#animation

1 messages · Page 51 of 1

nimble torrent
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You have them, but only on stairs.

tawdry hemlock
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i found this tutorial on the epic forum https://dev.epicgames.com/community/learning/tutorials/nOJx/unreal-engine-implementing-character-turn-in-place-animation

but he use this math expression and i dont know what is it what you think? the final result looks good

Epic Games Developer

At first glance, turn in-place seems an easy task. This isn’t exactly true. The problem is, speed of stick or mouse, used to control character rotation,...

nimble torrent
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I would just not do it personally, but that might work.

tawdry hemlock
nimble torrent
nova sierra
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Hi, are there any good videos on how to control an IK rig using blueprints?

native umbra
nova sierra
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They are the same thing, right?

native umbra
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nada

pale cipher
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how do I make an pargon greystone attack montage work on unreal engine third person character?

native umbra
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--

When it comes to replication of information used in animations, I need to have my anim instance access those variables from somewhere else that is replicated (e.g., a character component that is replicated), is that right?

Is there a preference on how to access these?

For instance, lets say I have some stateful information that isn't changing every frame (e.g., some kind of offset value use for procedural aim down sights). What is the ideal way to ensure that my ABP is appropriately setup?

Do I have a replicated function that sets those variables on the ABP, or am I better off updating it every time I need to access them, or what?

nova sierra
native umbra
# nova sierra I researched the difference between them, and I understand it now. Sorry, I came...

no problem at all, here is a good video: https://www.youtube.com/watch?v=uuFWqFExlW4

This guy also has some really awesome udemy videos, highly recommend

native umbra
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I'm sure there are more free videos out there that give you what you are looking for, but yeah

pale cipher
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how do I make an pargon greystone attack montage work on unreal engine third person character?

nimble torrent
nimble torrent
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All right.

pale cipher
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im trying to get the third person character to do his attack montage

nimble torrent
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For a montage to work you need:

  • a montage assigned to the skeleton of the character ( I don't think the Paragon assets are on the UE5 skeleton )
  • a montage slot node in the animation BP
  • to call the 'Play Montage' or similar function on the character
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So the first thing you need to do is make sure that the animation can play on the UE5 skeleton.

pale cipher
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how do i check that

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looks like it works when I use greystone anim bp on thirdPersonCharacter

nimble torrent
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So now you need to make sure that your animation BP has a slot node for that montage's slot in their animation graph.

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If you open the montage, you should be able to find which Slot the montage is associated with.

pale cipher
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this is in my manny anim bp

nimble torrent
nimble torrent
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That will work for Montages designed to play in the Default Slot.

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But if your montage is assigned to a different slot - you will also need a node for that slot.

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You can create a slot node for another slot by taking a DefaultSlot node and changing the target slot in the Details panel.

pale cipher
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it worked! i changed it to upper body and it worked. why didnt default slot work?

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how do i see what slot a montage is assigned to?

nimble torrent
pale cipher
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ohhhhhhhhhhh okay, thank you so much

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how do i slow down the animation? i cant seem to find rate scale

nimble torrent
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"Rate Scale" is play rate.

pale cipher
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thanks! i was trying to find it on the anim sequence

native umbra
native umbra
nimble torrent
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Not that I know of.

native umbra
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sweet, thanks again!

jolly turret
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I'm trying to transform a bone that has no verts assigned to it to use it as a target for an IK solver. The goal here is to be able to easily position the IK solver target relative to another bone.

The issue I'm having is that the "transform (modify) bone" node's "bone to modify" drop down doesn't seem to contain the bone with no verts.

Is this a limitation of this node, or have I config'd something wrong somehow?

jolly turret
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OK, my animation BP was targetting the wrong skeleton. The solution was to change the skeelton in the animation BP's class settings (gear icon in the top bar).

Didn't know there was a settings button there! Learned something

wintry raven
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Anybody have a good example on the usage of anim instance proxies? I am trying to wrap my head around them but can't find any resources

steel jacinth
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yup, and I have to switch from editor preview to the CR under "Object to debug" for them to match.

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I think it must be a display bug with the Control Rig VM Editor Preview. Because it's constantly switching back to Editor Preview when i hit compile (which contains the weird rotations)

heavy trout
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guys how to attach ik_hand_gun in the correct position without Copy Bone Node

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omg i not used UE5 for 3 days and my aim offset is destroyed, do they made some updates of the engine guys?

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why the head is rotating faster than other bones? wtf?😂 i not touched my project for 3 days, before was all ok😵‍💫

rugged shuttle
heavy trout
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you mean better to use C++ instead of blueprints?

rugged shuttle
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The top of the direct binding in your graph. The bottom is dragging the variables onto the graph and connecting with lines. The binding is thread safe, and looks cleaner

elfin axle
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can anyone help with exporting from auto rig pro, and using correct smart rig settings?

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ive been stuck on this for 2 days

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I keep getting this message

heavy trout
rugged shuttle
# elfin axle

The bone hierarchy of auto rig pro doesn't EXACTLY match the skeleton you're trying to assign (I assume UE4 Mannequin or UE5 Manny/Quinn)

elfin axle
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ah i see

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so should i not select a predefined skeleton?

rugged shuttle
rugged shuttle
elfin axle
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Im trying to generate a ue4 manniquin skeleton with arp, then have my character imported to the engine, in order to use it with als refactored

heavy trout
rugged shuttle
elfin axle
heavy trout
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Wait guys im idiot haha i forgot to connect two bone IK hands nodes, alll is ok😂

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just a little bug here, i don't know why my hands are looking like that in viewport window

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in game all is ok

heavy trout
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this is without Copy Bone Node😂

elfin axle
nimble torrent
elfin axle
# elfin axle

tried messing with a bunch of stuff, still not working

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fixed the origin for example

azure roost
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I´m not sure if this is a blueprint or a sequencer issue, but I can´t get my morph targets to render anymore.
I have a skeletal mesh set up with an animation blueprint, exposed a variable for the morph target, put the skeletal mesh in the sequencer, switched to the blueprint animation class, exposed the variable and animated it.
Works fine in PIE and when playing the sequencer, but when I render, it doesn´t update anymore.
This is one of several problems I have with rendering sequences, I´m wondering if they broke some stuff with the new sequencer updates in 5.4?

Anyone else experience these kinds of issues, of variables animated in sequencer not updaing when rendering with MRQ?
I also tried switching to remote render instead of local, with no effect.

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Hm, now it works.
Only thing I changed was setting the blueprint class in the level, not just in sequencer.

scarlet moth
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Unfortunately, that didn't help. Whatever I change in compression settings, it looks the same. Any other ideas?

nimble torrent
scarlet moth
nimble torrent
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That's what makes me think it's some kind of compression issue. The only other time someone had that problem, where something worked in a previous version but had that kind of problem in 5.4 it was a compression issue.

scarlet moth
nimble torrent
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It is, yeah, but I'm glad you got it working!

scarlet moth
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Thanks mate! 🙂

mental arrow
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I have a question, I added a bone onto skeleton mesh (on head as a parent - camera_bone) but when I set socket to that bone, and start the game, camera ends up in the floor, because bone is not valid. Also tested with GetMesh()->DoesSocketExists("camera_bone"); and it's printing false. Does anyone know why this bone is not valid even tho, I added it?
P.S. Tried adding a new bone in the blender as well and import it in the engine, but same thing, it's visible there, but can't attach anything on the runtime on it.

dark vigil
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Is something different with blendspaces in UE5.4? I switched to 5.4 for the new animation translation, which went really smoothly, but now I'm trying to setup a very easy blendspace and the walk and run animations are stuttering in the blend. To me it looks like the two animations aren't lining up by bones, but they should, since they're from the same animation source, same skeleton, etc. so I don't know what's wrong. Can anyone help?

green solstice
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i'm having weird behavior with trying to use a blendspace too, I'm trying to recreate the ABP from the Motion Matching sample and if i use a blendspace or blendspace 1D, my character gets all kinds of broken and I can't figure out what i'm doing wrong.

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this is the section that's killing me. if i bypass, the issue goes away.

green solstice
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has anyone come across this issue yet?

supple rune
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Does anyone know how to fix this animation error? The animation is not playing properly

dark vigil
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Could IK bones be messing these up?

lusty venture
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it looks to me like the animations are blending awkwardly because some of the animations in the blend space may be stepping with the left foot first instead of the right?

dark vigil
lusty venture
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hmm interesting! and it’s only happening for certain animations?

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could you check if the additive settings on the animations are different from the ones that are working?

dark vigil
lusty venture
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yours is a bit more funky since they’re scaling so weirdly 🤔

dark vigil
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Additive is set to "no additive" for both these and the ones which are working

dark vigil
supple rune
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@lusty venture could you help me with an animation error?

lusty venture
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and what have you set as your default/neutral

dark vigil
lusty venture
dark vigil
lusty venture
dark vigil
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Here is the starting frame of each

lusty venture
lusty venture
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there’s a lot of different rotations happening on the hips/spine/arms

dark vigil
dark vigil
lusty venture
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should be in the animation details or settings i forget which one, or when you mouse over the sequence it should tell you in the info that pops up

dark vigil
lusty venture
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it is weird that it’s not consistent 🤔

dark vigil
lusty venture
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it could be, since like you said the other animations work fine on your character and the ue mannequin

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that’s showing to me that the way you’ve set everything up is fine but the animations are most likely the problem here

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but i can’t say for sure that it’s the framerate. it could also be because of those starting poses or something else entirely

dark vigil
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They're from this pack: MCO Mocap Basics

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it's free if you want to take a look

dark vigil
lusty venture
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maybe see if you’re able to reimport them at 30 fps? are the fbx files included with the pack?

dark vigil
lusty venture
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damn. i’m not sure how to set a consistent frame rate sorry, if you’re retargeting the animations you may be able to do it that way?

dark vigil
supple rune
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The animation won't play properly

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I've retargeted the animation but it still does not work

dark vigil
dark vigil
lusty venture
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sorry i couldn’t be of more help!! hope you can find a solution

rain viper
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Hi all. Hope everyone is okay. 🙂

Question: what is happening and how do I fix this?

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Background:
I successfully 😄 import a Mixamo animation onto 5.3, onto the SK_manniquin but I get that.

And I do not know what that is called so I do not know how to fix it or what to research to fix it.

thank you.

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PS: this is odd. #animation was not available to me until @somber briar give me a, ah, link(?). anwyay thanks mate

nimble torrent
naive mountain
past radish
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my legs dont work as in they are always in the same spot and how do i add a dodge/roll animation with a keybind

steep fjord
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how can I make a change to many animations? For example I want to fix the hands here but they are like this in hundreds of animations.

rain viper
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@nimble torrent & @naive mountain
Many thanks. Sorry, still kinda new at this. I'm better at creating landscapes then visual scripting lol .. ty ty take care 🙂

nimble torrent
nimble torrent
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The other is to use what's called an 'Animation Modifier', which lets you write a blueprint script to change the keys inside an animation. This is not easy but it would change the actual animation data itself.

rain viper
nimble torrent
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I'm OK, I don't think you're stupid though. This is some complicated software, and everyone starts at the beginning when they're learning.

steep fjord
nimble torrent
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You're probably going to end up with anywhere from several dozen to several hundred blends in your graph.

rain viper
nimble torrent
nimble torrent
nimble torrent
# past radish yeah

So, what's happening is - your retargeted animations don't have the 'lk_foot_l' and 'ik_foot_r' following the feet. The Unreal mannequin characters use those bones to adjust the foot position. Because your retargeted animations don't have animation on those bones - the feet don't move.

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If you redo your retarget and include transform goals for the ik feet bones in your IKRig, targeting the foot positions of the retarget character, you should be able to get it working.

rain viper
# nimble torrent It's not so bad. Everything new seems overwhelming until it doesn't.

Well, that's true. I don't know. Maybe it's just me.

I just feel compared to other 3d-related softwares from Blender, Nuke, Houdini3D, etc - as complicated as they look - they are, in the end, just a, ah, really good software for creating a Form of Visualizer -shrugs-

Well, Unreal Engine is like this beast of a thing where you really have to learn how to make it work from... you know everything that includes optimization, texture streaming, "budget", etc.

Seen: https://www.youtube.com/watch?v=wKk5VAK1GZQ&t=1s ???
Good mvoie. Surpringly tense

He seems nice…
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normal hare
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Why this happenes when i move right/left and backwards ?

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How do i fix it

nimble torrent
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The blurring?

normal hare
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Yes

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when i move forward

nimble torrent
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Can't really say. I mean - it's probably the motion blur system doing the blurring, but I don't know why it would be so visible on your character like that.

rain viper
normal hare
nimble torrent
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Are you moving very fast?

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How have you attached your camera to your character?

normal hare
normal hare
rain viper
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😛

nimble torrent
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Your camera isn't connected to your character?

nimble torrent
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Your camera is connected to your character?

normal hare
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i just connected it

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lemme try

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Still

nimble torrent
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OK, useful to know that it's not attached to the skeletal mesh. Are you using a spring arm? Did you create this character from scratch?

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What happens if you look at this character in the animation blueprint preview - do you see the blurring happening there?

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Do you have a post processing volume with blur settings in your scene?

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You could try disabling motion blur entirely (Project Settings - Engine - Rendering - Motion Blur).

normal hare
nimble torrent
normal hare
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Its not blurring like in the level

nimble torrent
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Interesting.

normal hare
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Does it have something to do with the 8th directional movement ?

nimble torrent
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Seems unlikely.

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So, if it were me debugging this, I would disable the animation entirely and see if I still got the blur when I moved left and right / backwards.

nimble torrent
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That would let me know if there were an issue with the movement through space, and not the animation itself.

nimble torrent
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OK, that's good news!

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That means it's not anything animation related.

past radish
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well my legs move but my character is too fast for my camera and i cant slow it down

grave drift
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Hey guys, do you have any recommendation on how I can get rid of the rapid movement of the left arm here? It was originally an animation meant for rootmotion, but I'm trying to make it fit as a stab for a layered animation setup. Alas, the hand that added impulse to the old animation looks really out of place in this animation 😅

bright sky
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Hi everyone, My goal is to make a tree in blender to use it as an asset in Unreal engine. Now i want it to move around as the wind blew it. Ive seen videos using material graph on unreal for the leaves to wave.

But can i do a different thing instead such as animate a loop animation of the tree and leaves waving in blender and then export that to unreal as a looped animation. is this applicable? if it is, is it good as game assets?

nimble torrent
nimble torrent
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Also - just in general, it's very hard to sell an attack without moving the full body.

green solstice
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thanks! i’ll check this out!

grave drift
nimble torrent
grave drift
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Right! I’ll give that a try 👍 Silly, I’ve only used that for the upper body blend

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Thank you 👏

nimble torrent
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👍

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Good luck!

copper dust
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hello guys can you help me?

royal nymph
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hello

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good evening

knotty spindle
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How would one create animations for the first person template? Since there's no IK/control rig like with the third person template, I'm getting ugly stretching of the mesh using fk control rig. Any tips/tutorial recommendations appreciated.

vestal aspen
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Skeletal Tools: Is it possible to place a joint in the middle of a eyeball sphere?

spare violet
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Hi everyone, I'm trying to do some foot contact clean up with animation layers on a metahuman - Adding an additive layer isn't helpful as it doesn't totally overwrite the original foot IK.

However if I add an absolute animation layer, it hijacks the entire control rig. What do I need to do here to make this work the way I want to?

nimble torrent
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Like - you want it to be additive, right?

nimble torrent
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You can create a bone for the eye, and put it in the right place.

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But there isn't an automatic 'center this bone to this part of the mesh' tool, to my knowledge.

nimble torrent
nimble torrent
nimble torrent
spare violet
nimble torrent
royal nymph
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you guys know a way to use livelink on other than metahuman models?

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I have a pretty decent face rig

nimble torrent
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Like - bake your sequence onto the control rig, and then edit the keys?

spare violet
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Because that defeats the entire purpose of animation layers lmao

royal nymph
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and every part of the face is seperated

royal nymph
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can I use it on this model possibly?

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livelink stuff

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without turning her to metahuman

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because she doesnt look like herself anymore when turned

nimble torrent
royal nymph
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yeah

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tell me how

nimble torrent
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All right.

royal nymph
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because ive heard this livelink stuff works on metahumans

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because its server stuff etc

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but i think there must be a way

nimble torrent
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Livelinks works on metahumans, but it can also work with any character setup with the ARKit morphs.

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You can create them manually for your character, or you could use the FaceIt plugin in blender, which makes the process considerably easier.

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I've FaceIt professionally - it is a good tool.

royal nymph
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mine character already has arkit morphs

nimble torrent
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Cool, then you're a step ahead.

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I assume you've read this page?

royal nymph
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no

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I dont have apple

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I use audio2face

nimble torrent
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OK, well I've never heard of that.

royal nymph
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so it uses livelink too

nimble torrent
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Maybe?

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Livelink is a communication system. It can link several things.

royal nymph
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it can do it live

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the animations

nimble torrent
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Cool.

royal nymph
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okay so

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since my character already has the arkit morphs

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whats the next step

royal nymph
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should i read

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but i dont have apple so

nimble torrent
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Probably not. It is for the IOS system.

royal nymph
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you know audio2face can do everything apple does

nimble torrent
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Then maybe read that page. It might prove useful then.

royal nymph
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but idk do we really need an apple for this now

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i took a little peek

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its all a tutorial for metahumans yknow

nimble torrent
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I don't believe that to be the case.

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The example character is the ARKit test character.

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The boy with the floppy hair.

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Not a metahuman.

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This guy:

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He predates metahumans by a few years.

royal nymph
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okay

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nice

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well ok

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tomorrow im gonna borrow iphone12 from friend and try this

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audio2face can do evrything apple does but i guess not supported here

nimble torrent
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I've never used it though, so I can't help you with that.

royal nymph
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youve helped enough

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i think were good on this part

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wait

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how can I know if it imports into unreal engine 5.2 properly

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how can I check in unreal

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i dont know unreal at all

nimble torrent
knotty spindle
vestal aspen
nimble torrent
vestal aspen
bright sky
harsh sail
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Hi guys

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When I retarget animation via Right Click -> Retarget Animation

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I can't find a button to edit the pose of the retargeted animation's mesh

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Is there any other way to edit pose?

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I don't do the IK rig thing

foggy onyx
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i was doing this before, what i m trying to say is, if the player's montage is not finished and player still fires then enable the spray.

Now i have move the animation inside animation blueprint, cuz i want to manage them seprately
but now i m having delay in animation and also i have no idea how to set the enable spray true in this case

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fishy

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@cloud lodge @austere frost sending steam gift cards

cloud lodge
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They banned thanks

foggy onyx
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np

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@cloud lodge one more

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wth again and again

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even both links are same

royal nymph
rigid gate
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Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758] Array index out of bounds: 0 into an array of size 0 its a error when i tried replace skeleton of animation how can i fix?

harsh mural
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Does anyone know how to prevent physics bodies from uniformly scaling when bones scale non-uniformly? I have these two arm bones scaling in just one axis, but the bodies are scaling in all directions as you can see

nimble torrent
nimble torrent
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I strongly recommend attempting to get your effect without using scaling. It is such a mess.

harsh mural
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yeahhhh that definitely is ringing true here

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tbh I'll just attach my own primitive components for the arms

harsh mural
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works perfectly 😌

nimble torrent
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Hurrah!

left spade
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would this be the channel for help regarding rigging a model? since to animate a model you need to rig it??

rigid gate
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guys anybody had issue about retarget on Unreal 5.4 about scale of characters not match

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anyboyd knows about that?

dark vigil
lusty venture
brittle jasper
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Hello! I'm working on wind affecting foliage and I've seen lots of examples of people just grabbing megascan assets that come ready to go with wind out of the box. I have a few assets that I imported from blender that I'd like to set up with the same system. Is this as simple as inheriting from a material or is it much more complicated than that?

runic ember
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Animation curve value in animation sequence is not following the curve, its acts really weird, but it works fine in animation montage

is this bug or something?

onyx moss
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this bug is fixed in 5.3+ ?
https://www.youtube.com/watch?v=x3_BNyIgrzk

Let's remove the forward motion in a character animation! There's a bug in Unreal Engine 5 that does NOT LOCK root motion on Retargeted character animations for some reason, so today, we're going to strip it out using Blender. It's not actually that scary, and takes only a moment to do. You'll be walking in place before you know it!

▶ Play video
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i am still facing it in 5.3

nimble torrent
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You can retarget root motion.

nimble torrent
nimble torrent
nimble torrent
nimble torrent
onyx moss
# nimble torrent I don't think this is a bug necessarily, I think that they just didn't create a ...

naw its a bug, because the engine takes the root in the hierarchy and disable motions for it even if it has already no motions, in my case the second bone in the hierarchy is the real root bone and i should now edit engine code to take the bone name manually to make it work properly.

i thought they noticed it and fixed it in 5.4 , but still not fixed, people had this issue in 5.4, inet is full of reports on different forums.

there is how they can fix this bug
-->> Allow users to manually put the bone name which they want to disable root motion for
nimble torrent
nimble torrent
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There are number of mathematical issues with that.

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Like - you would have to rewrite how the hierarchy is evaluated.

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That's seems like probably not the best idea.

onyx moss
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the second option is to use blender, it will take ton of time for me

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i have like 300 animations

nimble torrent
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I think there might be another option - which is modifying your IKRig to retarget the root correctly.

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Did you make your IKRig yourself or are you using an automatically generated one?

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Also - is mixamo involved in your process anywhere?

onyx moss
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no, i have animations from epic store

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advanced animation pack

nimble torrent
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Neat.

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So you should definitely be able to get the retarget to work for those.

onyx moss
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if i changed the skeleton, it will need to retarget all the animations

nimble torrent
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That's true, yes.

onyx moss
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i tried it, and unreal just breaked the animations

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character is very thin now

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long legs

barren fiber
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Anyone with a good idea on how to play an anim montage on another pawn?

nimble torrent
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Well, it sounds like there's probably an issue going on with that.

nimble torrent
onyx moss
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yeah, this is why just disabling root motion on them will be a good to go

barren fiber
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play a montage on a different actor that i am currently not possesssing

onyx moss
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just need to give it bone name manually

nimble torrent
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Really. Like absolutely amazed.

onyx moss
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it will be happened in next few hours

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i already started working on it

nimble torrent
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I prepare to be amazed then.

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I really do think you could probably use the retargeting system to retarget your root bone correctly.

onyx moss
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Ok

rigid gate
onyx moss
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root bone is correctly working, it just has another root bone on the top of the actual root bone

nimble torrent
nimble torrent
onyx moss
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i did it, and then animations are looking for this bone

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fails to import

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i tried every possible thing to make it work

#

all fails

nimble torrent
onyx moss
#

now its time to edit the editor

rigid gate
nimble torrent
nimble torrent
rigid gate
#

oh yes

nimble torrent
#

Well, there's your problem!

rigid gate
#

its looks lil bit much?

nimble torrent
#

It's supposed to be 1.

rigid gate
#

if i will change this is it will fix?

#

and how its changes?

nimble torrent
#

Not by just changing it here in the skeleton viewer.

#

That will not do anything.

rigid gate
#

i didnt play with scale of root bone

nimble torrent
#

The problem is that Blender and Unreal disagree strongly about what the numbers mean.

#

Let me get you a video that walks you through the process of fixing this.

#

One second.

nimble torrent
#

This is the video I usually link.

#

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

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

▶ Play video
#

I've found it very useful.

#

Make sure to double check that your character has a scale of 1,1,1 once you're done.

rigid gate
onyx moss
# nimble torrent Good luck!
FName Root = MySkeletalMeshComponent->GetBoneName(0);
if (ActiveAnimation)
{
    FSmartName GenericSmartBoneName(Root);
    FAnimSequenceBase* AnimSequenceBase = ActiveAnimation->GetSkeletonRaw()->FindSmartNamePose(GenericSmartBoneName);
    if (AnimSequenceBase)
    {
        FAnimSequenceBase* RootBonePose = AnimSequenceBase;
        RootBonePose->Modify();
        RootBonePose->EmptyAnimationData();
    }
}

if (ActiveAnimation)
{
    ActiveAnimation->MarkPackageDirty();
}

this is how they are doing it, directly looking for the bone name at index 0, which is in my case should be index 1 😄

nimble torrent
#

I'm not surprised.

#

I think you might be using code to solve a data problem, which is... not always the best choice.

onyx moss
#

i now just have to expose a uint8 to the editor, and make it read from that exposed variable

rigid gate
onyx moss
#

then it will be like : FName Root = MySkeletalMeshComponent->GetBoneName(ManualBoneName);

rigid gate
#

also

#

sorry

nimble torrent
#

Having any keys on your double root is going to make everything exceptionally bizarre.

#

And again - you can just fix the data.

nimble torrent
# rigid gate also

Still don't understand. Like I said, you're going to reimport it from blender, after re-exporting your fbx file with new settings.

onyx moss
#

i have no energy to go through all 300 animations in blender and fix them one by one

#

it is very boring 😄

rigid gate
nimble torrent
nimble torrent
#

Here's how I'd do it.

  • remove the extra root bone from my character in blender
  • export a new skeleton file and import it into Unreal as a new skeleton not onto the old skeleton
  • create an IKRig for this new skeleton that has a Transform goal for the root bone
  • create a retargeting solution between the two versions of my character where I target the secondary root of the old version with the real root of the new version
  • run the retarget
#

I would expect that to result in having a character with a single functioning root bone.

onyx moss
#

currently it late, i already edited engine code now its compliling 😄

nimble torrent
#

Are they an AI character? Is this a cinematic? Do they have to open multiple doors?

If this character is AI, is your problem specifically that you don't know how to activate a montage from the behavior tree - or is it that you don't know how to get AI's to take actions?

#

Etc. etc.

#

Without context, people can't help you.

barren fiber
#

gameplay

#

player

nimble torrent
#

So what is controlling the player character if the player is not controlling the player character?

#

Because you said we're not currently possessing the pawn when you want this to happen?

barren fiber
#

the door is not

nimble torrent
#

The door is not what?

barren fiber
#

not posessed

nimble torrent
#

So... when you said:

gameplay
player

In response to my question about what kind of character it was - you didn't mean to imply that the character you were having difficulty controlling was the player, in gameplay - you meant it was the door?

#

Can you see how your conversational style might make assisting you a challenge?

nimble torrent
rigid gate
#

because of u

#

i tried much yesterday really thanks a lot friend

rigid gate
# nimble torrent <:nko_yay:985649393808052244>

i had just one more problem idk if u know about replace to skeleton? i have 2 same skeleton and i trying change skeletons it was works always before but now idk why maybe about 5.4 when i try replace animation'skeletons its gave crash

nimble torrent
nimble torrent
#

Just make all new assets.

barren fiber
#

just say you dont know how to cross interact

nimble torrent
#

I do though. I know dozens of ways.

#

First, you need to access the door actor. This will depend on how your character interacts with the world.

How does your character interact with the world? Are you maybe a top down game where you click on objects with the mouse? A third person game, where you use directional colliders? A first person game where you use raycasts?

rigid gate
#

before

#

how can i open this animations without crash?

nimble torrent
#

I would import it independently and then use the retargeter.

#

That's what I would do.

rigid gate
#

when i try to open i select to sk_manny its use unreal skeleton already i try open with thatr and when i select to skeleton anim gonna diassapear and same error

mild granite
nimble torrent
rigid gate
nimble torrent
rigid gate
#

with this skeleton

nimble torrent
#

Neat!

nimble torrent
#

Did you retarget it?

mild granite
nimble torrent
# rigid gate how can i get this?

Get what? In that post I am just describing how I do not understand what's going on or what you've done - and that I can't help you.

nimble torrent
mild granite
#

The character in the clip? yes!

nimble torrent
#

Cool, OK. Was this imported from a program outside of unreal?

mild granite
#

No i imported it as FBX

#

I think it was created in something called Cascade

nimble torrent
#

Right, that's - that FBX was made by another program, so yes.

#

OK. So probably the easiest way of doing this would be to open the file in Cascade and make the root follow in there. It's likely your animator could do it in five minutes.

rigid gate
rigid gate
#

if u will be free can i show you the problem in this server's channel? with sharing my project screen.?

nimble torrent
#

The advantage to this is that it is fairly simple, but relatively time consuming.

#

The alternative, if you want to stay inside Unreal, is to use an Animation Modifier, which is a blueprint script you would have to write to process the animation.

#

If you're comfortable in Blueprints, this might also be an option.

mild granite
#

This is what the animators brother said but im not sure how to do what he is saying.

nimble torrent
#

Their "Option A" is the FK Control rig one I was talking about.

mild granite
#

Do you know anything about option B? Is it easy?

nimble torrent
#

It's not free. The mocap tools plugin is 50$ or so last time I checked.

mild granite
#

Okay, ill look into the FK solution then. Thanks a lot!

nimble torrent
#

OK! Good luck!

nimble torrent
# rigid gate ?

Unfortunately, I have to go to sleep. I don't think I can help you on this one.

rigid gate
#

oh well thanks

misty dagger
#

So what do you all think of motion matching and the sample that Epic provided?

runic ember
# nimble torrent How is a curve not following a curve? That doesn't make any sense. What do you m...

I said animation curve value not following the curve, Not a curve not a following a curve

What i mean is, lets say you have created a curve with name “TestCurve” then in the animation sequence you are editing that curve value

You’ve set two constant keyframes
0 value at 0 second
And
1 value at 0.1 second
When i start the animation in run-time and call “GetCurveValue” and pass the curve name, it returns something less than 1, until the last keyframe of the animation, it returns something like 0.7

Thats why i said its weird behavior, it should return 1 after 0.1 second

Though in animation montage it works as expected

runic ember
#

They will fix all the issue, implement correct networked movement and traversal systems

stuck pike
#

hello guys, where would I start learning how to fix my joint issues (these are just examples); both are marketplace assets with the UE manequin; I would really like to have much better representation of joints (not just knees, but they seem to be the biggest issue)

sterile silo
#

Hello! I'm looking to make a small souls like project, for now, just a prototype. Does anyone has a good recommendation for some animations ? I'm interested in something with sword, and some kung fu ones. I've looked at the Paragon ones already but they are not that many good ones for sword and hand to hand combat there. I would want the price to be as low as possible ofc, but any recommendation is welcomed! Thanks 😄

left spade
nimble torrent
# stuck pike hello guys, where would I start learning how to fix my joint issues (these are j...

There are a variety of ways of improving deformation on a character, but they all require you to be comfortable in another software like Blender or Maya, and the solutions can get somewhat involved. They often involve things like 'twist bones' which are dynamic bones driven by your animation skeleton that are used specifically to improve deformation, or morph targets, which are stored vertex data specifically sculpted for particular scenarios.

#

Often people use some combination of the two, or in the case of knees, sometimes even more elaborate systems. The knee joint in humans is interesting because it translates as it rotates, making a mathematical joint a bad approximation, often requiring unusual solutions.

stuck pike
#

Do twist bones work in unreal? I saw a while ago Something about bendy bones? But they don't work in unreal

nimble torrent
stuck pike
#

In this Unreal Engine Blueprint Tutorial series we are going to help you break down the learning curve for all things Control Rig. We start by taking an intro look at what Control Rig is and creating your first control.
🎓 Why Control Rig
🎓 Control Rig Intro and tour
🎓 Control Creation
🎓 Understanding control visuals

Truly thankful for supporti...

▶ Play video
#

I found this but before diving into it I need to know this is what I'm searching for

#

Cause it's a long course

nimble torrent
#

A control rig is unlikely to improve deformation. It can be used to run twist bones and other dynamic deformation improvements, but it is not on it's own going to do anything.

#

You need to add the deformation bones to your skeleton, and modify your vertex weight painting data to include them.

stuck pike
nimble torrent
#

Kind of! Often the default skeleton is used as the animation skeleton for a character system. People will then add mesh specific skeletons that follow the naming convention and hierarchy of the animation skeleton but with additional bones, and then use the 'Copy Pose From Mesh' node in an animation BP to copy the animation data from the animation skeleton, while running additional deformation related things on top.

#

You can see this in the templates. Manny and Quinn have lots of additional deformation bones, but they follow the structure of the 'simple' mannequin skeleton.

stuck pike
#

Could you recommend a place where I can start learning this? I'm not new to unreal at all but I know close to nothing about animations

#

Or skeletal meshes

#

Even payed of, doesn't have to be free

#

Ofc

nimble torrent
#

Hmm - I don't know. Sorry, it's a bit of a wide topic. I haven't seen any like 'character deformation improvement' courses. I'm not saying they don't exist, but I haven't seen any.

stuck pike
nimble torrent
#

Honestly - the Quinn and Manny characters are not bad examples.

#

They use entirely twist and deformation bones - they don't use morphs.

#

But their setup is effective, and you could do much worse than copy how they do it.

#

They use twist bones and deformation bones controlled by pose drivers.

#

Quinn in particular is really well done in that regard.

stuck pike
#

I'll have a look when I get home

#

And get back to you asap

nimble torrent
#

👍

stuck pike
#

If you don't mind

nimble torrent
#

Sure thing! I'm around!

nimble torrent
# runic ember I said animation curve value not following the curve, Not a curve not a followin...

Oooh! OK! That's interesting. My immediate thought is that this might be a blending related issue. If the same animation data is giving you different results based on where in the graph they're coming from - it seems like it's probably a graph issue.

The first thing I would test is what values I get out of the GetCurveValue method if I plug the sequence directly into the output node.

Like - unplug the rest of my graph, and just plug in that sequence, so there is no blending.

junior seal
#

Yall am I wrong for not even considering people with few to no messages in chat when looking at peoples resumes for my freelance post?

#

Like I'm not saying all of them are scammers but it's just that I dont even feel like doing a background check and there are a handful of scammers so it's just easier to deny all of them

cunning locust
#

this did not work.. new version maybe 5.4

runic ember
dusty burrow
#

has anyone actually gotten the mldeformer plugin to work

#

the maya part of it

#

epic's plugin seems to just spit out some errors and not load

frosty moon
#

also what is this lmao please help

nimble torrent
nimble torrent
dusty burrow
#

as far as i can tell it's something relating to maya's ui system

nimble torrent
#

Do you have shiboken installed?

dusty burrow
#

if it wasnt installed with maya

#

then no

nimble torrent
#

You'll need that, that's what's causing the error.

#

Do you know how pip works and python?

dusty burrow
#

not a clue

nimble torrent
#

Darn.

dusty burrow
#

so basically

#

this is a massive prerequisite

#

that epic doesnt mention at all for installing the plugin

#

:|

nimble torrent
#

Apparently not!

dusty burrow
#

nice

nimble torrent
#

On the other hand - if you know python, it is something you can fix in about ten seconds.

#

The problem is setting that up, and knowledge...

#

So this is a page on how to use pip with maya's version of python:

#

Pip is the package manager for python, and handles installing things from the python package ecosystem.

#

This page has the pip instruction for shiboken2, which is the package you need:

dusty burrow
#

thanks man

nimble torrent
#

It's just:

pip install shiboken2

But for maya it would be, I think, :

mayapy -m pip install shiboken2

dusty burrow
#

i gotta pop out rn but ill look at this later and see if i can get it working

nimble torrent
#

👍

frosty moon
#

they are from mixamo

nimble torrent
#

Interesting. OK. Using Mixamo animations directly in unreal can cause problems because unreal tends to expect that you have a root bone in your skeleton that is on the floor, and that the pelvis is child of that bone.

#

Mixamo doesn't have that root, and so there are often troubles if you try to use those animations directly.

frosty moon
#

but if i make a root in blender i lose all of the materials

nimble torrent
#

You can reassign them though.

frosty moon
#

from the original?

#

let me tr

nimble torrent
#

Yes, I believe so.

frosty moon
#

y

#

it worked actually but i dont wanna make all of my animations again do you know a shortcut

frosty moon
nimble torrent
frosty moon
nimble torrent
frosty moon
#

like these

#

i have plenty of them i customize anims from here

nimble torrent
#

Interesting. I honestly don't know!

#

Also - I wouldn't maybe do it that way.

#

Have you considered using the control rig and sequencer to do your edits?

#

I suspect you might have an easier time of it.

copper dust
#

hello i need so feedback of this because my friend needs help

#

unfortunetely i don not have the project and all i know is that he only used blueprints

frosty moon
#

i started with this i know its not the ture way but i cant see any tutorial to learn

nimble torrent
#

You need a control rig (so you have to look up how to create one) and then you need to load your character into Sequencer and animate with that.

#

It is much easier once you have it up and running though, and they're useful things to know how to do!

hollow moat
#

Hi stupid question is there any way to match the size of the ue5 manny and metahumans while live targeting because when i reload my right hand is messed up.

onyx moss
#

any possibility to collapse these three nodes to a macro?

dusty burrow
#

:|

#

literally copied and pasted from the website lol

nimble torrent
#

Hmm

#

Which version of maya are you using?

dusty burrow
#

2025

nimble torrent
#

Hmm

dusty burrow
#

i have 2015 too and it doesnt even know what pip is vOv

nimble torrent
#

Could you try:

mayapy -m pip install --upgrade pip

#

Maybe your pip is really outdated.

dusty burrow
#

i cant believe epic made what looks like an excellent deformer and left everyone at the mercy of this nonsense

#

and i already updated it lol

nimble torrent
#

OK.

#

I mean - the python ecosystem is considered one of the most robust in the world.

#

So it's not like this is a fly by night system or something.

dusty burrow
#

yeah but it's literally just a random pose generator

#

no good reason this can't be part of the engine

nimble torrent
#

Well, I suppose that would be true, if the whole point wasn't that the deformer was contained inside another package.

#

So if your deformer is inside maya, it obviously must be inside maya.

dusty burrow
#

the deformer isnt contained in maya

nimble torrent
#

OK, your source deformer.

#

Not the ML deformer itself.

dusty burrow
#

maya is literally just there to hold this plugin lol

#

and all it does is generate random poses

nimble torrent
#

No, maya is there to do the deformation.

#

I don't believe that to be the case.

dusty burrow
#

no that really is the case lol

nimble torrent
#

I don't think so.

dusty burrow
#

This workflow example uses the Epic Games developed Maya Plugin to generate random poses for our character. However, these generated random poses could come from any DCC.

nimble torrent
#

You export a point cloud that contains your high cost deformations from maya, houdini, or blender.

#

You use that point cloud and the accompanying bone animation file to generate the ML deformer.

dusty burrow
#

yeah but you can do it from anywhere

nimble torrent
#

So - you do need a high quality deforming version of the character in whatever source package you're using.

dusty burrow
#

i already have the rig with corrections of the regular skinning

nimble torrent
#

Neat.

dusty burrow
#

i literally just need an animation of a few thousand random poses lol

#

oh well

nimble torrent
#

I wouldn't necessarily give up yet.

#

You're pretty close, you just need to figure out why mayapy can't find a sudoken version it can use.

#

I don't have maya right now, so I can't test it myself, but I can confirm that shiboken does work with pip.

dusty burrow
#

i did google it and it's mainly just

#

DID U SPELL IT WRONG

nimble torrent
#

Entirely possible!

dusty burrow
#

i wish lol

#

i copied and pasted the command from the website just to be sure

nimble torrent
#

Hmm

#

Like - I know it's not useful, but it is out there.

#

Because that error 'Cound not find a version that satisfies' etc. That's the error when you've asked for a package that is spelled wrong.

lament flame
dusty burrow
#

yeah i really dont know

#

like ive used command lines plenty of times before for similar stuff

nimble torrent
dusty burrow
#

i was able to update pip

#

lol

nimble torrent
#

All right.

#

Good luck then.

dusty burrow
#

lol i think ill just table it for now and hope that epic puts this feature in engine or releases the script for other dccs

#

thanks for all the help man

nimble torrent
#

They do have a robust modding scene though.

#

So I'm sure someone on a Arma 3 discord could probably help.

high musk
#

Do Conduits in state machines not run functions (become relevant, update, etc)?

lament flame
#

word ill look into it thank you

high musk
#

It doesn't seem like they do but maybe im doing something wrong

nimble torrent
nimble torrent
#

Like - you could make a sub state machine, but I think that would be more awkward than having the transition states in the main part of the graph.

nimble torrent
vernal crown
#

Hey, So I have an animation question about IK and FK if someone can help me

#

When I work in IK or FK and then switch to the other, my progress (in this case arms) go back to their initial positions. Is there a way to seamlessly switch between IK and FK? I'm in sequencer btw

onyx moss
vernal crown
vernal crown
nimble torrent
vernal crown
#

haha ok

nimble torrent
#

But I do have an answer, but it is a little frustrating.

vernal crown
#

don't tell me i have to manually do it again

nimble torrent
#

Because keeping IK and FK aligned is a matter of control rig design, and not a tool or option.

vernal crown
#

Well, I used the modular control rig to create one

#

If that helps

nimble torrent
#

Unfortunately that means it's likely not going to be easy to fix. I haven't used the modular control rig a lot, and it surprises me that they don't have that setup properly!

#

The cool thing about control rig is that it's event based, so you can just update the position of the objects based on the state, so you don't need an elaborate snapping system, you just place the objects in the correct position if the ik or fk system is active.

#

That's really weird that they wouldn't build that into the modular rig!

nimble torrent
vernal crown
#

I understand. One thing that frustrates me is that since I got this character from unreal engine market, I need to create a control rig in Maya which i never did before. and even if i make a modular rig from UE5, i cant export it in maya

#

Which means I'm stuck doing animations in Unreal Engine Sequencer

nimble torrent
vernal crown
#

its just sad.

nimble torrent
#

You could make a custom control rig in Unreal!

#

Which would do exactly what you want.

#

That takes some time, but there are some good resources out there.

#

Like, this one by Ask A Dev has a whole chapter on IK/FK switching and snapping.

#

It's a really good resource.

#

It's extremely long, it's like 10 hours of videos.

#

But at the end - you will know Control Rig better than 99% of people.

solar totem
#

How is "floating up, then diving down at the player's location" done?
Exactly like Elden Ring's Malenia here:
https://youtu.be/D_iqjI2p7F4?t=346

It's a common type of boss attack.
The boss jumps straight up. Waits a bit. Then dives straight down at the player's location.

Creating the fixed animations are simple. Three animations: jump_up, floating, dive_down
However, the "dive at player's location" part is tricky. The dive_down animation would need to somehow be modified during runtime to go to where the player's location is

I did some research and found one very similar implementation, but it's done using spline, timeline, and inside the character blueprint:
https://forums.unrealengine.com/t/launch-character-to-a-target-location/479050/4

What's the best way to implement this? Inside character blueprint or perhaps maybe Anim Graph somehow?

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Shirrako S...

▶ Play video
nimble torrent
#

So she's animating inside her pawn, and her pawn is turned and aimed towards the player.

#

And then particles and hurt volumes etc. are layered over top.

solar totem
nimble torrent
#

This is probably a state machine thing for the animation graph, but yeah - basically.

#

And there are probably cutoff points when the boss stops tracking the player (to allow for dodging) and a lot of subtlety in how and when things happen - but those are the broad strokes.

sleek burrow
#

This is from ABP_Manny
I want to use another type of input in the Control Rig
How can I achieve this?

modern jetty
#

Sorry if someone already had this problem/fix, but I just followed Gorka Games' animation tutorial, and the animation did end up working for my character, however, it seems the animation was outpacing the player movement speed, so the actual mesh of the character would run past the follow camera, then teleport back on the opposite side.

Also, when stopping/starting movement abruptly, the model kinda spazzes out and teleports a bit. The animations are ripped from Mixamo. Anyone have advice?

nimble torrent
#

Mixamo characters do not have a proper root for their skeleton. The top of their skeleton is the pelvis.

#

Unreal doesn't like this, and if you retarget from a mixamo character onto an unreal character, chances are - the movement of the pelvis wasn't properly transferred to the root object while you were retargeting.

#

So your character is (probably) just up and walking away from their own pawn.

pale cipher
#

how do i reset this

#

its a greystone attack animation and I just want to set the manny static mesh to it and reset the stretched limbs and stuff

nimble torrent
pale cipher
#

yes

nimble torrent
#

Does it play properly on him?

pale cipher
#

yes

nimble torrent
#

Cool, OK. One sec.

pale cipher
#

i just dont know why the torso gets stretched like that. I set the skeleton to be manny. Sure I can manually do it but itll be imperfect

nimble torrent
#

I believe it is because the character of greystone doesn't have... something (can't remember what) defined for it.

#

Like I said, one sec. I'm looking it up.

#

Aha!

#

Dang, that took a long time to dig up.

#

OK!

#

You need to make sure that Greystone has a 'Retarget Source Asset' in this list.

#

It's available by clicking the 'Retarget Manager' in the skeleton viewer.

#

If one of those exists, then you have one more step, if one of those doesn't exist for Greystone, you have a few more steps.

#

If one exists, open your greystone animation files and in the 'Asset Details' panel there should be a 'Retarget Source Asset' option that is probably blank.

#

If you select Greystone's mesh - it should work.

#

But that's only if there is a Retarget Source Asset for Greystone's mesh in the list in the skeleton.

#

@pale cipher

modern jetty
#

does this look right? the animation looks horrible lol

nimble torrent
modern jetty
#

also, dont hate on the character pls i did my best

nimble torrent
#

Note that red line between the ground and the pelvis?

#

That shows that you don't have a proper root bone on the floor.

#

So your character is being translated up.

#

And will not interact with Unreal's animation system correctly.

#

You need a root bone for your character.

modern jetty
#

can that only be done in Blender?

nimble torrent
#

No, it can be done in lots of programs, including Unreal, but if your source data is in Blender, it's probably better to do it in Blender.

pale cipher
nimble torrent
#

So that's unfortunate, but not unexpected.

#

You're going to have to create one.

#

You should be able to add a new Retarget source for the Greystone mesh simply by clicking 'Add New' under Manage Retarget Sources and choosing his mesh.

#

That should work.

#

Then, for the animations, you just need to open the Asset Details window from the window menu.

nimble torrent
#

In the animation graph, you should see the option under 'Input' to expose it as a pin.

pale cipher
#

okay thank you so much for the help. Im gonna work through all the stuff you sent me!

modern jetty
#

if i then upload that to mixamo, does mixamo utilize that, despite the auto-rig?

nimble torrent
#

Hard... to say without being able to see the rest of the skeleton?

nimble torrent
#

Most of the time, when I talk to people using mixamo animations, they've taken a normal mixamo character and integrated it into their project and done the retargeting in Unreal.

#

I'm not sure what it will do to your little goblin guy.

modern jetty
#

the animations themselves actually look really good with him. It's just when you start integrating other systems like movement, it seems to start to break

pale cipher
#

everytime i try to open an animation it crashes 💀 . I get this error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758] Array index out of bounds: 69 into an array of size 69

nimble torrent
#

When did that start?

#

There was an array index problem before, but I thought the 5.4.2 fixed that mostly.

pale cipher
#

just now it seems

nimble torrent
#

Interesting!

pale cipher
#

can i mass edit all animation sequences to retarget source asset?

nimble torrent
nimble torrent
nimble torrent
#

Good luck!

pale cipher
#

it seems the crash only happens in the animations folder for greystone

nimble torrent
#

Sounds like there might be a problem with those animations.

#

Are you absolutely certain that Greystone was designed to work with the UE5 skeleton?

#

That sounds... unlikely to me.

nimble torrent
#

So, my guess would be - he probably wasn't.

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As he wildly predates those assets.

pale cipher
#

however by moving the animations seq and montages to my thirdperson folder the animations work flawlessly 🙂

#

workaround found

nimble torrent
#

I wouldn't be happy with a workaround myself, personally.

#

Due to the likelihood of further problems down the line.

pale cipher
#

ill push the headache to a later date

nimble torrent
#

Out of interest, I went and tried to do this myself.

#

I found that I was able to get it to work relatively easily, and without crashes, by adding Greystone to the 'Compatible Skeletons' list rather than the 'Retarget Sources' list.

modern jetty
pale cipher
nimble torrent
#

Because I'm noticing that Quin and Manny do not seem to like how his arm is setup.

#

And so result in some unusual deformations.

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Not ideal.

pale cipher
#

yep, im trying to modify the animation right now but cant even seem to get it to play when starting a new level sequnce in animation mode

nimble torrent
#

And so he continues to walk away from his own pawn.

#

But that's only a guess. What do you see when you open the animation sequence and look at the bone?

#

Is he walking away from the root?

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Or is the root moving?

modern jetty
#

oh i guess he is moving away

#

oh so, could i take the model that Mixamo generated, into blender, add a root bone, then export it and set the animations to use the new skeleton instead? is that what is meant by "retargeting"?

nimble torrent
#

Unfortunately it looks like you have an even worse scenario where he still doesn't have a root.

#

His pelvis is still the top of the hierarchy somehow.

#

Or possibly his pelvis and his root are in the same spot?

#

Hard to say, but both are not great.

pale cipher
#

i forgot how to lock the limbs into place during animation. like i dont want my finger to stretch ridiculously long, i want it to be locked to its current length if that makes any sense

pale cipher
#

is there anyway to apply this straight hand throughout the entire animation without doing it manually per frame?

nimble torrent
nimble torrent
#

Unreal has several tools for how to do this.

#

In your case, I'm not sure if your attempt to create a secondary root worked.

#

Did it? In Unreal, do you see the other root in the skeleton?

modern jetty
#

I've been working on this since then lol

nimble torrent
#

Neat!

modern jetty
#

not sure if that would work with mixamo animations or not

#

but at least it's got a root

nimble torrent
#

You could probably retarget mixamo animations onto them, even if mixamo itself can't do that for you.

#

The IK retarget tools in Unreal are quite robust.

#

This is a pretty good example of how to use the retargeting tools.

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It's a little outdated, so it doesn't include the very useful Post Processing step for Retargeting, which is a major help in doing things like recovering the root motion that you're having a little trouble with.

#

You can set it up to regenerate the root motion from the pelvis movement like this:

#

Whether you want 'Rotate with Pelvis' on is going to be dependent on your specific animation, but usually you want it off.

pale cipher
#

i just finished modifying the greystone attack sequence, however when I save it i dont see my changes applying to the actual animation sequence. All i did was open the left hand

nimble torrent
#

Did you only save the sequence or did you export the animation?

pale cipher
#

i only saved the sequence

nimble torrent
#

Gotta do that second step!

modern jetty
#

thats unfortunate

#

the root is working though so i think thats progress

nimble torrent
#

It is!

pale cipher
solar totem
# nimble torrent This is probably a state machine thing for the animation graph, but yeah - basic...

I get the basic idea of state machines in the anim graph
Like for Locomotion and Jump. You start at Entry then transition depending on conditions controlled in the Event Graph.
I mostly understand.
But I have two questions...

  1. How does it get to "To Falling" state? It's not connected... However, I CAN confirm it does go there when I jump
  2. If I want to make a state for dive_down, I can probably make a boolean flag in Event Graph. Then in my character BP set the boolean flag in the AnimBP, similar to Jumping. Does that sound alright?
nimble torrent
#

Like, I get why they made them - State Alias do have a purpose, they can simplify the graph, but they also act as invisible connections which can make your graph impossible to read!

#

So... definitely a compromise choice from a design perspective!

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You can read about them here:

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They're a bit hard to wrap your brain around, but they kind of act as a method of connecting multiple states to other states without creating a ton of wires everywhere.

modern jetty
#

kind of getting somewhere... what do i do about this

nimble torrent
#

So in Manny and Quinn, the 'To Falling' alias, has two transitions, one to 'Jump' and one to 'Falling', and it connects both 'Locomotion' and 'Land' to both of those.

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So without the Alias, both Locomotion and Land would have to have connections to Jump and Fall.

#

And the 'To Land' alias connects Jump and Fall to the 'Land' state.

#

So this saves you a bunch of redundant transitions.

#

All of the transitions to jump or fall will be the same, but you would need to define them separately.

#

The Aliases make the graph less busy, but honestly... a little harder to read.

#

If you click on "To Falling", you can see the states that it acts as an alias for. They're the ones that are checked off.

solar totem
#

Hmm... I see, thanks for the clarification
I'll definitely give this a read

nimble torrent
#

Could be an import problem, could be a retarget problem - no idea.

#

Sorry, I'd need a lot more context.

modern jetty
#

well, got a blender converter to add a root bone, "output" from the converter gives me this fbx that contains the root bone, but adding him into animations that I pulled from mixamo makes him sideways in the animation

nimble torrent
#

I would not expect animations created without a root bone to work without additional processing on a character with a root bone.

#

I would be really surprised if that worked.

#

You probably need to do a retarget to do this.

#

Also - didn't you create your old animations with a mixamo created skeleton?

#

So your new skeleton probably has entirely different rotations for many things.

#

So I would expect most of that to fail.

modern jetty
#

well I did, but i thought the problem was that the root bone was just missing for some reason, so root motion wasnt possible

nimble torrent
#

It's not 'missing for some reason' - mixamo just doesn't have them.

modern jetty
#

ah that makes sense lol

#

didnt know if my model wasn't compatible or something

solar totem
# nimble torrent

As for the dive_down, do you think it's good to make a new state and transition, for example off Locomotion with a boolean flag transition for the dive_down animation?
Then in the character blueprint, I'll set that boolean flag to true when I'm diving down

nimble torrent
#

Oh good heavens. Um.

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Well, personally, I would probably not put my attack animations into my locomotion state machine.

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I would, personally, use a linked animation layer for my attack animations, or, if I couldn't do that, I would use an attack specific state machine.

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Accessed probably through a 'Blend Pose By Enum'.

solar totem
#

Hmm... I'll have to get back to you on this
Do some learning on "linked animation layer", "specific state machine", and "Blend Pose By Enum"

nimble torrent
#

A 'specific state machine' isn't a kind of thing. It means I would make a new state machine, and I would use it specifically for an individual attack.

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So if you're doing a 'Scarlet Aeonia' kind of attack, I would have a 'Scarlet Aeonia' state machine.

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Or, more probably, a linked animation layer.

solar totem
#

Oh, like Locomotion and Main States

nimble torrent
#

Yes, like that.

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Then, if you create an 'Enumeration', you can blend poses based on a variable of that type.

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So you can create a structure that looks like this:

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So by changing the 'Current Attack' variable, you can change which state machine is active.

solar totem
#

You said there's two different options: the separate State Machine and the "Linked Animation Layer"
And you recommend using Linked Animation Layer, right?

nimble torrent
solar totem
#

And the screenshots you posted, is that for the Linked Animation Layer or the separate State Machine?

nimble torrent
#

Those would be separate state machines.

solar totem
#

Okay gotcha, I'll do research on Linked Animation Layer and get back to you
Thank you!

worthy sentinel
#

Hello, short little question: I've got an enemy controlled by AI that moves into attack range to the player (via AIMoveTo). Once its there, it does fire an attack with a correlating animation, but somehow the enemy gets stuck at the end of an animation and does not proceed to the next attack. Could someone help me out to fix that?

drowsy bobcat
#

Hi! I have a bunch of expression animations which go from neutral face to specific (eg, neutral to smile, neutral to afraid and so on). I want to create animbp with random expression playing. I use random sequence player, but transitions are not smooth. What’s the best way to implement random expression playing with smooth transition?

sage sierra
#

whats the right approach to attach the hand to the gun? creating a proper animation asset, or creating a control rig to hold the gun?

sage sierra
#

i have a mechanism in my animation wher the root yaw is being offset to negate the turn, and after a certain thershold, i play an appropriate turning animation, then based on the animation i reduce from the yaw offset. this is in place to help me turn in place, but it is making it that when i add the gun and move around, the sockets that are defined on the gun mesh try going to where the mesh would be found had i not used the root yaw offset - and then they go back to the location they should be considering the root yaw offset. is there any way around it? it feels like the root yaw offset isnt reliable

#

but i must be doing something wrong..

barren fiber
#

https://youtu.be/TYEHnszNBEc

so initially me interacting was always possible i was just missing a damn ABP for the vehicle itself hahahaha

In this video, I delve into the development process of my Vehicle Interaction System, utilizing the Motion Matching System. The animations for entering and exiting the vehicles are nearly complete. Now, I'm focusing on seamlessly integrating the mechanics of possessing or entering the vehicle and controlling it. Additionally, I discuss the chall...

▶ Play video
cyan bridge
#

hello hello, I have a root motion question: Does root motion need to be played on the "Mesh" component of a character blueprint rather than it's children?

barren fiber
#

if you new to it, learn this instead

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and if you want to say its used for motion matching only that aint true

hybrid sleet
#

I want to create a blocky model and animations that I can then import into ue5. the closest comparison I can think of is the animation style of minecraft or early roblox

#

I have blender but I have tried the usual way but it does not work with the style I want

solar totem
barren fiber
safe coral
#

How do I set bone length for arms and legs for my character customization?

hybrid sleet
safe coral
safe coral
#

I only want certain bones to scale and not affected other child bones

hybrid sleet
tardy fiber
#

Is it possible to have blend for animation segments inside montage?

solar totem
nimble torrent
#

Choosers can be used to select any kind of object, but are often used in Motion Matching to choose which motion matching database to use for a given state.

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In your use-case, they're not what I would use.

vale drift
#

Hi peoples! I need your helps!
[2024.07.02-13.30.15:611][ 12]AnimBlueprintLog: Warning: SLOTNODE: 'DefaultSlot' in animation instance class ABP_base_C already exists. Remove duplicates from the animation graph for this class.

nimble torrent
nimble torrent
#

You can only use one at a time.

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But you can cache the resulting pose.

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And use that in multiple places.

nimble torrent
vale drift
#

a little example

nimble torrent
nimble torrent
vale drift
#

yeap

#

use only one slot

nimble torrent
#

Could you show your whole animation graph first?

nimble torrent
#

What you can't have is two DefaultSlot nodes.

vale drift
tardy fiber
nimble torrent
cyan bridge
#

huh I didn't think to do that

nimble torrent
nimble torrent
# vale drift

In your case, it seems like you could just remove the DefaultSlot node that is connected to the mainState State machine.

nimble torrent
nimble torrent
#

Possibly - if you really need a montage slot for that specific part of the graph.

#

Only you can say if it's necessary to have one there.

vale drift
#

ok thx! )

safe coral
nimble torrent
nimble torrent
#

Create new meshes!

safe coral
#

Oh

nimble torrent
#

The rubber hose style you're going with will make that easier though!

royal nymph
#

@nimble torrenthello

nimble torrent
#

Hello!

royal nymph
#

i did some stuff

#

animation works on metahuman

nimble torrent
#

Cool!

royal nymph
#

but not on the other head

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the arkit one

#

non metahuman one

nimble torrent
#

What does it do instead of work?

royal nymph
#

it doesnt work on that

royal nymph
#

just no animation

nimble torrent
#

Neat! No body animation or no face animation?

royal nymph