then it shows what the animation looks like

glossy grail
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I am dealing with a very specific, and what I would have thought straightforward, setup, but I have been pulling my hair out for days. I have 2 armatures animated in blender each with multiple actions. When I go to export them and leave 'all actions' checked for export, I get a massive set of permutations on import in unreal between all actions and all meshes. So....

Mesh1_Mesh1Animation1
Mesh1_Mesh1Animation2
Mesh1_Mesh1Animation3
Mesh2_MeshAnimation1
Mesh2_MeshAnimation2
Mesh2_MeshAnimation3
(and here is where it goes south)
Mesh1_Mesh2Animation1
Mesh1_Mesh2Animation2....etc. So it enumerating all combinations even though those actions are relevant to those meshes.

If I uncheck 'all actions' on export, I only get the currently assigned action, which doesn't help either. My goal is to get each mesh and its respective animations so I can cleanly switch between them in unreal. Does this all sound familiar?

lost nacelle
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Hey all, I'm brand new to animation in UE and just can't find exactly what I (think) need from these tutorials

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How do I show the control rig of an asset model? How do I even know if it has one?

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I know that I could make one with the Control Rig Blueprint, but...

ashen junco
# lost nacelle How do I show the control rig of an asset model? How do I even know if it has on...

Control Rig for animating isn't necessarily tied to a skeletal mesh, it just need to have the bone the CR uses.
https://dev.epicgames.com/documentation/en-us/unreal-engine/control-rig-in-unreal-engine

To have the control rig showing in editor viewport, you have to have the CR track in a Sequencer, inside any skeletal mesh track. Skeletal Mesh may also assign an animating control rig on per asset basis, so that it automatically creates the CR track along with itself in Sequencer.

Epic Developer Community

Rig and Animate characters in real-time using Control Rig.

lost nacelle
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Oh sweet gods 😰

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Thanks a lot, some more reading hours to go

lost nacelle
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Yep, definitely have to make a CR.
Good way to learn I guess

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Thanks again

ashen junco
# lost nacelle Yep, definitely have to make a CR. Good way to learn I guess

If you're in 5.4, you can use Modular Control Rig to speed up CR making a bit
https://dev.epicgames.com/community/learning/tutorials/Dd31/unreal-engine-modular-control-rig-rigging-with-modules

Epic Developer Community

Learn how to rig a character using Modular Control Rig.

This is an intro to the Modular Control Rig editor and will show you the basics of building a c...

lost nacelle
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Ohhh I'll try that too, thanks.
I was already doing the FK rig

naive mountain
naive mountain
hallow pier
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hey guys having some trouble here. Relativly new to UE as far as IK and Animation. Im trying to set up an aim offset for a first person character as well as a IK based ADS . Ive got them both working independently no problem my issue comes up when im in ADS and looking up and down. Im not sure if its the way ive set up the character or something im missing as far as adding or using the Aim offset value with the ik ads. Its pretty rough right now as ive just been roughing out the character and seeing what i need for animaitons and what i can do with IK. Heres whats happening video attached. I have the camera attached to the head socket. And the weapon attached to the hand socket. Rig was done in blender. if anyone can help itd be really appreciated .

glossy grail
dire crag
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Hello i have question, how can i make it so my virtual bone follows the mesh? I have a crouch animation, when i play that one the virtual bone does not follow

nimble torrent
nimble torrent
# dire thorn

Montages are not really designed to handle this kind of scenario. You probably want to use a state machine, which is really good at exactly this kind of thing, as this was precisely what they were designed to do.

nimble torrent
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Full body awareness is never worth the cost in terms of complexity.

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But as for the specific problem, I think the issue is that the individual rotations of the spine and neck bones are accumulating an error as you apply the aim offset to the spine bones. I think you have to compute the camera transform independent of the spine - but that might cause order of operations stuttering.

nimble torrent
pastel roost
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I'm trying to use an On State Fully Blended In function to call a function/event on the owning actor of the anim instance, but it's not working. I don't animate often so I'm not sure if I'm approaching this correctly.

nimble torrent
pastel roost
nimble torrent
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It probably isn't!

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What are you trying to do in your function that you're calling?

pastel roost
nimble torrent
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Ah, OK. Hmm - well, there's a couple of ways of communicating between the thread-safe and un-thread-safe worlds.

One is to set a value on the animation instance, like a boolean called 'ShouldDie' and the actor can check that value to see if it should die.

Or, if you don't want to add to tick, I'm pretty sure EventDispatchers are safe.

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So you could create an EventDispatcher on your animationBP called 'AnimationDeathEvent', and then have your actor subscribe to that and call it's own death function when that event is triggered.

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And in the animation BP, emit the event when the character finishes their death animation.

pastel roost
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Looks like event dispatchers aren't safe either unfortunately.

nimble torrent
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That's interesting.

tranquil lark
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Trying to get stride warping to work to fix my foot sliding but it doesn't seem to do much. From what I gather, I do have things set up correctly. I have seen others with this same setup and it worked for them. Not sure what I'm missing. I've also tried changing the ABP to accept root motion from everything - but when I do that, they don't move at all.

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I know them snapping back is a sign of using a RM animation. But I would expect them to at least work with the stride warping part.

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I'm using the UE5 manny skely

nimble torrent
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So you could, I think, change the 'You'reDead' variable that way?

nimble torrent
tranquil lark
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Manny

nimble torrent
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OK, so Manny and Quinn have IK feet bones, and have an IK solver in their animation BP that aligns the feet to the bone.

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If your animation does not have those IK bones animated (and most store bought animations do not) then you get the skiing behavior you're seeing.

tranquil lark
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The animation is from a pack admittingly. I retargeted from UE4 manny to UE5 manny.

pastel roost
tranquil lark
nimble torrent
nimble torrent
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It requires a small modification to the control rig for Manny.

tranquil lark
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I cannot read that, lol

nimble torrent
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It is not without possible consequences, if you want to manipulate those feet bones externally - this will clobber that.

tranquil lark
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Why do people use their phone to take a picture when windows has a snipping feature

nimble torrent
nimble torrent
tranquil lark
nimble torrent
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You can also correct them using an animation modifier (which is actually an animation post processing function that has a weird name).

tranquil lark
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Why not just use the foot_l bone anyway? Animation wise - what is the advantage to having essentially a duplicate bone?

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If it is supposed to match the position and rotation anyway

nimble torrent
tranquil lark
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What I'm asking is why couldn't you do that with the foot bone directly though

nimble torrent
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Because the foot bone is the child of the leg. The advantage of the independent IK bone is that the whole can be moved. So if you want to account for a slope, you just rotate 'ik_feet' and the normal animation plays relative to the new rotation.

tranquil lark
nimble torrent
tranquil lark
nimble torrent
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Animation modifiers let you move bones around, create curves and keys, etc.

tranquil lark
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I'm listening

tranquil lark
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IK wise, I'm only really familiar with the the standard rig and then those effectors that you put in front of the knees and behind the elbows.

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Anything else is big brain for me

tranquil lark
nimble torrent
pastel roost
# nimble torrent Looking into this further, it looks like direct thread-safe communication is imp...

Yeah the first thought I had was to just use a delay, but then I figured it would be more robust to have the anim bp tell the actor when it's finished. That was a couple hours ago, so I'm getting the sense that these state functions aren't meant for this. It seems that there is an older interface for hooking up events to the state machine but it has a "not recommended" message attached to it. It also doesn't seem to work for me.

tranquil lark
nimble torrent
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They're very useful for things like creating curves for particular kinds of animations. Like, you can put an animation metadata object on your attack animations that triggers an Animation Modifier to generate a metadata value that represents the distance that the enemy travels in the attack animation before the impact frame, then use that to determine when to start triggering your attack animation so that the enemy doesn't run up to your player and then attack, instead they choose an attack animation and start attacking at the correct distance away.

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Stuff like that.

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I've also used them to generate a curve that represents a secondary turning pivot based on which foot is stationary - so that when the enemy turns towards the player, they turn around the foot that's on the floor.

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That kind of thing.

tranquil lark
nimble torrent
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Right, but each attack might move a different distance forward.

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How far does each attack move?

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You can measure that using an Animation Modifier, and store that value in your animation metadata.

tranquil lark
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🤔

#

So, animation is root motion animation. Use the modifier to get the start and end position of the character. This is something applicable to the asset itself. Then, from that - create a metadata object that holds this value. Then when going through your possible attacks, you read the distance value from the metadata object. Now, when the animation gets adjusted in the future, this value automatically fixes itself.

That sound about right?

nimble torrent
#

Yeah, though I used the animation notify for the impact to choose which frame to measure the distance traveled.

tranquil lark
#

I was just thinking of using that uhhh...feature they added in UE5 to pretty much make the "Batman glide towards enemy" combat

nimble torrent
#

I also generated a curve that represented the remaining distance to that impact frame, and then we used that curve in the tracking algorithm to determine how quickly we had to pivot.

#

A lot of what we were doing is unnecessary now because of the new Warping feature, which handles a lot of that for you.

hallow pier
# nimble torrent This is one of many reasons it's quite common and recommended to not have a full...

thanks for the input . i just always felt it odd for the player to look down and not see legs. I didnt think of just using a set of legs seperatly from the main character just for lower body animations. I do have a question if you dont mind. i did do and swap out the full body to an arm only model. How would you go about rotating the mesh/camera and not the capsule ? id like to set up code based animations for that.

nimble torrent
tranquil lark
#

So I can adjust the ik bone to match the position and the rotation throughout the entire animation through the use of the modifiers?

nimble torrent
hallow pier
tranquil lark
#

I'll take a dive into this. Appreciate the info. Animation part is definitely one of my weak points of UE. Like, I can get by - but makin' things look good....

nimble torrent
#

I recommend looking at the First Person template for the engine, it has a character setup this way.

hallow pier
analog sand
analog sand
nimble torrent
analog sand
nimble torrent
# analog sand The directions

You're probably better off using animation metadata then. It's much more flexible, easier to use, and can be read directly from the sequence rather than having to sort through it's animation notifies.

nimble torrent
#

I don't understand at all.

#

In what context do you want the animation to be visible?

analog sand
#

I know this can be achieved by just pointing a camera at a hidden dummy to play but I didn't know if there was a more streamlined solution

nimble torrent
#

When you say 'making the player do said attack' do you mean 'making the player actually press the button in order for the attack to happen' or do you mean 'cause the players character to display the animation'?

nimble torrent
#

Then yeah, you use a dummy.

#

I mean - you hypothetically could render the animations and then play them back as movies - but there's really no point in doing it that way.

viscid willow
nimble torrent
#

No, I mean the class literally called 'Anim Meta Data'.

#

You can define your own data storage class that descends from Anim Meta Data, and then you can attach it to any animation sequence and store arbitrary data on it.

viscid willow
#

ohh interesting

nimble torrent
#

The metadata classes can be read, edited, and added by Anim Modifiers - which makes them useful when combined. You can add an Anim Metadata class as a tag to tell the Anim Modifier to run particular behaviors on it.

#

That's how the 'How far until you hit' value was done. The Anim Modifier only tested animations with that specific metadata on it, which flagged them as attacks.

#

Or... no - it was the presence of the 'Activate Hurtbox' animation notifiy, and then I added the Anim Metadata, and did the calculations.

viscid willow
#

oh okay, sorry is that part of the conversation above?

nimble torrent
viscid willow
#

I'll have a read, I saw metadata and got interested thanks

#

i've used modifiers to do simple things like place footstep notifies, but ive never gone into metadata so i'm curious

nimble torrent
#

They can be used for some really cool stuff.

viscid willow
nimble torrent
#

Yep!

viscid willow
#

In the case of the foot pivot are you comparing the foot position against something to determine that it is stationary? Like the height of the foot from the ground to determine that it's planted?

And then the pivot would be handled at the character movement level, right? Pivoting the character capsule around the determined foot

nimble torrent
#

Yeah! That's totally it!

#

The first thing to test for footsteps is that the foot isn't moving over time? So you calculate the velocity of the foot, which gives you periods of stillness, and then check if the foot is close to the ground during that period.

#

Foot placement stuff can get really complicated if you decide to care about it.

viscid willow
#

ah neat, yeah in the times I've tried to calculate it I often end up with data that isnt quite representative of what's actually happening, I think primarily because I was doing one of those two things you mention there. Like I would only check distance to the ground so that would be fine but something like a walk brushes the feet so close to the ground that it gives similar data to if the foot was actually planted

nimble torrent
#

Aw, yeah. I definitely got some garbage values out sometimes too.

lethal blaze
#

taking a quick break from the pauldron haha - im using transform offsets to drive some arm correctives on realtime mocap - i was wondering if there are some other tools at my disposal to help prevent some additional clipping these nodes don't seem capable of solving - would setting up some ik help with this?

#

i was thinking of maybe using spherical pose readers to rotate the arms out when facing too far inward but i fear thats overly complex

gentle kestrel
#

Does anyone know what happened to Attribute Curves since UE5.2?

In 5.2 I could import an FBX character which had custom attributes associated with the root bone, and these attributes would appear as curves on the skeleton.

However, in 5.3 and 5.4 when importing the same FBX file, I do not get these custom attribute curves on the skeleton. I only get the morph and material curves.

Is this bugged in 5.3 and 5.4 or is it by design?

Thanks

spare pulsar
#

has anyone worked with Accurig?

dire thorn
#

Is there a simple way to reverse animations? I kinda assumed inverting the Rate Scale would be easiest.. but does not work like that.

humble hare
#

has anyone tried using the quest 2 (or any VR headset) to get some mocap data for use in animation inside unreal?

storm idol
#

Can anyone tell me why when i have this control rig node here the blend space doesnt work?
in my CR im controlling 1 bone based on the movement of the actor, which is why im setting things here, but everything else is standard stuff

last pelican
#

Hey all! Looking for a character animator (preferably stylized animation) that works with Unreal engine. I'm an animator myself an thinking of pivoting towards realtime / game anim and was hoping I could have a chat with somebody who made the same switch. thanks 🙂

sick lance
#

So any time I make a new animation sequence and then use it for a montage, it plays rotated 90 degrees to the right unless I use additive animations in the sequence, which at least faces the right way but butchers the result in other ways? It happened when I animated with the third person template's control rig and then retargetted to the FPS arms and when I set up a modular control rig for the fps template arms.

I have a few guesses about what I should do and what's wrong, since the modular rig seems to be facing Y while the default character is facing X, but I'd hate to wander in the dark here and not make any progress.

viscid cairn
#

Hi, how's everything going? I was wondering if someone could help me with this. I'm working on making a Metahuman stay in an idle state, and when a key is pressed, it plays an animation. To achieve this, I'm using a montage and an animation blueprint. The system works well, but the issue I'm facing is that every time the montage is triggered, the Metahuman's head separates from the body for a second before returning to its place. Also I am making this for a quest 3 i don´t know if this information is useful or not.

snow shell
#

I have weird jittering when my montage is blending out. The Montage has 2 Animation Sequences in it, the first one is attack with root motion, the second is the idle without root motion. I just use a simple PlayMontageAndWait blueprint node inside the gameplay ability class.

pastel roost
#

@nimble torrent In case you're interested, the thread-safe functions I was trying to use were introduced in 5.3, and I was trying to use them because there's now a warning to not use the older anim state custom events/notifies. As you found out, they simply don't have the same functionality. The older method is exactly what I needed. I made a little writeup on the forums: https://forums.unrealengine.com/t/ue-5-3-animation-blueprint-the-recommended-approach-is-to-use-the-anim-node-function-versions/1298379/5?u=twads9816

nimble torrent
sick lance
#

Is the optimal solution for fixing the facing of animations made in Unreal really just to export it, delete the original, and reimport it with -90 on the Z rotation?

Cuz it works, but it feels very stupid.

untold flume
#

why does my animation glitch out like this everytime it loops? it looks fine when its in sequencer

sick lance
#

Hm. Kind of looks like it wants to be turned 90 degrees?

untold flume
dire crag
#

Guys am i right with the assumption that pretty much the whole tutorials you can find on youtube are nothing more than lyra reversed and nobody came up with his own idea? I was looking for 8 Way directional movement and it seems the only asset you can get is lyra copy paste

nimble torrent
#

You can also modify them in the Sequencer, using the automatic IK control rig.

nimble torrent
sick lance
#

Reimporting when it wasn't imported to begin with didn't give me the option to adjust the rotation, if I'm not mistaken.

nimble torrent
lost nacelle
#

Can't seem to find a solution to now being able to import an Alembic animation.
Anyone has experience with this?

nimble torrent
#

That said, hypothetically you could just load the animation back into sequencer, rotate the root, and you should be good.

lost nacelle
#

Whatever I choose in the importer window it'll work for nothing (I always deactivate the Flat checkbox)

topaz narwhal
#

be ready for 3 million games of parkour

nimble torrent
#

I mean - parkour is cool.

#

So this is not that bad.

topaz narwhal
#

the season of horror games has finished

topaz narwhal
sick lance
#

Ah, yeah. I was talking about doing it with Unreal only. Export it, delete it, and then import the exported file with adjustments to the Z rotation without having to open anything else.
But if you can do it that easily in the sequencer then that's my answer, no need for the song and dance.

pastel roost
#

However, I realized that this isn't what I needed lol.

nimble torrent
#

"Aha! I have finally figured out how to do This Thing after long hours of work and reading the Tomes of Forbidden Knowledge... of course now that I've done that I realize I need to do something else entirely!"

fathom bluff
#

curious why the new mannequin tho

nimble torrent
#

Manny and Quinn have a lot of complicated systems running on them that tend to confuse newbies.

#

We get two to three people in here a day with some variation of "I'm using Manny and/or Quinn wrong!"

pastel roost
fathom bluff
#

Still seem to have acceleration issues in the starts

#

This demo sure feels like a level up in quality, Lyra level. The "Generic" retargetter is intriguing

topaz narwhal
#

Is awesome, some times, very few if forced a lot, some leg pass through the other, there is no crouching yet or sprinting, but there is "running" or "walking" mode.

#

it could make useless tone of tutorials on vaulting mantling etc

#

useless* = only for people who want to go deeper to understand how is made

pastel roost
#

Is there a way to add some random variation to an animation? I have a simple animation where my bones rotate and scale up, and I want to randomly change how much they rotate.

topaz narwhal
#

I just set up this in a project last days

winged portal
#

Hi!

Does anyone know why the animation is not reproducing?

The node gets triggered, but the animation doesn't happen. Same with some others, it either doesn't play or plays a few frames and ends

AnimBP is default

topaz narwhal
topaz narwhal
winged portal
topaz narwhal
#

I dont know this from memory

winged portal
#

hmmm still not playing

#

it's getting interrupted, but i'm not sure what is interrupting it

nimble torrent
#

Montages in the same montage group overwrite each other.

#

You need to create a new group if you want to run them simultaneously.

winged portal
#

no, it's all default, only movement

#

and this montage that i'm trying to manually trigger

fathom bluff
#

LOL why is Epic lying?

#

The animation sample does not have 500 animations 😅

#

i count 373

dire crag
fathom bluff
#

hyper activity?

dire crag
#

yes i assume they will be absolutely janky and fast paced

#

like most stuff on mixamo

fathom bluff
#

they seem normal in the preview

nimble torrent
fathom bluff
winged portal
#

i'm moving the same animation to another project, to check if the problem is the animation. But no matter what animation i play

#

it seems to get interrupted

nimble torrent
dire crag
nimble torrent
#

Specifically, I want to see the Slot node!

#

Where the montages would come through.

fathom bluff
winged portal
nimble torrent
fathom bluff
#

@winged portal

dire crag
# fathom bluff ohh you ment the start stops

yes its a huge problem since i wanted to use this for True First Person, with all that wobble its not usable, not even the running anim, even i detached the camera from the mesh

nimble torrent
#

Ah, well I think we've found your problem.

fathom bluff
#

😉

nimble torrent
#

You need that 'DefaultSlot' node that rastodm just posted.

#

You should route your state machine into that, and then that into Output Pose.

winged portal
#

ohh i think i get it

#

the movement animations are working okey because they are based on speed

#

but when i play a custom in a specific slot, the slot is not being taken into account

nimble torrent
#

Not quite. Montages do not display in the graph without a slot node.

#

That's how they get played on the character.

fathom bluff
nimble torrent
#

Montage slot nodes play the montage animation if there is a montage being played in the slot, otherwise they just pass through the pose that they are linked too.

pastel roost
#

Is there a way to get the position/time a sequence is at in the anim graph?

nimble torrent
#

However, if you're trying to do that - chances are there is a much better way of doing whatever you're actually trying to use that for.

#

What are you planning on using that data for?

dire crag
#

I just quickly made the sample pack tfp, oh my god 😄

pastel roost
nimble torrent
winged portal
nimble torrent
#

Just link the state machine to the slot node.

pastel roost
nimble torrent
#

And the slot node to the output pose.

fathom bluff
winged portal
nimble torrent
nimble torrent
pastel roost
#

rotating leaves

nimble torrent
#

Ahh

#

So, for me - I would probably do this with a blend space.

#

So I'd have a small rotation version, and a large rotation version, and I'd put them in a blendspace, and then I'd pick a random float value and plug that into the blendspace.

#

So my leaf would then would have a random rotation within a range.

fathom bluff
#

@nimble torrent what are your thoughts on motion matching? compared to other animation methods?

nimble torrent
#

It is almost useless for anything else.

fathom bluff
#

like weapon states?

nimble torrent
#

If your weapon states affect your locomotion - it's great!

fathom bluff
#

or, other movement. climbing, swimming

nimble torrent
fathom bluff
dire crag
#

otherwise im going to go normal first person because im really fed up at this point with animations constantly being a annoyance for the player in first person

#

Or i rule out directional movement and only use forward movement

nimble torrent
#

I would always recommend, if you're making a first person game - do not attach the camera to the character. Attach the character to the camera.

#

Body awareness is basically never worth the cost of developing it.

#

People look down once, go 'Wow!' and then do not look down again.

pastel roost
viscid willow
#

The promised day has arrived 🙌 super keen to try out the new sample project

surreal grove
#

I want a breakfall roll like in ALS 😋

viscid willow
pastel roost
viscid willow
crystal furnace
#

How do I export a Pose from Blender to Unreal? It's not an animation, and if it needs to be one how do I make it one

viscid willow
pastel roost
viscid willow
viscid willow
nimble torrent
pastel roost
nimble torrent
#

What kind of interpolation problems are you getting?

#

Have you played around with the triangulation stuff? Maybe the triangulation is off?

#

Try playing around with that and the 'Use Grid' option.

pastel roost
# nimble torrent Try playing around with that and the 'Use Grid' option.

When the blend space value was not at one of the ends, the rotation value snapped some amount as the animated played through, around the middle. It looked like 90 or 180 degrees or so. I gave up on the approach, it isn't a battle worth fighting right now. It didn't even occur to me to check the blend space settings. 🥸 Eh, it's whatever.

nimble torrent
#

All right. Good luck.

pastel roost
# nimble torrent All right. Good luck.

Thanks for all the help today and yesterday though. You're very friendly and responsive, and it's people like you that I try to emulate when interacting with others here.

pastel anchor
#

Does Unreal have a way to show what sequences are being blended in the animation debugger? Such as showing a list of all the blends and additives?

nimble torrent
#

There's the console command for ' ShowDebug Animation ' which does give a lot of information.

#

Possibly not all the information you want though.

pastel anchor
bitter shard
#

Have you guys tried the MM sample? What do you think of it?

lime bay
#

Does anybody know how to export FBX animation FROM Unreal at 60fps? The export dialogue box does not seem to have an option for the frame rate.

cunning locust
fathom bluff
#

well was a bit more work cuz of the synty model. it doesnt like live retargetting as much

#

i actually had to generate the rig for the UE4 synty mannequin and delete the extra finger changes. Auto align the bones. then it worked

#

as well as adding a tag and addition skeletal mesh in the Characters_All so i can use the swap

cunning locust
fathom bluff
#

In the GenericRetargetter ABP - you define the tag and the retargetter.
In the skeletal mesh of the character you give the skeletal mesh component a component tag

#

and why? so i can add the character in the swap all characters bp

cunning locust
#

but yo dont need to do that if you not wanna switch the character at all right? i just duplicated the widget for a character and added my dupli blueprint.

fathom bluff
#

no because your not using a different retargetter yours is already part of the system since your using ue4

cunning locust
#

i used a different retargeter, it still worked

#

but i did not use any tag

#

i had to make a retargeter for my own model

#

tomorrow i fiddle around with getting it into my game, and implement it into my current 20 fight animations .....

fathom bluff
#

nice

barren fiber
#

all these motion matching speed runs hahaa

small shale
#

how responsive are controls?

wheat charm
#

It still has lots of problem for the parkour actions but the locomotion looks very nice.

pastel anchor
#

I wonder how the performance compares to Lyra animation.

desert zenith
#

question how do i define a bone in my rig to be the root bone?

viscid willow
# desert zenith question how do i define a bone in my rig to be the root bone?

The Root Bone by definition is the first bone in the skeleton hierarchy. Typically this bone would be at the origin and the rest of the character is a child of that bone. However, in the case of something like Mixamo, the Pelvis is the root bone, which causes a fair few issues when trying to retarget to the unreal skeleton.

desert zenith
#

so unsure if there's a way to allow unreal to recognize Root as root

#

without reimporting the entire skeleton

viscid willow
desert zenith
#

but unsure if that was what unreal put

viscid willow
desert zenith
#

getting one

viscid willow
#

The mannequin skeletons start with a root bone at 0,0,0, then the next bone in the animated hierarchy would be the pelvis, there are some IK root bones in there too

desert zenith
#

spine_001 would be the pelvis in this case

viscid willow
# desert zenith

yeah so "Skeleton" will be your problem there. Because "Root" is not first, it is not a root bone, so any animation on "Root" is going to be relative to "Skeleton" and not considered root motion. I think that's gonna be a reimport I'm afraid 😔

#

Are you coming from Blender?

desert zenith
viscid willow
# desert zenith one point for unity it seems

I'm working with unity right now and i dont know if I agree 😅 on the plus side, because your skeleton and root bone are probably in the same place you could most likely retarget your animation assets

viscid willow
desert zenith
viscid willow
# desert zenith yes

You'll want to keep the Armature object named "Armature", unreal will then know to ignore it on import

viscid willow
desert zenith
#

and should root still be root or can it be Root?

viscid willow
# desert zenith and should root still be ``root`` or can it be ``Root``?

either is fine, the name doesnt matter so much, so long as it's the first bone in the hierarchy. All i would say is if you have a convention, stick to it. Caps or no caps haha

in case you run into issues: https://youtu.be/YbWfoyf4MqI?si=YHMo6C5uvbjXtzGc

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
desert zenith
#

i'll just do root cause i don't trust unreal engine

viscid willow
desert zenith
#

yup

#

came in from unity to unreal just to see how good the engine is and to get something to motivate me to learn C++

viscid willow
viscid willow
#

There are some helpful people in this channel especially, if you have more questions

desert zenith
#

cause i can't even rearrange the hierarchy

desert zenith
indigo sail
#

[2024.06.13-10.08.18:451][981]LogWindows: Error: === Critical error: ===
[2024.06.13-10.08.18:451][981]LogWindows: Error:
[2024.06.13-10.08.18:451][981]LogWindows: Error: Assertion failed: !"Unimplemented function called" [File:D:\build++UE5\Sync\Engine\Plugins\Animation\PoseSearch\Source\Runtime\Private\PoseSearchHistory.cpp] [Line: 174]

hey guys my game is non stop crashing when i try to chnage walkk speed etc , max accerlations, and it seems to be a motion mathing plugin any idea?

#

[2024.06.13-10.08.18:451][981]LogWindows: Error:
[2024.06.13-10.08.18:451][981]LogWindows: Error: [Callstack] 0x000001d225539640 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:451][981]LogWindows: Error: [Callstack] 0x000001d225530bef UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:451][981]LogWindows: Error: [Callstack] 0x000001d2254d4444 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:451][981]LogWindows: Error: [Callstack] 0x000001d2254cfe98 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:451][981]LogWindows: Error: [Callstack] 0x000001d2254ced6f UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:451][981]LogWindows: Error: [Callstack] 0x000001d22551973f UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d225518278 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d22551a6a4 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d2254cab41 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d2254edee5 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d2254eb644 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d22554e167 UnrealEditor-PoseSearch.dll!UnknownFunction []
[2024.06.13-10.08.18:452][981]LogWindows: Error: [Callstack] 0x000001d2254f807c UnrealEditor-PoseSearch.dll!UnknownFunction []

magic jungle
#

Hello, I'm setting up this electric effect, and that spark ball is binded to a joint that's always facing the camera. I set up the joint to always look at the camera in the anim blueprint, but when I interact with the actor in-game, the logic is overridden with the actor's event graph and I can't copy and paste the logic from the anim blueprint animgraph into the actor event graph since some nodes aren't available in the actor event graph. How do I ensure this joint is always facing the camera no matter what?

#

This is the anim blueprint animgraph

#

This is the actor event graph

small shale
gloomy pike
#

do you guys know if animation blendspaces can be bad for performance? if so, what can I do to reduce a blendspace's impact on performance?

barren fiber
serene fiber
#

nvm thats because of upperbody slot

naive mountain
#

🥳anyone have a list of anims?

barren fiber
#

🎬 Retargeting Custom Skeletal Meshes for Motion Matching in Unreal Engine | Step-by-Step Guide

Welcome to our in-depth tutorial on retargeting custom skeletal meshes for use in the Motion Matching sample project in Unreal Engine! Whether you're a game developer or a 3D artist, this video will walk you through the process of adapting your un...

▶ Play video
bold flame
#

ue5 I love you but

if i hide something in the outliner, i do NOT want it rendered in the sequencer. and i don't think anybody does

hallow pier
#

anyone here good with ik that can take a look at an issue im having. im trying to get an ads system working using sockets , i had it working prior but when i made the transition over to a data table and multiple weapons i cannot get it to function right. I get a debug sphere to draw exactly where the socket is and save it as a variable , pass it to my animation bp and run a custom event to set the new variable it needs to be when i overlap the weapon for pick up in the character bp but once when i ads to apply the the new location and rotation its all wrong. ive been at it for like 3 days and cannot figure it out. really new to IK and animaiton in unreal. photo above is the attach to hand function that handles getting the weapon by name and setting the class of the child object.

#

that gets called by an interface when i overlap the weapon

#

first image sets the sockets location and rotation in animBp. second is also animBp setting location and rotation

hollow moat
#

Hi im trying to make it so the gun doesn't tilt while walking so i used a blend per bone node but it doesnt have any effect? Could i get some help please and thank you.

analog jungle
#

Hey guys I have a modular character I'm working on in 5.3 and for some reason the static pose looks distorted but when I play the game everything looks ok. When I open the same file in 5.4 the static pose looks ok but I did notice the Anim BP looks like this in5.3 When I play the idle animation just on the static mesh there's no distortion its only when I make a Blueprint for the character.

nimble torrent
nimble torrent
analog jungle
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Also when i place the same BP in unreal 5.4 its not destoreted like that

nimble torrent
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Hmm - the issue does seem very likely to be something to do with post processing. Like - you are displaying Quinn there and you don't have the typical post processing warning that you normally see for her.

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So I suspect that would be the area I would focus my investigations if I were in your position.

nimble torrent
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It's also possible it's just a display option or something? Sorry, it is very weird and I'm not really sure what's causing it.

#

If you start a new project, and you look at quinn, do you see that error?

analog jungle
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but Epic will never accepted it if it looks like that when you place it in the edior i'm sure. Time put on the thinking cap. lol

nimble torrent
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Yeah, if it was just the modular character I would say it's probably however you're assembling the modular character in the BP before game start - but you show it affecting quinn as well, which makes me suspect it's something to do with the post processing (maybe you have all post processing blueprints disabled?).

nimble torrent
analog jungle
nimble torrent
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Are you using the Leader Pose Component?

analog jungle
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ah yes I am

nimble torrent
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OK, the Leader Pose Component is odd in that it stops the evaluation of bones that are not within it's own skeleton.

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So if you have additional twist bones or deformation bones, using the Leader Pose Component stops those from working.

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So it could be related to that.

analog jungle
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oh wow

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ok I do some digging

nimble torrent
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Yeah, the Leader Pose Component basically says "Hey - don't bother to evaluate that skeleton at all. I'm doing all the heavy lifting for that component."

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This makes it very fast but also rather limited.

nimble torrent
analog jungle
nimble torrent
analog jungle
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god so much to lern lol

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ah sorry lol

nimble torrent
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I go through the backscroll and try to answer questions.

magic jungle
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No, I think a billboard would probably work, but I figure that it would give me insight in terms of if I have to deal with setting up logic for eyes or heads pointing towards certain actors if I need to set such a thing up in the future anyway

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Although, will a billboard work for non planar topology? The spark ball effect is textured on two cones and a plane

hollow moat
nimble torrent
nimble torrent
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Play Animation replaces the animation blueprint which is why the look-at stops working when it is activated.

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You want to use some other method of telling the animation blueprint to play an animation.

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'Play Animation' is mostly useful for simple animated objects like fans and stuff.

nimble torrent
fringe mist
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Hi everyone! Does anybody know, how to get Metahuman cards groom assets? Every time I download a model from MH Creator, some assets are missing: for instance hair groom asset with cards could be there, but cards for eyelashes, eyebrows, beard, etc do not exist. Any help highly appreciated. UE 5.3.2

naive mountain
#

Know any good Ledge Grabbing animations? If you jump across a gap and snag a ledge with your hands.

nimble torrent
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@magic jungle - You probably want to look into 'Play Anim Montage' or 'Play Slot Animation As Dynamic Montage'. You need a Slot Node in your animation graph though, to make those work.

analog jungle
nimble torrent
hollow moat
nimble torrent
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OK, I'm guessing you decided to attach your characters camera to the head bone of the character?

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That tends to cause a lot of problems. People do it, but it is almost never worth the cost in complexity and effort.

hollow moat
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Where would i put it then sorry im new to all of this still.

nimble torrent
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There is a reason that the example first person character is a pair of arms attached to a camera.

hollow moat
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But i want a full body

nimble torrent
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Then you will fight that decision for the rest of production - and likely beyond, because it tends to be a constant source of bugs.

hallow pier
nimble torrent
hallow pier
nimble torrent
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Then what are you doing with the weird offset stuff that is causing whatever your bug is?

hallow pier
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thats not the issue i can attach the weapon no problem . when i try to set my Ik position for the ads it doesnt go to the proper location for the sight socket

nimble torrent
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When you say 'ads' do you mean 'advertisements'?

nimble torrent
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OK.

hallow pier
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those second images are in the animation graph to get the sight socket on the weapon from the weapon bp and get its relative location to set the hands to . the second is taking those locations and rotations to spply them to the Ik and move the hands for ADS . it works fine with a skeletal mesh attached to a hand socket directly but once i use my data table and load the actor into that socket i lose the proper transforms

nimble torrent
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OK. I've got to go, so I can't dig into this. I am guessing it's probably just a math problem.

#

You've probably got a matrix multiplication out of order, or you're not taking into account the actors transform relative to your skeletal mesh components transform relative to the hand IK.

hallow pier
nimble torrent
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Like - you reparent the weapon to the character's bone - do you zero out the transform when you do that?

hallow pier
wet sedge
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I was going to make animation, there is such a situation in my 3D design, how can I fix it?

native umbra
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So I'm using a Spring Interpolate function in my control rig, but it's instantly interpolating no matter what values I use. It's acting as if it is not there. Is there something I need to do to fix that?

naive herald
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Hey yall im super rough with animation stuff so i was wondering if anyone here could help me out i'm trying to make an effect similar to the one in the first couple seconds of this video: https://drive.google.com/file/d/1YB8z0lAmUuzsc-QkdtoW8aU63-Y2Zslc/view?usp=sharing where the character does a backwards motion before blending into the normal fowards animation.

My main struggle is getting that backwards animation to work. I can't tell if I need to rely on the characters orientation for the effect and have the animation going forwards, have the animation go backwards and use a blendspace with two versions of the forward animation or what. I've had a pretty rough day and my brain is out of sorts and I'm sure I'll wake up tommorow knowing what to do, but I really need a win today. Any help would be greatly appreciated

#

Feel free to @ me or even dm me, It would seriously make my day, even if you just want to say "Fuck you i hate frogs" atp its one of those days

nimble torrent
# hallow pier just set an empty value before reseting it ?

You want the actor to be directly aligned to the weapon bone of the character. How you do that, or in what order, doesn't matter - but you need it to do that. If you're still working on this, and still checking things, I would check the value of the transform of the weapon actor when you get the visual problem.

nimble torrent
wet sedge
nimble torrent
nimble torrent
nimble torrent
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Even when you try it out in the control rig itself?

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What about other simulation nodes like Verlet (Vector)?

native umbra
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Let me check something else

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im interpolating a quaternion so verlet is not possible it seems

nimble torrent
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No, I just mean - what happens if you try any other simulation nodes?

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If they work, you know the simulation system itself is not deactivated or broken.

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And the problem is the Spring.

native umbra
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Oh

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Hmm, let me see what I might be able to add

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would you have suggestions for what to modify so that I can tell?

native umbra
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I have this working in an old project in 5.2, and now I'm using 5.4, but I'm doing it on the motion matching sample, so maybe there's something odd going on there

nimble torrent
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The way I'd test if the simulations were working would be to just make two controls, and have one try to chase the other with Verlet (Vector), as that's the easiest to setup.

native umbra
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Okay, I'll try that, thank you!

nimble torrent
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I might also try making a new control rig, and seeing if a spring works in there, because I would not be surprised if there were Substantial Shenanigans going on in any Control Rig supplied by Epic.

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They tend to get quite esoteric.

dire crag
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Hello, can someone give me a tip how to handle the transition? My mind can't comprehend how to have the proper animation at 45 / -45 degrees , its always slowed down.

naive herald
# naive herald Hey yall im super rough with animation stuff so i was wondering if anyone here c...

if i could just get a google keyword on this, at least. Its not a turn in place but it looks like a similar technique, its not a traditional blendspace. I just need to figure out what the technique is thats used to play an animation while the character is turning towards input direction. Sorry for asking twice, gonna go have a nervous breakdown now. Thanks in advance

Edit: It was just a blendspace with the animation turned 180 degrees. That was it haha. Just that and one small animation in the middle with some tilt to it. Thanks for all the help guys

idle wharf
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I want to get the world position of a bone in the control rig. But the To World node does not account for the rotation of the skeletal mesh so it's not the true world position.

I could pass the bone location from the actor blueprint but I would really like to know if there is any other way?

#

These two give the exact same vector when the actor is not rotated, but the 2nd node setup doesn't work when the actor is rotated

dire crag
# dire crag

oh my god i spent f**kin 6 hours to debug this, turns out its because mixamo anims don't work properly and play the animation backwards lol, at the end of a line it starts at 0 and progresses to 100 to the target not the other way around

viscid willow
# dire crag

It's a little difficult to understand what's going on, but it looks as though you're blending two locomotion cycles together which have different cycle lengths or start at different phases in the walk.

Typically when authoring a blend space you would want to ensure the cycle length and foot phasing is consistent across your sequences so they blend correctly. I made a post a while back about how I like to approach strafe blendspaces if you're interested in that: #animation message

dire crag
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I noticed this ONLY happens with Mixamo animations (i uploaded manny, used the converter and inserted into UE). Its weird because as you can see the anim plays properly outside the range but not inside, so it means it goes from 0-100 instead of 100-0 when blending

viscid willow
dire crag
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Im not setting any playrate, im keeping them how they come from mixamo and how they are in the sequencer

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Someone actually had this problem too and he said :

Creating animation assets of default animations from preview mesh seemed to make this go away.

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But i can't wrap my head around what he means with this

viscid willow
dire crag
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It plays fine in sequencer but not fine in blendspace even no values are altered, the default UE anims play normal

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You can see here that its the right speed in sequencer, right speed when OUTSIDE the blendspace keyframe but slowed down in between my run animation even at 99%

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Oh actually im wrong, it also happens with default anims

viscid willow
dire crag
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Yep, just imported the same anims and same behavior

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You can see how the other anims work fine, so i mean when you go outside the play area they play at full speed. But the mixamo one does play slowed INSIDE but normal speed outside.

viscid willow
# dire crag

Yeah this is a weird one.

The fact that your walk left animation is moving through space is certainly going to be an issue. Are these root motion animations? or a mix of root motion and non-root motion?

dire crag
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I have root lock off for the anim in this example but its just because i forgot to turn it off at import, since its for testing only, the videos above were made with root lock on.

viscid willow
sacred whale
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Hey I'm having a pretty serious problem trying to get an animated camera from Blender into Unreal. I baked my animation and exported it as an fbx, however when I import it into unreal, the camera's rotational animations are the same for every frame of animation, which is not the case in the animation itself.

sharp linden
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So I know that Copy Pose From Mesh is the main method of controlling mesh movements coming from parent. And it applies to bones. But I'm wondering if it's possible that it works with controls from Control Rig? Or if I will create a virtual bone in parent that matches bone of child being controlled?

nimble torrent
nimble torrent
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Do you get the rotation data?

viscid willow
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Is that kind of animation is supported in Unreal? If you wanted to have an animated object like a camera that you want brought into unreal it would need to go through the skeletal system, right?

sharp linden
nimble torrent
nimble torrent
sharp linden
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So I have shoulder pads which have their own skeleton. It is controlled by body skeleton (just like in metahuman head is controlled by body). I have aiming setup which should solve the majority of shoulder pads movements, but sometimes it needs manual tweaks and I want to make sure to control those through body

nimble torrent
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It's how people do cinematics.

nimble torrent
viscid willow
sharp linden
nimble torrent
nimble torrent
sharp linden
nimble torrent
# sharp linden Mesh intersection

I'm not sure why would you think that adding a bone for controlling the shoulder bones to the main skeleton would prevent intersection.

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What prevents intersection is... well... mostly nothing. Intersections almost always happen, but you can mitigate the worst of them by careful design, and if the design is bad, you usually can get away with some careful skinning and things like the Pose Driver.

sharp linden
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Yeah, I guess Pose Drivers is an option in this case. Although from what I understand from perspective of technical animator that it's better to leave options for manual tweaking if necessary, but I guess with the fact that those are technically different skeletons it is not an easy option to add.

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Also I wanted to say I really appreciate your insight you share all of the times, really thank you @nimble torrent

nimble torrent
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👍

nimble torrent
sharp linden
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At least that's the sentiment I have seen so far from technical animators that it should be the best approach

nimble torrent
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Ooh, you mean in terms of allowing animators to specifically tweak the pauldrons? Hmm.

Tricky. If they're swappable clothing, and might not exist on a character at any given point - you probably can't do that, because you would need a duplicate for every body animation for every piece of clothing and that is wildly wasteful.

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If they are what you might call 'integrated parts of the character' as in - they are never going to be without those pauldrons because they don't change clothes - then you could make a full childBP for that character, and include tweakable bones for the pauldrons.

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So which approach you can afford to do really depends directly on your game design, what the character is and how they will be used.

sharp linden
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In my case it is going to be integrated, yes. I think I will dive deeper in this option and see if I can add more control to childBP besides pose drivers, thank you!!

nimble torrent
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You'll have to create copies of your animations. You'll probably want to do the dynamics for the pauldrons in a post-processing animBP.

nimble torrent
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Thinking on this, technically you wouldn't need a copy of all your animations, you could just do one for the animations where you need custom controls for the pauldrons.

lethal blaze
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the way i imagined doing it was evalutating live link frame on the event graph, getting the jaw drop data, then multiplying it there, and having that result get set as a variable

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but im unsure how i would use that data over in the AnimGraph

hallow elm
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Hi, I found bug
When you use "Blendspace Graph" in State machine, I don't know why but it stops working.

feral aurora
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Hi guys, i want ask to you.
Previously i can setting anim asset with experimental vfx, but i can see in level sequencer.
Why it happen & how to solved this?

reef meadow
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U should include niagara into lvl sequencer too if u wanna niagara appear

feral aurora
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So what next the step if i want to see my anim asset with add adjust niagara in level sequencer?

loud path
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Hi! In Unity there was a trigger variable to enter animation transition once in AnimBP , is there equivalent variable or method in UE?

vapid flower
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hello guys i don't know what was happing

median steppe
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How do i play a level sequence from C++?

keen cape
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hi, how can I put a 'transitional animation' between 2 animation states in anim bp? for example stand up to crouch. One way I can think is that by putting just a 'bridge state' between the walking and crouching states but that would be messy

dire crag
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Hey guys i need some help, im 2 days trying to make a basic 8 way locomotion system. I need anims for slow walk (300 u/s) , sprint (500 u/s). Every anim pack i found is either looking bad or not working properly. Can someone tell me where to get Anims that look good? I want it like they did in arma reforger.

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The sidestrafing is what breaks most of the time, either too slow or too fast

naive mountain
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Any great Ledge Grabbing animation packs out there? For example, 3rd person jump over chasm, grab ledge & pull up.

dire crag
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Has someone experience on how to get a normal backwards walk with this setup? It breaks my strafe movement when i put it at 180 / - 180

indigo sail
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hey guys i have a issue i have 1 montage system using upper body , and yet i have a combo montage system that i need to overite the other system when i need how would i do this?

naive mountain
dire crag
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I have the idle, i want to avoid using diagnonal strafing because i can't find any decent ones, the lyra are an absolute joke because they let the character walk from the left when strafing on both sides so the animations are not mirrored

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It just looks wrong in thirdperson

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And mixamo stuff does not really translate good imho, most of the stuff is plain junk

dire crag
#

Now im very satisfied, just one strafe anim to tweak and im done.

covert orchid
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hi! anyone knows how can I fix this? because I thought of attaching it to the face, but then the 1st person camera would look weird, and I thought of just don't having the face in the metahuman, but then in the mirrors it would look very weird.

bronze fable
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Anyone playing with the new Motion Matching stuff? I'm messing with the chooser tables and it looks like gameplay tags aren't working properly? Can anyone else confirm?

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I cannot bind values to gameplay tags. I can bind to everything else just fine from what I can tell

dire crag
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(so visibily get rid of it)

covert orchid
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but in the mirrors the player would look weird without the head no?

nimble torrent
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And often involve a lot of trickery and shenanigans.

nimble torrent
nimble torrent
nimble torrent
# median steppe How do i play a level sequence from C++?

Depends on if you want to create a level sequence in c++ , or just play one that's in the level. If you want to play one that's in the level, you just have to get the sequence (either from a property or iterating through the world) then just call Play?

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Play Animation is really not the intended method of playing animations on meshes (yes, the name is confusing). It's typically used for mechanical objects like fans or doors.

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To play an animation with blends and states - you want to create an animation blueprint.

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If you want to play one-off animations in response to player actions, consider using the 'Montage' system.

nimble torrent
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Montages are another kind of asset that you create and then add sequences to that asset.

lethal blaze
# nimble torrent You would probably read the 'jaw open' curve with Get Curve Value and then multi...

oh let me try that sorry i deleted the bulk of my question:

"hi there - i am using livelink face to control some morph targets on my character - the problem is, i need the jaw to drop further. is there a way to add a multiplier to that morph target?
the way i imagined doing it was evalutating live link frame on the event graph, getting the jaw drop data, then multiplying it there, and having that result get set as a variable
but im unsure how i would use that data over in the AnimGraph"

nimble torrent
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You can use 'Play Slot Animation As Dynamic Montage' without defining a montage asset - however, you still need an animation blueprint with a Montage Slot Node in it. The Montage is played into the slot node, which plays the animation into the graph.

lethal blaze
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but it get curve value sounds right gonna try it

nimble torrent
lethal blaze
nimble torrent
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Graph? No. But you can in the Update functions in the animation BP.

lethal blaze
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gotcha so here's what's slightly confusing me

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so here i have live link going into the output pose (with head rotation in that transform bone node)

nimble torrent
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OK?

lethal blaze
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i might struggle with how to phrase the question

nimble torrent
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Neat! I didn't know you could get properties from livelink like that? That's cool.

#

Makes your job easier.

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(and more likely to avoid frame-delay shenanigans)

lethal blaze
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but what is confusing me is how i would say make the adds to say the JAW_DROP curve apply to that output pose

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since it goes: live link data -> output pose

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would i need to do a live link data -> blend -> output pose?

nimble torrent
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The evaluation path is a little more complicated, but you have a good point.

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Been a while since I played around with this stuff, I think there's a... yes, OK.

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There is a node in the graph called 'Modify Curve'.

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I haven't used that much - but that should do it.

lethal blaze
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i think that's it!!

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it even has an add apply mode

nimble torrent
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You don't need to set the animation mode, and shouldn't because that resets the animation blueprint.

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You need an animation blueprint class, and you need a slot node in the animation blueprint classes animation graph.

lethal blaze
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@nimble torrent i seriously owe you a coffee or something

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if anyone gives you flack in the server i'll hound em down for ya

nimble torrent
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Hah!

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Thanks Balrog.

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: )

#

We always feel a little uncomfortable when we step outside of our area of expertise. I find that sensation gets worse, and I get worse at embracing the feeling of learning as I get better at things. The feeling of mastery becomes routine, and so it becomes very uncomfortable to find myself in an area of ignorance!

I really try to push against that feeling because, in the immortal words of Jake the Dog:

lethal blaze
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i tell myself that every day

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that feeling is daunting at first but then you learn to love it

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@viscid willow i also got the pauldron kinda working for realtime mocap
i'll try to record a video today. the trick was the pauldron was designed in a way to be less reliant on the shoulder than a normal shoulder pad would, so with some spherical pose readers and clever remaping of the bones it kinda looks not horrible

nimble torrent
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Do you know what animation blueprints are and what they do?

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Based on what you've shown, you have a character mesh that you want to play animation on, and then you want the character to blend back into an idle, right?

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OK, so. You know what animation blueprints are and how they work ?

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Why not just do it in sequencer from the start?

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And that sucks! Having the parameters of a job changed on you after you've already agreed to the job blows chunks!

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How so?

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Oh, OK. So this one-off animation you want to use - you're actually going to play the game using a controller, then hit the button at the point where you want the character to do the action.

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And you're going to record all of this, and then put that in sequencer to create a cinematic?

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OK, can you open the BP they gave you and show me the animation graph?

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That's interesting. So it's a very simple character, just capable of walking?

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OK, in the graph, if you right click you'll get a list of nodes you can add. Type in 'DefaultSlot' and you'll get a Slot Node.

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If you put that node between the state machine and the output pose - your montages will work.

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(assuming you've set your montage to play to the DefaultSlot, if you chose FullBody or UpperBody or whatever, you can change which slot the node represents by clicking on the DefaultSlot node and modifying a property in the Details panel)

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Hurrah!

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No trouble! Glad to help!

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Yes, but that is fussy. You would need to use animation notifies and you might have to custom code them.

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The code wouldn't be complicated but the system of setting up a notify class might be more work than you want to dedicate to something that is ultimately just feeding a cinematic.

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Any way that you do it (you could change the parent of the weapon when you call the montage maybe?) would require some kind of custom code for reparenting the weapon to the characters hand.

real orchid
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Hey folks I've been messing around with chooser since they highlighted them in the new motion matching setup. I'm a little confused as to the "intended use" of the evaluate chooser node.

The table being evaluated appears to be set at design time as a private parameter of the node on the node itself. How are we meant to data drive a setup like this? I would have expected to be able to pass this in as a parameter.

nimble torrent
#

You probably need an animation notify, because it's likely that you would want the change in parenting to happen at a specific moment in the animation, and not immediately.

#

You could maybe do it with timers?

#

Any way you do it, it's probably going to be a bit messy.

#

Do you have any technical support on this project? This is something that, as an animator, you would be justified in asking for a programmer to give you the animation notify for swapping the weapon.

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A programmer can probably do it in ten minutes - but it's one of those things that would probably take you a long time, and your time is better spent on animating.

nimble torrent
real orchid
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I've been messing around with them for a while and I really like how they're used but I'm a little confused as to their evaluation path and how to best fold them into data organization

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I'm starting to think I'm going to have to figure out my own execution path in C and what they provide in BP isn't going to work at the moment for me

nimble torrent
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Possibly!

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Chances are though, if you have to start peeling them apart and rebuilding them - they're probably built for something other than what you think they're for.

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Because if they were designed for what you think they're designed for - they'd be able to do it.

real orchid
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I feel like the design intention is there the implemntion of this node is just kinda odd

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It feels like this should be a latent action and this should be exposed as a pin as what it's doing is firing something off to a subsystem and waiting for a callback internally

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this also appears to be the only BP exposed execution path at the moment

nimble torrent
#

Yeah? That's what choosers are.

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They select something from a table based on criteria.

real orchid
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yeah it's the way the table is handled in the retrieval path fro BP that's not super friendly to paramaterization

nimble torrent
#

But ... isn't the paramaterization done inside the table?

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Like - isn't that the whole point?

real orchid
#

lets say that I have 10 enemies each with a different hit react table

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I don't want to override GetHitReaction on each of their children in order to just replace that one noed

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I just want to change a single data parameter

nimble torrent
#

But... I mean, couldn't you have one table and then have all their hit reactions in that table, and then have a 'EnemyType' enum in the table as part of the selector?

real orchid
#

memory

#

the cost of loading that table will become prohibative there is never a time when all reactions are needed

nimble torrent
#

Really? OK, if you're that memory constrained that a few additional hit reactions will put you over the limit, I guess that could be a problem.

real orchid
#

it's not a few

#

think in extremely content rich ways

#

where an enemy may have say 4 reactions per body type per magniture per direction

nimble torrent
#

Right, but each animation is what? 12 frames long? That's maybe 4kb per animation? You'd need several hundred enemy types to get above a few megs?

real orchid
#

yeah but also like

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it escapes it's purpose at that point to be easier to design and uise

#

you lose encapsulation

nimble torrent
#

That's fair. If you want encapsulation - linked animation layers is probably the way to go.

#

Those can be swapped out by parameters.

real orchid
#

actually

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that's a smart idea

#

I already link an anim layer per weapon style so I can have the anim bp hold the hit data

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I already override a bunch of MM choosers that way

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it's kinda gross but it's the fastest way I found to do it without writing my own stuff

nimble torrent
#

Once you start dealing with large amounts of assets - pretty much any way of dealing with it becomes kinda gross after a while.

real orchid
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Yeah I'm like just early enough to want to still do a good job and not just let go

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Thanks, been a fun talk

nimble torrent
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👍

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Good luck!

real orchid
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How do I get linked anim layers on an anim instance

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so lets say I wanted to provide the hit reactions in a function in my linked anim instance

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oh I would just play it directly in the linked layer

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duh

lethal blaze
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@nimble torrent if i wanted to do a modify curve when the jaw is open x amount, i figured i'd get curve value in the event graph, setting it to a variable, and when that variable is over y amount it'll apply the curve modifier.

would i want to use blend pose by bool or is there a better bool based node i should be using?

nimble torrent
lethal blaze
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i have no clue what it does i just see it used alot

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cause would the blended pose of the modifier to overwrite the entire rig?

nimble torrent
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Basically it blends between two poses based on a boolean variable as a switch.

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In your case, because you're just deciding if you want to modify the curve or not, you could plug your test (Is curve value > the amount I care about) into the alpha of the Modify Curve node.

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The alpha of a node determines how much of an effect it has.

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"False" becomes 0.0, so if you plug False into the alpha it will turn the node off when it is false, and turn it on when it is true.

lethal blaze
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oh woah you just blew my feable mind

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that makes so much more sense

nimble torrent
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That does not turn 'Jaw Alpha' off?

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And also - technically, having a separate variable from 'Is Jaw Open Enough' isn't necessary.

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Because if you just drag 'Is Jaw Open Enough' onto the Alpha pin it will create a Boolean to Float conversion.

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And "False" converts to 0.0, and "True" converts to 1.0.

lethal blaze
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oh wow i didn't know that

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so no branch would be needed

nimble torrent
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Nope!

lethal blaze
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wowwww

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golly you got me to learn twice!!

nimble torrent
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👍

lethal blaze
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i imagine this might make the jaw jump down a bit when the value is reached so may need to figure out some kind of curve unless i make the activation value super small

nimble torrent
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Yeah, it probably will.

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I was going to suggest creating a curve for this, if you need the amplification to ramp on and off.

lethal blaze
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i thought about setting the jaw open amount to the alpha to kind of create a ramp

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like the more the jaw opens, the more it gets affected

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but that might be janky too

nimble torrent
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You're probably going to have to play around with it a bit.

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You could just try multiplying the incoming curve value by some modifier.

lethal blaze
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that might do it

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it already looks way better with the hard on / off so im happy

nimble torrent
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Eyy! Looking really cool!!

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Nice job!

real orchid
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@nimble torrent I'm not sure why they restricted access to these functions but this appears to be safe

    UFUNCTION(BlueprintPure)
    static UObject* EvaluateChooser (UChooserTable* ChooserTable, UObject* Context, TSubclassOf<UObject> TypeFilter)
        { return UChooserFunctionLibrary::EvaluateChooser(Context, ChooserTable, TypeFilter); } 

    UFUNCTION(BlueprintPure)
    static TArray<UObject*> EvaluateChooserAll (UChooserTable* ChooserTable, UObject* Context, TSubclassOf<UObject> TypeFilter)
        { return UChooserFunctionLibrary::EvaluateChooserMulti(Context, ChooserTable, TypeFilter); } ```
lethal blaze
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for real you and batzz are the giants whose shoulders i selfishly scarmbled up to stand on

real orchid
nimble torrent
lethal blaze
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@nimble torrent i reckon doing it this way would give it a 20% boost regardless of how far the jaw is open

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obviously at 0 it would be boosted by 0

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since its adding the jaw amount by the amount x .2

vital void
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Hey!

I've been trying to add a Control Rig with IK control to a mesh, however I'm having some issues. My first try was to use the Modular Rig, which works fine except for the Legs Pole Vectors. They are, for some reason, inverted between left and right leg.

After trying to change that and failing (because I can't open the modular rig as a blueprint for god knows why), I've decided that I'd create the Rig myself. Now however, instead of an issue with the PV, I'm having another with the IK for the leg. As you can see, the feet right after the leg bone is deformed.

Some additional information: the mesh is using the UE4 Mannequin skeleton and I made sure bone rotation are the same between them. Names are the same as well. I've tested the Modular Rig on the same Mannequin and it works fine.

And for the IK, I'm using the IKTwoBone function.

Do you have any clues on how to solve this?

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On the pics, read IK instead of FK

cunning locust
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just changed the parent class to the new one, and took the new skeleton, worked out of the box lol

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i think i need to retarget the montages to the new skeleton to be perfekt, but otherwise seems fine, i just missed the climb settings

nimble torrent
lethal blaze
nimble torrent
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Ah!

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Oki!

lethal blaze
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so it's adding 20% of the data to that same data

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at least i think / hope!

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i am not a smart man

nimble torrent
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I think you're right!

nimble torrent
# vital void Hey! I've been trying to add a Control Rig with IK control to a mesh, however I...

The modular control rig is highly specific about the orientations of all your bones. It is very tricky to use.

As for your specific problem with the leg, it's hard to say without seeing the skeleton hierarchy. If I had to guess, I'd say somewhere the FK controls are acquiring a rotation - but that's a holistic problem.

Are you reusing a control rig you got from somewhere or are you building this from scratch?

vital void
nimble torrent
vital void
vital void
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I guess that's a work around. Although I still think just foot_l should've worked as well

indigo sail
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i want the full montage body to take prio over upper body

nimble torrent
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OK, do you want the full body and the upper body to be able to play at the same time?

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To do that, you need two different Slot Groups.

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And the two slot nodes in your animation graph.

indigo sail
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i broke my char and animation bp today i have to rewrite them xD

nimble torrent
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Oh no!

indigo sail
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is what i had , the blend pose was hooked in instead of the default slot

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i tryed adding that default slot to blend pose that dint work

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upper body took control still

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it only worked when i set the animations to upper body slot

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but ob some animations do 360 and look stupid 😛

nimble torrent
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Everything needs to eventually get to the output pose. The way you're doing it, the only thing that would display would be the Default Slot, as that's the only thing plugged in.

indigo sail
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that was me ghetting the fully body to work 😛 instead of upper body taking full cont5rol

indigo sail
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where would i need to add that full body slot

nimble torrent
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Ok,in that graph you don't have a Default Slot node.

indigo sail
nimble torrent
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Right before the output pose.

lost verge
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Does anyone know how to set the blend in and blend out settings for a montage dynamically when called from BP?
I can set the blend in with "Montage play with blend settings" but I'm having trouble setting the blend out settings

loud condor
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hey there, does anyone can find Copy Motion Node in AnimBP?

dim rose
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A common approach is to use the Event Node (Event Node) and the Animation Status Machine Node (Anim State Machine Node) to trigger and control animation events. For example, you can use the Event Node to trigger an animation event, and then set the corresponding animation state in the Animation State Machine Node to replicate the motion.
Another approach is to use the Animation Component Node (Anim Component Node) and the Animation Blueprint Node (Anim Blueprint Node) to access and set the properties of the animation component. For example, you can use the Animation Component Node to obtain the status and parameters of the current animation component, and then set the corresponding animation status and parameters in the Animation Blueprint Node to replicate the movement.

nova nexus
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hello guys quick question im trying to play 1 Anim montage then when finish play another one but everytime in between it snap back to the idle pose of my anim blueprint, why does it not play instantly ? im tryint to play with blend out setting i can't make it work

i used the pin on blend out and not on completed and it work

crystal sigil
bold barn
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why nested chooser can't save when move to another location / duplicate? it break the motion matching demo when I try to move to another folder

nova nexus