#animation
1 messages · Page 54 of 1
Yes. You're looking for a collider. You can attach the collider to your character's blueprint so they carry it around when they move. You can then use their overlap events to do code - like triggering noises and animations.
You might benefit from looking up Sync Groups:
Synchronize the cycles of animations with different lengths using Sync Groups.
There's no default pose?
If you put both animations in a sync group (and the animations are designed to start and end on the same foot) then that should fix things up I think.
I... to be honest I forgot how I set it up only that it works and it just goes by those two
Does the blendspace look fine in editor? (Moving it around)
Like the animations? yeah it's fine, it's the same blendspace (I will change it but for now it's the same) and everything runs fine until change weapons then if wrong leg then snap.
As for Sync groups yeah I saw it's used in ALS but tbh I don't know how it works, I'll try to experiment with it but ¯_(ツ)_/¯
Animations in a sync group will blend into each other at the same relative offset from the start of the animation.
So if you blend a walk and a run, if they're not in a sync group, you'll be in the walk, and then you'll start blending and the start of the run will start playing from whatever offset you are currently in to the walk.
This means that you'll get a stutter or hiccup when you switch between animations.
If they're in a sync group, the run will start with the same relative offset as the walk, and so they should blend smoothly.
Yet another sleepless night...
thanks for the tip I'll try to see if that can work...
probably, I'll check
can i remove animation frames in the middle
lets say i have animation, middle (34-72) is what i want to remove but 0-34 and 73-90 i want to keep, just remove the middle part
So when you set it as a dynamic variable it's like setting the var as public so it can be set. Setting it however does require you to get the node itself. (I guess there technically objects?) So if you bind to the on update and on become relevant events, you can get the node as it's type, (sequence player for example) and then set the specific variable thats been set as dynamic.
Alternatively, you can give the node a tag which will allow you to get a reference to the node anywhere else in the animbp. You can then convert to the specific node type and set the variable.
I have a state machine with 2 states, Run_F, Strafe_L. Run_F has run fwd loop animation and Strafe_L has run strafe left loop animation. The problem is that during transition from F->L, if the Run_F at the frame where the right foot is in front then it will cross through left foot to do the strafe. Anything I can do to prevent this?
Oh! Weird! Very odd way to do things there. Thank you for telling me!
This can be tricky. Are your animations all in the same sync group?
Yeah, I set foot sync for each animation and the sync group in the node. I really thought the sync group will do the trick but not so. Tried to use the Feet_Crossing curve like in ALS but I think that makes it worse because I will have to keep pressing move left until the animation loop around to the point where the right foot is behind the left foot
Hmm, yeah - sync groups can prevent stuttering, but they don't prevent legs going through each other.
yeah, I misunderstood this, the sync group is for keeping the animation length in sync
Generally, when I have seen this solved - either people accept that there's going to be some jank and use a blendspace (so you pass through idle before accelerating in the opposite direction) or they need something quite complicated that tracks relative foot position and seeks forwards into the file they're about to blend into to get a matching food position.
So if you're playing 'run_left' and you want to switch to 'run_right' and your right foot is in front of the left foot, then you seek forward into 'run_right' to the point with that foot position and start blending.
Yeah, exactly as you said, I'm going to explore the latter, I think matching foot position is a worthwhile endeavour. It's easy to be jank and call it done via blendspace but I believe in doing it right. But depends how much time I gonna sink into this. Thanks anyway
I'd be interested to see what you come up with.
Oh!
Before you go, do you know about Animation Modifiers?
yeah, like in Lyra to set foot sync marker on root motion animation
I suppose its impossible to use additive animations for a more realistic animation blendings without control rig, right?
Yes, but they can be used to create a variety of curves, so you could use an animation modifier to create your relative foot position curve.
thanks for the tip but I will probably do it by hand first 😄
Oki! Good luck!
No, not at all. Why would you think you need control rig to use additive animations?
Also - additive animations aren't typically used for improving blending fidelity.
They're usually used to layer animation effects over top of other animation systems, like layering a breathing loop over idle animations.
by foot sync I meant for feet to still stick to the ground when a lean animation goes into action
I can't imagine using an additive animation in that situation, and an additive animation would probably require less foot locking tech because only the additive parts of the skeleton would move.
So if you don't move the legs in your additive, the leg animation would be unaffected.
yes
but the lean animations I'm planning on using in the future has the whole waist moved to a direction
hi, i m trying to transform a bone, using Transform (modify ) bone in animation blueprint, seting value in controller blueprint tick, but i m getting jitter or shake efect, when the bone rotate, any help for this?
in blender, its fully rigged, so the legs having ik won't move much
but using that lean animation as additive would make the feet go off sync and would also clip through the ground
ruining the realism
Why use it as an additive then?
its complicated
Are the numbers you're using in any way causing a evaluation loop? Like - are you reading a value from the skeleton, and then reapplying it?
can you send a screenshot of how you're using the transform node?
no, i also put tick group in blueprint before the tick in skeletal mesh
Have you printed out or graphed the values you're feeding into the bone? Are they jittering?
yes, values are smooth
OK, what if you turn off all animations - like disconnect your whole animation graph - and just test the transform?
Does it jitter then?
i m not really sure, because its t pose now, but it loo like dont jitter now
this video you can see little vertical jitter
Not sure If this is the right place to ask this but I am trying to rig a character to the UE5 rig and as you can see on the right the foot has heels so I am just wondering how the bones should be placed. The left one is an UE5 rig and I'm wondering if I should place it like that(so directly on the foot) or do I have to place it differently so it includes the heel? I'm sorry if this is a dumb question but I'm pretty new and I want to make sure I do it the right way
definitely dont jitter when disable all animation graph, and let only the transform bone
nevermind, i fixed
putting Character Movement component, and disable “Orient Rotation to Movement”
thanks
Ah! Cool!
readed in the comment of this video https://www.youtube.com/watch?v=UOo_3zShhHA&ab_channel=MizzoFrizzo
In this tutorial, which is Part 2.2 of my How To Make A True First-Person Shooter series, I'll show you how to use the camera/mouse input to rotate your character's spine bones to make them look up and down.
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XD
dont know what the deal, but its working
Interesting!
As I always do when I see someone making a first person game with a full character model - consider not doing that! It's expensive and it's going to fight you your whole production!
thanks for advise, i know that, its not fps only game, have camera changes, and i m making this for learning purposes.
Oki! Good luck!!
thanks
Motion warping: dashes you to a specified location
I've tried it and it works beautifully
It dashes in a straight line to a target
However, what if you want to zigzag as you dash? Is this possible with motion warping?
I don't think so. Motion Warping wouldn't be something that I would normally describe as a 'dash'. It would more often be described as 'alignment'. So you're warping the animations movement to align one character to another, or to an object, or to a particular position.
So the goal of the feature is to end with you in a particular place.
Gotcha, okay that makes sense
I'll stick to my working custom implementation AN_Dash then
Thanks.
Where did the arm go? A bone animation should not be able to delete part of a mesh.
anybody know why the physics looks like this
its rigidbod physics its so floaty idk why
if im new to animating, should i use blender or ue5? both are easily accessible to me
Well, unfortunately ragdolls tend towards misbehavior as a rule. Getting them to not do bizarre stuff constantly is the exception not the rule.
So you need to tweak your physics values on the capsules, and on the constraints between them.
Also - you need to make sure none of your capsules that are not set to ignore collision with each other are intersecting in your T-pose position.
Either is good. You'll learn similar things in both. If you're aiming to be a professional animator, right now, blender probably has more opportunities, but most animation skills are transferrable between packages.
thank you for your help... again..... again 😭

anybody that could help?
I'm trying to modify SK_Mannequin in Maya. But when exporting from Maya to FBX and importing it to UE most of the non-weighted bones are missing. Does anyone know how to fix this?
just noticed they might not be in the FBX I'm exporting from Unreal?
I think I'm not understanding properly what these are for and why they are sometimes there and sometimes not
if I assign skm_quinn to this new skeleton it tells me they are missing
Hey there! I am swapping anim BPs during runtime with the "Set Anim Instance Class" node, but it seems to create a duplicate instance when I do. I end up with a ton of unused instances of animationBPs. How can I delete the old instance?
anyone who has time to tweek some animation i can offer $ in return
Hey, does anyone know how to make an animation sequence? im still pretty new and no YouTube videos actually explain how to make one but rather explains how to use them and its been really annoying, any help would be greatly appreciated!!
Like im not sure if im supposed to animate in unreal or if im supposed to use another app to make animation sequences
Does anybody experienced in importing characters and using them as your default character have a minute or two for me to ask a couple of questions?
I duplicated an animation sequence to create a new one based on the old. But even if I rename the duplicte, all the changes I made in it are also being made in the original, and, for whatever reason, in montages based on the origingal AS
what am I missing? How can I properly create a duplicate to edit it, without ruining the original animation?
why doesn't the ik disable when I have swimming true?
Hey everybody, I have more of a workflow question for early game prototyping: in terms of getting some animation setup (we are building a top down shooter game) is it better to try and go in and setup our own custom rig of some sort as early as possible or is it more beneficial to try and create animations to add to the default unreal mannequin?
I'm not an animator but trying to figure out the best way to go around setting things up properly, I just can't decide what the best approach is.
Because you're not falling, I assume.
You have "If you are not falling or not swimming, run the trace".
What I think you want is, "If you are falling or swimming, don't run the trace."
So you probably want to put both of your variables directly into the 'OR', and then NOT the result of that.
If your character is going to be of roughly the same dimensions as the mannequin (like, roughly a human shape and size) - then I would probably start with the mannequin, just because it's good to get stuff up and running quickly, and getting a good version of a character model can take a good couple of weeks at minimum.
If they're very different, like your character is a quadruped, or a vehicle, or a chibi - then it's different because the dimensions of the character might make it more of a hassle to retrofit.
I would probably still build prototypes out of assets, but I might go on turbosquid or something and buy and download a character that is closer to my target shape.
That's really weird! When you say 'all the changes', what kind of changes are you making?
You can make an animation sequence in multiple places. Often they're done in Maya or Blender, but Unreal has recently added the ability to create new animations inside the engine using Sequencer and the Control Rig.
Thank you so much
Its a regular humanoid biped so hopefully not too different. ☺️ I'll see how far I can get with the mannequin for now then, maybe I can try to retarget the mannequin anims to our proper character model later. My next question is there a way to get a version of the mannequin to use in Blender that has the proper rig controls?
I don't know if there's one for the modern one, but I believe there's a plugin that works for the old UE4 one.
You can also animate in Unreal using the control rig and sequencer.
This is a quick (very quick) tutorial on how to do that!
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In this video I go over how to Make Animations For The Unreal Engine 5 Mannequin
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So, in Unreal, there is a difference between the skeleton that a mesh has, and the shared skeleton that the mesh is assigned too. When you look at the list of bones, bones marked with a circle, rather than the little bone icon, are in the shared skeleton but are not present in the mesh skeleton.
If you export the mesh, the only bones present in the FBX will be the ones in the meshes skeleton, not the shared skeleton. To get all the shared skeleton bones, you have to export the mesh that created the shared skeleton.
I'm afraid I can't replicate your results. Have you done this test on more than one mesh? Rotating a socket should not cause it to accelerate away from the origin like you show.
not only accelerate also lose sense of direction
its only on this mesh
and i worked around it buy adjusting through the details panel the place
Then it seems likely that something is wrong or broken with that mesh.
clicking and sliding
heck idk how to model things, its just a model i got as a static mesh put into blender changed pivot and made skeletal
What's the scale on the root bone of that object?
Well, that negative scale probably isn't helping.
That is truly surreal, is that what is happening all the time on the character, or only when playing that animation?
What happens if you show the bones?
OK.
What about the bones?
lol
this is what happens when i put 1
it becomes -7
💀
something about this mesh is way off
idk what though
i literally never made an export from blender
You hit tilde to open the console, then you type either 'showdebug bones' or 'ShowFlag.Bones 1'
Either of those should show the skeleton.
And hopefully assist you in finding your wayward arm.
That's very weird!
I might recommend going into your blender file and applying your transforms to all the objects!
i dont event know what that means 🥵
the mesh seems to be creating other issues too
see #ue5-general where i just described
Genuinely bizarre.
If you look at the animation in the anim sequence viewer - is the arm there?
Not in Sequencer, the in-level animation tool, in the anim sequence viewer that opens when you double click on the animation sequence in the content browser.
(Unreal's naming decisions make things so frustrating)
Interesting.
What happens if you play that animation and only that animation on the character?
Like - you unplug everything else in your animation BP, and just play that?
Does the arm disappear?
That's interesting. You're just using the one pose?
Have you considered that this might be causing the problem?
What happens if you turn that back into a normal sequence node?
Oh! And what happens if you put another random sequence in there?
Does the arm also disappear?
Ok, understood. But what are the shared bones with a circle on SK_Mannequin then? It's a shared skeleton itself, right?
I think you'll find all the bones in SKM_Manny.
If you export that one, you should have all of them.
Very strange. I can't say I understand what's going on. I've never seen an animation remove part of a mesh like that. It seems truly bizarre.
Now, personally - I would still do the test.
I would go to the Output Pose, and I would plug that bad animation directly into the output pose.
Just to see what happens if it's played directly with no blending or interference.
Sure, though you should be able to use the control rig and Sequencer to edit the animations.
Your result is truly spectacularly weird.
And not something that happens normally.
Ok, I'll try that. But still for my understanding... what does a shared bone in sk_mannequin mean?
It means that the assigned display mesh that you would be exporting if you try to export the skeleton, doesn't have the bones.
But all of that is almost certainly irrelevant, as all the bones you're talking about are not animated.
They're procedural bones for improving deformation for the two mannequin characters.
Manny has a few more than Quin.
The only relevant bones for animation purposes are the ones in the 'Simple' meshes.
What do you mean by 'place the weapon in sequencer'?
And you can use a ton of packages to create animations for Unreal. Anything that can export an FBX - which is practically every 3D software package these days.
Personally, I would still run that test, because I find the results fascinatingly strange.
Oh 1000% not.
You have to export the animation into cascadeur. Then import it back into unreal, then assign it to the correct location.
And the import/export process often has complex wrinkles. Unreal and other software packages often disagree about lots of things.
Like what direction 'up' is.
And how big a unit is.
So your animation could come in way to big, or way too small, or facing the wrong way, or upside down.
There are people (me) who most of our job is figuring all of that out so that animators don't have to deal with that.
What do you mean by 'assigning locations'?
Well, often, if you're creating the animations - you do that during the creation process? So, you'll have a weapon bone in your character, and you'll attach your weapon mesh to that in Maya or whatever you're animating in, then you'll animate or use motion capture to move the character, and you'll use a series of constraints to have the weapon follow the character or animate on it's own depending on the move.
In the image you have here with the knife, it doesn't look like you're having the knife follow the weapon bone. It looks like the weapon bone is still attached to the characters wrist.
So, I'm not sure how you've set it up, but I would normally use a bone.
I changed the rotation of some bones on one animation sequence, and "keyed" them, they saved, I created an animation montage from that sequence.
Now I try to do a new variant of that sequence, made a copy from it, but whenever I change rotation of any bone, it changes in all animation sequences across the project
And in montages too
It's a non trivial process. I don't know what your goals are, or your resources, so it's hard to advise you. If you are someone with several animators and lots of money and time:
- export every animation into your package of choice
- import your weapon mesh into your animation scene
- build a flexible constraint system for the weapon to mostly follow the hand and wrist, but allow for animators to create expressive animations over top of it for certain movements
- build a sheath / unsheath system for putting the knife away for parkour animations and construct a system to identify when the character should do this
It's quite elaborate.
That's very strange. Things shouldn't work that way. That said - generally speaking, using the in animation sequence curve values to edit the rotations of the character is, I would say, not a typical way of creating new animations.
I see a lot of people doing that, and I understand why - the curves are right there when you're looking at an animation.
But I would strongly suggest instead of doing it that way, that you load your character into the Sequencer, and bake onto a control rig, and make your changes there.
And export a new animation sequence from that.
Not that I know of, sorry.
Hard to say, I don't know what your goals or budget are.
If you're just learning, probably I would try to do the process that you tried the first time again.
So make a slightly modified version of your animation in Sequencer.
And see if that recreates your bug.
I plan to create a new animations from scratch in another software, I just wanted a pair of animations for prototyping purposes right now, to test how my planned mechanics will work (block from projectile with weapon actor, not just with player character state).
So I got my block animation that covering right side, and wanted to cover left side too.
Neat!
Funny enough, when I scrambled for solution for my current bug, I even reimported the original animation sequence into the project under different name. No luck, bug persisted.
I'll think of something)
At the very least, blocking from one side working as expected rn
Thanks for the advice
I don't know why modifying a single animation would affect all the other ones unless you are constantly blending that animation into your character somewhere in your graph.
That's the only thing that makes sense to me.
So... maybe consider looking for a place where you might be doing that.
Oh! And also confirm that the other animations aren't actually being changed by your anomalous animation.
Like - are their key values being modified when you look in the anim sequence viewer, or are they the same?
What is the way to make ragdoll animations? Like when the player falls it should feel like original like in gta games
ALS have that but i don't know how
https://www.youtube.com/watch?v=l27_nz7UYaY
Hey yall, I'm trying real hard to follow tutorials and documentation on how to get my Crab character into Unreal. I can import the .fbx to get the skeletal mesh, base color, roughness in there; made a material for it, went into the skeletal mesh to give it said material. Can swap the Mannequin out and get a static version in there. But I'm having a seriously hard time finalizing it by figuring out the BP and IK stuff to get it's animations working as a new character in the project
A quick guide that I really needed when I started.
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#unrealengine #gamedev #mannequin
You can create a simple ragdoll by creating a physics asset for your character, and activating it when you want the character to go limp.
To make semi-ragdoll reaction animations, like you see in GTA, is much harder. GTA uses an incredibly expensive middleware engine called 'Euphoria' to do that, which takes a large quantity of motion capture animation and blends physics over top of that.
Yeah I know the simple ragdoll approach but i want some animational stuff
ALS also made that
like ragdoll falling didn't looks good
Nobody click that.
<@&213101288538374145>
I haven't played around with the active ragdoll system much, but this is probably somewhere to start:
Hello guys, in this quick and simple tutorial we are going to learn how to make an active ragdoll (physical animations), like Gang Beasts or Human Fall Flat, in Unreal Engine 5.
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I'm guessing it has something to do with all the curves created after I altered the stock animation and keyed it in.
anything I can do to make the curves go away and save the animation? bake it somehow inside ue?
If you load it into sequencer, bake it onto a control rig, then export it from sequencer as an anim sequence, that should remove the keys.
That said, this doesn't make sense. Altering a single animation should not affect all animations. That's weird!
Have you confirmed that the individual animations are all affected on their own, in isolation?
Or does it just appear that way when you look at the full character with the complete animation BP?
You'll need custom animations for that, and systems to detect the proximity of other objects, the relative state of the character.
It's going to be pretty complicated.
There's a reason most games don't do it. It's expensive and difficult, even for AAA studios with lots of money and people.
so I just imported base animation in another project, adjusted it there, and migrated it in the WIP one, worked as a charm. Still, weird
Very weird!
hey, I have an animation with a bone that I attach a socket to that was animated. This was fine in UE4, but in UE5 that bone isn't being animated
Any ideas why that might be the case? it's not weighted
ik its not the physics value cuz whenever i alter the state of the model it goes normal like you see in the video
its like there's wind acting on the ragdoll
but idk how to turn it off
Its weird because I have it in a different characters abp and it works like it is. I tries just directly plugging swimming instead in and ever other combination just doesn't want to work correctly
Did you try the combination I suggested?
Also, when you print the two values, are they being set correctly?
No I haven't been to PC since reading
Yes
It works the same way I have it in a different abp
But not the manny
Not sure what's going on
Exact same abp
For a different character
This doesn't make sense. I look forward to seeing what happens when you get back to your computer.
Yeah I'm as confused as you are
When you say 'alter the state' and 'goes to normal' what do you mean?
Do you mean the socket was animated, or you attached the socket to the bone, and the bone was animated?
I found it was me being stupid
Always the best kind of error!
I had some outdated animation files in the project I was looking at
Oh no!
so like if i mess with a property the ragdoll works fine but if i revert what i messed with it goes back to being messed up
and it happens with literally any property
like in this video
What happens if you animate the character?
its alr animated
Interesting! The two videos you've linked have had the character being in a t-pose and not moving.
yeah it happens when its animated too
im using ue5 to render a video so i can't really fix the issue "live"
Hmm
Well, I definitely still think it's something to do with your constraints setup.
What does it look like if you show the physics volumes?
hold on let me load up ue5
how do i make them visible?
https://www.youtube.com/watch?v=l27_nz7UYaY
Hey yall, I'm trying real hard to follow tutorials and documentation on how to get my Crab character into Unreal. I can import the .fbx to get the skeletal mesh, base color, roughness in there; made a material for it, went into the skeletal mesh to give it said material. Can swap the Mannequin out and get a static version in there. But I'm having a seriously hard time finalizing it by figuring out the BP and IK stuff to get it's animations working as a new character in the project
A quick guide that I really needed when I started.
Podcast: @VirtualWoodyVarietyShow
https://twitter.com/WoodyDevs
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#unrealengine #gamedev #mannequin
oh now it broke again when I reopened the project
oh, the subtraction behavior is acting whack 
animation is pretty heavily defined in code
I managed to get the idle working but now I'm trying to decipher the ABP information to swap out the mannequin with my mesh to then call all it's animations once they jump or walk
Just need to figure out why this won't let me swap out Manny for my skeletal mesh
Any modern guidance on translating old cycles to 60fps? Maybe I'm over thinking it, but how long should a run cycle be frames / pose wise?
animating at 60 😵 it will vary depending on the style and look you’re wanting to go for!
I was under the impression I should be in 60 for unreal
I mean I guess I could do it all ion 30 / 24 and scale it with a dope sheet
it wasn't a thing to think about back when I was learning it all so I was mostly wondering if I should keep anything special in mind
Hi! Here comes a beginner question, but I very often run into an issue where I am not allowed to update my keyframe values in sequencer. I select my keyframe, change the value and update it, but when I move the playhead, it just pop right back to it's previous value. Any ideas why this is?
Hey, I'm kinda new to animations, is there a tutorial someone can point me to on how you can play certain animations when an AI moves from going from straight to left/right and it transitions smoothly?
@nimble torrent you were right, the scale was -0.01 on the fbx, fixed it and now it seems to work good! 🙂
Nice! Glad that worked!!
thanks for your service btw, i see u answering alot of peoples questions
Can anyone recommend a free marketplace asset to use to learn about using animations with characters? I guess i'm looking for something with a Skeletal Mesh and different Animations?
Also, I see there's "Animation retargeting", is this valuable? Do I just need to learn how to use Anim BPs?
the animations need to be tailored to the mesh its animating(even the skin matters), animation retargeting lets you with rather ease bridge the gaps between two different skeletons, allowing u to transform animations between 2 animations but its not perfect, ever.
anim bp is where u create the animation logic, you have alot of tools there that u can integrate in order to make comprehensive animation logic
you can blend, make state machines, have montages play, Create IK Rigs integrate control rigs which are a topic of its own, and u can also make things with linked anim graphs which are a different stracture to basically use multiple anim bps in one
So AnimBP is where I do the transitions between anim states, and retargeting just lets you reuse anims for other characters (with caveats)? Roger that!
regarding an asset i dont really have anythig to suggest personally but i heard good things of this as its a modular mesh that uses the ue5 skeleton
but i never tried it
basically
ik retargeting takes two ik rigs for two different skeletons and it bridges the gap between them, that way when u take an animation and retarget it using an IK Retageter u get an aproximate animation that fits the new skeleton, it never works perfectly
Hey in my first person game I've got a shovel and some other few items and when you use them I want them just to move or rotate a certain way to show that they are being used, I don't use hands or sockets tho. Is this an animation thing or should I do it elsewise ?
start looking into state machines, montages & animation slots, and blending itll give u a good start
I've got a basic understanding of the state machine, i'll tackle the rest next, thankyou for your assistance!!
and this is for basic animations, theyre not the best but if ure not an animator its good enough for learning, just dont get frusturated, things wont work 100%
ull have to retarget them to ue5 skeleton
Oh sick! I'll grab that now 😄
im using it for my project, u can make it work
Just trying to learn it all, but get stuck not knowing where to start sometimes. Thankyou again! 🙂
how do i attach to a gun 2 hands, and attach the gun to the shoulder? that way theres 3 contact points?
socket @ shoulder and then 2 IK Functions, one for each hand?
@nimble torrent How it is ?
It's looks better then yesterday one😆
is there someone who can help edit animation can offer $ in return
check on fiverr there are a lot
cant find anyone andthe one guy said it was out of hisscope
it just a hurt animation but want the sequence also go 4 steps back
its really amezing how these animation works so nice, but cant even make to go 4 steps back
what you wanna make?
it's a hurt animation, but want it also to move 4 steps back
like the character gets hurt in the face, but also need to move a little bit back
tried to move the calf then the thigh also the pelvis
but it's not near simple
Quick question about animations. There are a lot of unreal animations, and Mixamo has a lot. Whereas CC4/iClone aren't really compatible with Mixamo, and there doesn't seem to be the same volume of animations already out there. Is it better to just use unreal animations and re-target to my CC4 model when in unreal with IK rig etc, or is there a library with lots of individual cc4/iclone animations etc any advice is appreciated! Plus Mixamo imports really badly into CC4, the character is badly bent and deformed!
I just don't want to get down a rabbit hole for something that turns out not to be the better way of doing it 😂
This is what Mixamo and unreal animations do when imported to CC4.
is the montage set to play in that slot?
can someone help me fix this issue? when zooming away the clothing glitches, otherwise it's fine. some kind of lod issue? this is a Metahuman and I'm using live retargeting in 5.4.3
Does anyone here know a good tutorial to make animations for UE5 in blender or something like that? Like for example, if I want to replace some of the motion matching sets for something I made.
Or add original sets like for weapons and stuff?
I think your character's clothes are unloading their animations when you zoom out, if you have dynamic culling, you should look into that
what could be the issue?
I have no idea where I would find that. The dress was working on an older metahuman without live retargeting, maybe it's related to that but not sure. Although the default Metahuman clothes work fine, so it's more likely that it's some issue on the dress?
After ragdoll recover my character is moving but the animation not working. Is it because of my animation blueprint?
I just have a simple 2 animations blendspace till now
<<<<Update I have found the solution, I was using Animation sequence instead of montages, When i replaced the animations with montages it worked properly>>>>
Hey does anyone know why mouse x and y input values coming directly from enhanced input action are different in standalone and editor?
In editor the values are around 50% higher.
Hey, I'm kinda new to animations, is there a tutorial someone can point me to on how you can play certain animations when an AI moves from going from straight to left/right and it transitions smoothly?
How to IK retarget between 2 humans of different height?
Ue5 manny to Metahuman.
Wrists are cocked inward hard. Going to try to get a taller metahuman for retargeting use
Is it possible to use pose assets in a blend space?
hey i could use some help trouble shooting this.
i duplicated my blueprint and the character is now stuck in idle animation. i can freely duplicate the anim bp no problem, or the game mode, or it seems like anything else. but when i duplicate the bp, it gets stuck in idle. why the heck would that be the case??
im using GASP+ALS, if anyone is familiar with that.
It seems my footIK feet positions are set to some kind of default position rather than where the animation suggests they should go. What am I missing here? Google and chatgpt can't help me (though I don't know what to search/prompt for). 😦
This does not seem to be an issue with the movement animations, just specifically this one. 🤔
are there any good first person bow/archery animations?
What's the correct way to blend between a walk and a run animation? I put them in my blend space and end up with this:
i think it might be because the animations have different paces? i use state blending and its perfect
i just set a curve and a blend time and its perfect
Yeah that's why. I'm just not sure what to do about it
use blending
that works for me
though seems like it looks weird cus u let it stall on a transition
did u try using it in a state machine?
What's the proper way of creating a new animation starting from the last frame (with that character position) of another animation?
Also making it easy to adapt the second one after adjusting the first one later on. I'm using Level Sequencer and bake to control rig.
- Character sitting down
- Character putting legs on stool
Later I might adjust the sitting position in (1), how do I then copy/paste this position into (2) for example?
I tried copy and pasting keyframes but I'm not getting it right.
How much of a performance gain is the new property access and thread safe update BP features on AnimBPs?
I have a level with a lot of NPCs with very simple AnimBPs, not sure how much of a performance gain it is
Hello!
I have a problem with the animation blueprint in Unreal Engine 5.3.2 and I don't know what else to do,
I have my skeletal Mesh and a bunch of animations I made
I can play this animations as assets on the skeletal and everything works fine, but If I try to put them in a Animation BP it just doesn't do anything, even in the preview window,
Anyone has encountered this problem before? This works fine in other characters is this the only one that fails
Thanks in advance!!
when doing left hand ik, would it be responsible for both the location (on the gun) of the left hand and the rotation of the palm of the hand? or would the rotation be the creation of some animatior sitting and animating the fingers? im asking this because it seems that my ik does set my hand in the right place, but the holding animation seems to be going through the gun
How do I derive the wall speed from a walk cycle animation?
Does anyone know if there's a way to constrain geometry to simulated cloth on a skeletal mesh? I wanna put some small, non-flexible metal pieces on a coat, and... Yeah
Do you mean how to get the walk speed to affect the walk cycle animation?
I mean the perfect walk speed to match the animation so it doesn't feel weird when walking.
I was using root motion originally but I don't know how to use root motion with animation warping.
So, you can touch the play rate on the animation asset itself to make it match your walking at full speed and the use an Animation Blend beetween the IDLE and the Walk speed to match your speed when the character is moving slower
Yes, but how much is the walk speed and animation needs to be to match. Its not like if I set walk speed to 300, I can just know which rate scale will match it.😥
I just play around with it, I'm sure there is another way to get a more exact measure, but it all depends on the animation and your character walking speed in unreal
Playing around..... Someone else said that I can calculate it by checking a complete full walk cycle and compare the distance it covers with root motion.
I guess I'll try out some ways.
Also it would be better if Its possible to make root motion work with animation warping. Is it possible?
Yeah, but that only if your animation has root motion
I don't know, I barely touched animation warping, maybe somebody else can help you with this
Its just that I could hardly find any tutorial related to animation warping. And I don't wanna go through the docs. The wording of description don't always make things clear for me.
I guess I'll wait.
I have a dummy question I could use a little help with. My character needs to equip a weapon (a boulder in my case) and right now that's just a static mesh I turned into a skeleton mesh and I'm attaching to their right hand. The object ended up being way too big, and I'm trying to figure out how to shrink it to a size that makes sense.
How does one accomplish that with a skeletal mesh short of re-converting the static mesh into a skeletal mesh a second time, starting with a smaller static mesh? There's got to be a way for me to transform the scale of this weapon somehow, or am I out of luck? All of the resources I found suggest that when working with skeletal meshes the only way to resize them is to change them in Blender and then re-import them in UE.
You are attaching the weapon in the blueprint?
If you are doing so, you should be able to change the size of the skeletal mesh as you will with any component/Actor
Indeed I am. We're using a template from the marketplace which does this internally when a weapon is equipped. Sounds like I can apply a transformation before the attachment and call it a day?
Yes, so this blueprint attachs the weapon mesh component to the player skeleton component and binds it to the hand socket (So it's attached to the hand bone), it's attaching with "Keep Relative" so you should be able to change the wapon component local size after the attach
Perfect, thank you. It looks like Set Relative Scale 3D & co do the trick, post or pre-attachment, which is great.
Happy to hear it worked!
Out of curiosity, is it possible to attach something to two bones at the same time? E.g. say I want to carry the object with two hands rather than the more traditional "here's a pistol in your right hand" situation. Would that work at all? Or is the expectation that you'll only ever have one parent when it comes to skeletal attachments?
I think you can only attach to one bone at a time, I don't know if you can maybe parent two bones to two bones, but I don't know
A bone cannot have more than one parent. I looked up solutions to your issue, and I can find a few alternative ways to go, and I'm not sure which way is best. Constraints, extra bones, IK rigs...
hi all - i'm a bit lost on some animation blueprint fun:
i have two livelink sources - a VR headset and a mocap suit. I want the VR headset to control the root and head, and the mocap suit to control the rest. how would i go about filtering this?
i was trying to do nvidia omniverse audio2face to animate my metahuman's face. but for some miserable reason reason there just is no option to import usd animation when i right click in content browser. the entire omniverse category in the right click is missing. obviously i have the ace plugin enabled. i can live link perfectly fine.
i couldn't find any help online on this matter so i resorted to recording it as live link performance. but it just overrode the entire body animation throughout the sequence as well and destroyed my animation i had worked on for the last 10 days. it did this eventhough i didnt pick the live link thing as the body subject in the metahuman details. it was only set for the face. my pain is iimmeasurable so if there is anyway to recover my animation, let me know of that as well. i immediately tried undoing but it crashed unreal so. yea. checked autosaves and they're too old.
On a related note, do 3d artists typically try to nail the correct final size of a 3d model like a weapon so that you don't need to worry about scaling it later in-engine, assuming there is no expectation of the same asset having multiple sizes in game? Intuitively it would seem like the answer is yes, as that reduces additional steps that might be necessary to correctly display that mesh in game.
E.g. say you have a game with humanoids of the same size, and rifles. It might not make sense to make incorrectly-sized rifles if ultimately you're going to have to adjust their size in the engine once they're attached to a standard sized humanoid.
Is there an updated version of the animation starter pack somewhere? Something that's easier to implement into a project than Lyra
is it possible to push the arm out without reauthoring animations so the gun is more to the right?
(im not an animator lol)
yes this is correct! in our team we use the mannequin and a 1x1x1 cube to check sizing for props and assets
If the arms are IK-animated and it's the gun that 'drags' the arms around, then it should be possible to add some sort of an offset to the gun's position, to modify the animation.
Yes, definitely, that's the way to go for art production. But, don't be too hung up on getting it exactly right the first time, because sometimes you want things a little bigger or smaller than real life, in a game engine.
I think by default, the lens crushes things directly ahead, a little bit
Sounds great. Right now each weapon BP comes with a scale multiplier vector variabe which I apply to the mesh if some of those fine-tunings are necessary. But yeah, at some point I will have to overcome my programmer terror of Blender and at least learn how to resize and export things 🙂
I can sympathise, having an artist terror of Blender
which is probably why I use bforartists
Anyway, I have a question. Something that has puzzled me.
The highlighted object with the red circle icon. I don't know what kind of object it is, and how it seems to be located at 0,0,0 even though it is at the location where the wheel goes. If I'm making a similar rig of my own, how do I make something similar to this particular object?
Of course! but maybe you are interested in making some scale changes for gameplay reasons or so
Retargeted Manny 3PP animBP to Metahuman with good results. anyway to improve the IK foot placement?
is there any way to get some kind of hand ik on a sit animation like this? (I'm just playing it with an animation montage right now)
Yep! You can use a raycast from the previous-frame's hand position to the ground to get a translation you can IK the hands to.
If you're using the automatic retargeting from 5.3, then not really - you'd have to translate the character up the height of the shoes (which you can do with an animation modifier).
If you're using the IKRig / IKRetargeter system, you could apply the offset in the alignment pose.
can you give me some more details where to implement this and maybe where to find an example? I'm quite new to all the animation stuff 🙂
I'd guess I somehow need to do in the ABP and then trigger it from the character BP when the montage finishes?
Hmm, I haven't seen anyone doing any tutorials on this unfortunately. It's a combination of several things, and it's definitely not cheap.
Raycasts tend to be quite expensive, and one of the things you tend to need to optimize.
So here's the documentation page on traces / raycasts:
The landing page for Physics Traces.
So the basic technique would be:
- identify that you are in an animation state where you need to run this kind of process (you do not want to be doing this all the time)
- get the location of the shoulders and the hand bones
- raycast from the shoulders to the hands
- if you collide with the floor, get the hit position (the point at which the line drawn from the shoulders to the hands hits the floor) and store that
- use that stored value as the effect position (probably with an offset based on the height of your hands) for a two-bone IK system in your animation blueprint
It's not too elaborate, but it's not plug-and-play.
Thanks a lot! I’ll give that a shot
You can probably get away with only doing one raycast to get the relative height of the shoulders to the floor. You probably do not need to do it every frame.
Unless the character is rolling around or something.
hi all - i'm a bit lost on some animation blueprint fun:
i have two livelink sources - a VR headset and a mocap suit. I want the VR headset to control the root and head, and the mocap suit to control the rest. how would i go about filtering this?
this is what my general skeleton tree looks like
i've been trying layered blend per bone but don't think im using it correctly / unsure if that's even the right node for this
hey, im trying to do a modular rig and i cant find a fix to this problem:
all of the sockets except for the spine are at the bottom for some reason
and when i add my own they go in the wrong position
they're all at the top instead of being attached to the rig, i cant drag them to the right places. this is making no sense and all i wanna do is animate this guy for movement animations and stuff.
Is it possible for a blueprint such as a weapon actor to provide an animation or animation blueprint that it wants its owner to play while it's active?
I'm using the default metahuman retargeter With some custom offsets for the upper body. I'll try some manual offsets with the feet and see if it's an issue with the boot mesh or if they're truly is a discrepancy.
Yeah, though this is probably not how you want to do it.
Look up Linked Anim Layers - that's the more flexible way of handling the idea of an item defining a chunk of a characters animation sets.
They're basically a way of inserting one animation BP into another, so you can do things like sheath and unsheath weapons, blend in and out of different combat stances, etc.
That's an interesting one. The modular rig tends to not work, but this particular problem is unusual. I haven't seen that before.
i can try a control rig but that seems like itd take a while
also my rig is really weird
is there a way to just use the rig from blender and use that in unreal?
i have it rigged there
No, unfortunately. They don't agree about what a constraint is or anything.
Wish I could help you figure out what's up with the modular rig, but it has so many issues I haven't really bothered to learn that much about it.
There are several really good youtube tutorial series about the non-modular control rig though.
whats the best way to do directional movement without having the blendspace blend horribly
I am currently working on the AI for my game and whenever my AI enters its "chase" phase it will lock onto the player's camera or stare at you while they chase you. It works fine except for whenever my AI first starts to look at the player. It does this weird jitter motion and I have no clue how to fix it. There is nothing online and I have tried different approaches that either break the head turning entirely, or yield the same result.
I would really love a solution to this so I can polish up the head turning and move onto the next thing for my AI.
I'm sure someone is going to point out that my code isn't optimal and I'd also like feedback on how I can optimize it. Granted I have no performance issues despite my weird way of coding, so it should be fine.
https://cdn.discordapp.com/attachments/221798778208780288/1265349212782985246/2024-07-23_11-43-45.mov?ex=66a12fc9&is=669fde49&hm=65bd012b2023e8aae96847ede990b958371112f2e62413ebdb3245172c699736&
You can get pretty far with turning the character into the direction of movement, and not using a 2D blendspace. So rather than strafing, they just turn to face the direction they're going.
This has the added benefit of being how people normally move.
Why do you have three look-at nodes stacked like that? Is it for the head and neck bones?
For some reason when bringing over the rig to unreal the parenting for certain bones got messed up and as a current bandaid fix I am having to do. I couldn't find a way to do multiple bones on a single node so that is what I came up with for now.
- the head
- the eyes and lower jaw (includes bottom part of the mouth as well)
- the upper jaw
The model present in the video isn't the final model and has unfinished textures, animations, and small rigging issues as stated above which will all be fixed before release.
Oh no!
But yeah that is my reasoning for doing the look at node 3x. I'm hoping there is a cleaner way I can do it.
Yeah, you definitely want to fix the hierarchy issues.
The eyes and jaws should be children of the head.
How would I go about keeping them aligned with the head?? In Blender the hierarchy works fine since they're children of the head they all follow it. So I assumed Unreal would allow me to do that here.
If they're actually children of the head, they should follow the head if you move the head.
Just like in Blender.
The only reason they might act differently in Unreal and Blender, as far as a hierarchy goes, is if you have a non-uniform scale on one of them.
Blender and Unreal disagree about how non-uniform scale values work.
But if the jaw is the child of the head, and you rotate the head, the jaw should rotate with the head.
Yeah, that is what is confusing me.
When you test that in the skeleton viewer - do the jaws and eyes rotate correctly?
Because the animations I imported from blender follow the head just fine, but when I do any form of animation adjustments in Unreal the other parts of the head just simply won't follow the head unless I do that.
No, what happened before I added the other 2 look at nodes is the upper half of the head looked leaving her mouth, jaw, and eyes behind.
OK, but that's not testing in the skeleton viewer.
That's using the animation blueprint.
What about the skeleton viewer?
Oh my bad
That's what opens when you double click on the skeleton.
let me see real quick
In the content browser.
i missread i thought you meant the abp
All cool!
yeah 😭 that isn't right
im wondering if its because i used the rigify addon in blender.
is there by chance an addon i need to enable in unreal to get compatibility if that is the issue?
Well
So, unfortunately - rigify tends to add a bunch of additional bones to the armature in blender. There's a big difference between a skeleton (which is a collection of bones that a mesh is attached to) and a rig (a collection of controls that allow an animator to manipulate a skeleton).
In Blender, often the rig and the skeleton are kind of smooshed together into a single armature, which when exported into Unreal, tends to create a lot of extraneous bones that don't do what they used to do in Blender.
In my experience, I have often needed to keep the 'animation rig' and the 'export skeleton' separate in Maya and/or blender, so that I can export 'clean' versions of the skeleton, mesh, and animations.
i see, so how should i go about rigging and animating in my workflow from blender to UE5? any like pointers to forums, videos, etc would be appreciated.
on another note I still need to figure out why when the AI first starts looking at the player that she does a weird twitch.
My guess would be a single frame of a bad value in the Camera Location. Try printing that value and see if on the frame where the glitch happens, you have a weird or bad value in there.
alright, thanks i'll do that real quick.
That's a tricky question. There are a lot of different ways to do it.
There's a blender addon called 'Game Rig Tools' which I haven't used, but might be useful for you.
They have both a pay-what-you-want plugin and a youtube series that might help.
Again - haven't used them myself, but when I went looking, they appear to have good reviews.
This is my first time trying to import a full on rig to a game engine so I am bound to mess up somewhere.
Exporting your character from Blender to a Game Engine is hard.Especially if you don't understand the underlying tech (and frankly, who does?) exporting to a game engine can feel like a minefield. Why do my animations look different after export?Why is my character distorted?Why are there more bones than I need?etc. etc.That's why we created Gam...
I'll check it out
thanks
Like, for me - I created just a skeleton in Blender, and then animate in Control Rig inside Unreal.
But if I was working with people who wanted to animate in Blender, then I'd create a skeleton armature, that just consists of deformation bones, and then I'd duplicate that, and create an animation rig over top of one of the copies, then I'd constrain the skeleton armature to the animation rig, and I'd bake onto the skeleton armature to export my animations.
Bit confusing, I'll have to figure out what most of that means.
It is, unfortunately, a bit confusing.
so, as i was already thinking what is happening is that when the LookAt node is called for some reason the camera's position isn't be accounted for until a frame or two later where it then quickly snaps and corrects itself.
What value does 'Look Alpha' start at?
Does it start at 0?
yes
Hmm
i tried messing around with some lerping to get it to transition between 0 and 1 which just
causes her to not look at me at all
the thing is i already tried accounting for this by delaying the look at nodes to happen after 0.1-0.2 seconds. presumably this is after retrieving the camera coordinates.
Look up the FInterp functions for this.
Using time for this is probably bad. You probably want to figure up why the alpha value is being set to 1.0, while the camera values are bad.
You could pad against bad camera values by testing to see if the camera location isn't at 0,0,0.
Like, it's Length is at least 0.5.
That would avoid the problem, but doesn't fully answer the question as to why the camera isn't providing good values right away.
I can try but I think the reason why her head is snapping is because she is looking at 0, 0, 0 world coordinates (which is her feet basically), then the engine quickly corrects itself causing the jitter.
May be because I'm casting which isn't optimal, i'll try messing around with getting the player's camera a different way rq.
No, it's not that. The 'don't use casting' advice is reasonable in certain optimization conditions, but Unreal is fast. You have one character. That is not the problem.
Perhaps, I still want to see if retrieving the camera in a different way is faster and will allow it to work.
No, I mean - for certain optimization due to casting one character one time is not the cause.
I was wrong 😭
That said, sure - go ahead. It's possible that other ways of accessing the camera may avoid the first few bad values.
Let me try doing the Finterp thing you suggested.
It will still probably display some kind of error. If you want to get rid of the problem without understanding it, testing the length of the camera location is probably your best bet.
Just don't set the alpha to 1.0 if the length of the camera location is less then a small number.
alright i'll test that as well.
ignore the messy lines i'm just quickly throwing this together. this is what you meant right?
Yeah.
whenever i do this her head still twitches so im gonna try the Finterp thing now.
Interesting. It shouldn't.
let me record it and slow it down to see if i can see anything weird
I might also try printing the 'Look Alpha' value.
i have it set to print out the length of the camera
Just to see if the look alpha is on when it should be off for some reason.
Because if you see the issue and the look alpha is off then something else weird is going on.
For animation retargeting, my friend is offering to do it but through blender, just wanna confirm that it should be fine?
Just sending him the animation and the mesh I want it in and importing that to Unreal works just as well as making an IK Rig re-targeter?
It might! It will depend on their process!
And you will probably have to reimport everything. Meshes, skeletons, animations, etc.
If they're changing the skeleton.
That's very strange.
why does her head snap when the look alpha is at 0?
here, maybe i'm doing something wrong in the blueprint.
Not sure. OK, so... what happens if you disconnect all of the head lookat stuff?
Like, you don't delete it, you just fully bypass it in the animation BP.
She should stop looking at the player.
let me check
But I am interested if there is still that error.
i think she just looks straight ahead without any twitching if i remember correctly
yeah
no twitching
its being caused by the look at nodes possibly?
It seems like it must be, though it's very odd that they would be active with an alpha value of zero.
They should be inactive. They should be being fully bypassed.
let me show the details panel of each look at node
that way you can see if i did something wrong
Unfortunately, I have to go! Best of luck!
alright, thanks for your help.
Can anyone give me a quick overview of how to make a bone on my character stretch?
I have tried a bunch of things like giving the stretch bone a child bone and transforming it's position in ABP, and giving the stretch bone it's own ik full body chain with stretch enabled in its own ik rig (but couldnt find a way to position the ikgoal in ABP) etc etc
Any ideas? 🤔

So this is what worked for me.
- I set the Look Alpha to a boolean value.
- Inside of the details panel I set the blend in and out time to 4.0
- Set the curve.
- Then boom its fixed.
I am really unsure as to why it wasn't working before, maybe an engine bug or I was doing something wrong but this seems to work great for me. Plus I get more of a natural control over the transition with a curve which I don't get with the float value.
I wish I could help but I am quite new to this animation stuff for unreal. If it was just solely blender I could help out.
Neat! Glad you got it working!
Unreal handles non-uniform scale very weirdly, and in a way that basically no other 3D tool does. It makes scaling bones in the skeleton a really dubious proposition. Technically you can but the results are likely to be exceedingly weird.
If you want a character to stretch part of their body, your best bet is to translate them, possibly with several additional bones spread out along the length of the stretching part to provide greater control.
Has anybody here worked with the copy motion node? I'm trying to wrap my head around the hand and elbow IK noted in the brief description of its setup.
Yeh I'm starting to notice that 😅
I had some luck since posting and found out how to move a stretch enabled (full body) ik goal to the right spot but then all manner of demonic deformation happened with the character, a from the full body ik moving other goals and b from the annoying point that the start bone of my stretch ik is a child of some bone and the position I want to move its goal to is a a bone that's child to some other bone, so of course the local positions don't match 😅😥
I wanted to make procedural stretch bones instead of corrective bones for joints, but I can definitely see now why everyone just uses the corrective bones/poses etc
Yeah, of all of Epic's decisions in creating Unreal, the scale one is truly bizarre.
Is that in the engine now?
It doesn't sound like it'll get added -- the linked post indicates they've copy/pasted it out of Fortnite and don't plan to support it.
But they've provided the source files for it, and I've got a project set up using them, but there are a lot of variables to configure. I'm having trouble deciphering what does what
Ah! Oki! I only vaaaaaguely remember seeing something about it in one of their videos a while ago.
Yeah! I just watched some of the GDC 2024 presentations which got me started down this path
Honestly, with how pleased they seem to be with the Game Animation Sample, I'm guessing 5.5 will have its own native solution for item handling. It'll be nice to play around with something now though 🙂
We then apply that additive to hand and elbow IK effectors via the Leg IK node.
This... doesn't make sense.
Based on their graph, it looks like Copy Motion is setting the hand and elbow ik effectors, that are then used in the Leg IK node to position the limb.
But the way they have that written, it sounds like the Leg IK node is applying the additive to the IK effectors?
And that's very clearly not what's happening.
I think that their setup prior to copy motion is setting up the IK effectors, then copy motion is doing some blending between the current pose, the historical pose, and the ik effectors
Possibly!
This is the copy motion node. And it's another thing I'm confused about -- it uses a single bone as the base. Maybe we're supposed to use the weapon hand?
Hard to say!
No idea I'm afraid. If you figure it out, I'd love to hear how it works, but I think you're probably on your own with that one.
Yeah! It feels like I'm close to something, but I'm just a turtle that's wandered into a library. There's lots of knowledge there but I can't make heads nor tails of it!
Yeah, if I figure it out I'll make a video on the setup at least
Oh and one of the first comments in the source indicates that it might get replaced with Control Rig 🙂
// Highly experimental plugin. There's a strong chance that this gets replaced with Control Rig functionality after initial exploration.
I am seriously struggling with the modular control rig. I re-rigged my character to try and fix the knees bending inward. And now when I use the modular control rig, it brings the feet up into the thigh...
I have double checked all the orientations, scales, etc, and everything looks correct to me
I got it working 90%, wasn't that hard actually 🙂
The only issue I have is joint target location, I don't completely understand what to set this to.
So my effector location is the location of the trace hit in world space, that seems to be fine, as the hands are positioned correctly.
I experimented with joint location, lowerarm, upperarm, etc., but nothing works for both hands.
The description says "the location used to orient the joint bone". Is the joint bone the next bone in the hierarchy?
So hand_l's joint bone would be lowerarm_l?
In that case, the lower arms should be targetting outwards, like the arrows in the picture? But how do I get a location/direction like that?
aaaah, now it clicked in my head...
I can just use a local bone location, which I can figure out by looking at the skeleton!
There you go!
Nice job!
I was going to say 'it's the middle joint, the elbow!'
Hmm, now I found an issue, the hand placement doesn't work on different angles.
On the screenshot above I added too much offset and on a more gentle angle they're now floating.
Without offset it looks like this. The trace hit location is correct, but it looks like it's not placing the hand exactly there, but lower? 🤔
Is it correct to set IKbone to hand and effector location space to world space with the trace hit as location?
Are there any really good courses on making existing character mesh's work with the UE5 manny?
I have mesh's i want to get to work nicely but theres some problems like the arms moving too far etc, i think maybe someof it can be fixed with weight painting but im not sure
Im happy to pay for good courses
So answering for this in case someone in the future encounters the same problem, this character was rigged with autorig pro in Blender and exported using it too, seems that there was a problem with the exporter that was making a kind of broken unreal rig, my solution was to export an ANIMATION instead of the rig file, and somehow that didn't include the definition to the Unreal rig that was breaking in Unreal, there surely is a better solution but it works now
Hello, i'm not an expert into animation but i was wondering. If we make an animation with the default rigged character. But we would like to have an animated weapon. as well. Can we animated the weapon on the the default modele and attache that animation to the default model. knowing that default doesn't have any weapon. so there is no rig between the weapon and the body. so if i animated a weapon base on rig of the weapon + body. how can i attach that animation to the animation of the body.
I'm late to the party, but can we see your IK node settings
there are variables for preferred angles & max angles
google search various arrangements of the terms "unreal engine attach gun animation bones" and you can find some good leads
Hello there ladies and gentlemen!
Please i would like to humbly ask for an advice regarding animation retargeting from Epic's Game Animation Sample project (the new motion matching template).
As you can see in the image when the character is performing it's climb animation the hand is not perfectly placed over the edge like the sample model, yet the Hand IK seems to be placed exactly as the model... there is a small difference in the model scale
between the models but overall animations are looking great, just those who need to place the hand over some obstacle are not perfect yet.
Any suggestion is very appreciated, thank you!
This is IK animation retargeting, correct?
Yes it is! I'm using the new auto retargeting from this Sample
You are correct, it is because of scale difference.
I just solved this myself last night lol. But it was easy becuase I simple imported a tall metahuman that matches the scale of the ue5 Manny. Retargeted. And then used the same animations on my medium height metahumans.
Does your target skeleton come with any compatible counterparts? like a female soldier that might be shorter
if not - you can do some manual tweaks per-animation (yes you would need to tweak retargeter settings > retarget individual animation > test results > repeat if needed)
but if you're lucky, you may be able to apply your custom tweaks to the entire animation pack, or certain types.
step 1. dont use auto retarget
Ahh i see ! thank you i will have a look at it
step 2. Inside retargeter, ensure both IKRig assets have properly set up chains & whatnot
step 3. inside retargeter, select IK goal in Chain Mapping window, play with settings to fine tune hand and feet.
leave blend to source at 1 or the IK will be gradually disabled
step 4. click Asset Settings at top right to move preview models, I recommend setting Target Mesh Offset to 0/0/0 so you can see the characters overlapping, while fine tuning, during animation playback.
fyi Target Mesh Scale does not effect end result. Recommend leaving this at 1 as to not fool yourself into getting different results.
finally: this does not produce the quality of results that would come from 2 models being similar & of same scale. When retargeting more than 1 animation at a time after applying IK goal offsets, only retarget groups of similar animations. Different retargeter assets for different types of actions of locomotion states.
For example, I IK retargeted some sprinting animations after applying static IK goal offsets. But using the same static offsets for the crouching/sneaking animations produced an undesireable result.
@naive mountain thank you very much!
You're very welcome. Unreal retargeting still has plenty of work to do. The "auto" retarget option is a joke!
Is it possible to implement custom rig graph functions in c++?
I've found that checking "Enable IK" in the retargeter asset will get the hand position pretty close. You can also play around with locking in the IK X and Z locations, to keep the hands at an appropriate width if you prefer that.
That does affect the running animation, so you'd also want to figure out how to toggle on and off IK depending on the animation. I haven't done anything with that yet, but it looks like you should be able to set it on the IKRetargeter with a Set Global Settings in Retarget Profile node.
Interesting! thank you for letting me know 👍
No problem! I'm no animator, so I like to use the animation tools with as few tweaks as I can get away with 🙂
Yep! Though doing so is a bit fussy, because you have to define the graph node and the actual graph logic in separate classes. I've only done it with animBP nodes, but I imagine that Control Rig nodes work similarly.
sure 🙂 is anything else modifying the effector location?
Hello. Can someone guide me how to update this blueprint? I migrated it from 5.1 to 5.4 and some things are missing. When I look up for those variables that I need, they do not exist
I have scene components on the steering wheel of my car (see the white spheres), and I'm using FABRIK ik and the world transform of the scene component to get the character's hand on the wheel. But when the car moves the IK starts lagging back and I can't figure out why. The effector transform gets updated every tick and the tick interval is 0.0 for the car and player.
how did you do this?
I've got the node doing something! The motion copied location (pink) is now separated from the base (purple). I think once I figure out how to control the elbows it'll start to look recognizable.
could anyone help please ? 🙂 :/
Okay, so I finally figured out what issues I was having with the modular control rig.
When adding the legs, it procedurally creates two ik ctrl leg_*_pv_ik_ctrl and these by default go to the root, which cause the legs to twist all terrible, but manually moving them out away from the mesh fixes the FK.
Since it is procedurally generated there isn't a way to default it away, afaik. but manually moving it fixes my issue
Anyone knows what is the advantage of using an Animation Blueprint Template rather than regular ABP inheritance?
Both can be inherited from and the child of a regular ABP can override it's parent skeleton and variables.
For example, I have a ABP_Bicycle which inherits from a ABP_Rider because they both need to use the same state machine, but their anims and skeleton are different. No templates involved.
It was a few week backs, but in the end we were able to sync two animation graphs by making them share a single state machine using inheritance and asset override to change the animation variable and the skeleton.
There were some part of the anim graph that needed to be overriden, and for that we used Linked Anim Layers since you cannot override the anim graph when inheriting from an ABP.
Neat! Nice job!
Thanks for sharing! I've run into that leg issue as well and wasn't sure how to fix it
Wrong reply I think 😛
Oops! Yeah I was shooting for one message higher
Templates feel really undercooked honestly. I don't think they're a feature that should be considered production ready. I haven't used them in a large project, but the times I've played around with them, they feel like just a less well supported kind of inheritance.
You make a plugin, then you define the two classes. You're going to need to know C++ pretty well to do it, and be careful with Unreal's templates, as they're a little confusing the first time you use them - but if you look at how Unreal made their own nodes, it's not too hard to figure out.
This is a ticking order problem. You're trying to read a value and use it before it is updated for this current frame.
So you're getting the last frame's coordinates, which is why the error increases when you move faster.
There are functions that let you control the tick order. They're called 'Add Tick Prerequisite Actor' and 'Add Tick Prerequisite Component'. If you make your car the prerequisite of your character, this should solve the problem.
Hey! I am working on a product animation where I am using some additive animation tracks. When I render out my test render with only 1x1 samples everything animates correctly, but as soon as I add samples my animations gets skewed. Is there an obvious reason and hopefullty workaround for this?
It works again correctly when I disable the additive tracks..
Even after adding the car as a prerequisite actor to my character (or vice versa) I'm getting the same result unfortunately
Hmm - are you reading the cars position or a bone position?
Because I think it's possible that the car actor is updating before the car skeletal mesh?
Have you tried setting the skeletal mesh as the prerequisite?
I'll try now, I have a scene component on the steering wheel, and I read it's world transform
Fixed! Thank you so much!
Had to add it on the skeletal mesh of my character
Hurrah!!
I wouldn't worry about the variables you're putting in.I would click on the node.Look on details and see if there's clamp settings or something of the sort relating to angles
question for you guys- is there a way with an animation blueprint to transform a bone (and all its children) to the location of a bone on the parent's skeletal mesh?
kind of like a copy pose from mesh, but for a single bone? lol
i have 6 different body types in my prototype and like 30 different heads (that all have different proportions/skeletons), so rather than making 180 skeletal meshes I'm hoping I can just offset the heads to the correct positions
or like- the Copy Bone node, but with the ability to specify a source bone on the parent mesh...
hrm.... i might have figured something out but i dunno how hacky it is. i'm using the event graph to grab the transform of the parent mesh's bone in the Animation Update event, and then using Modify Bone in the anim graph
Curious if anyone is using morph targets and cloth simulation on the same skeletal mesh. There is a deformer which seems to support this, but I haven't had luck getting it to work, and saw others struggling with it going back to at least May. I tested in the latest 5.4 release.
The deformer I'm referencing is: DG_LinearBlendSkin_Morph_Cloth
You can parent things to bones. So you could parent your heads to the spine / neck.
The node settings are in the screenshot as well 🙂
Here's a better visualization, it's placing the hands lower than the trace hit.
Depending on the angle I can't set the same offset
Hello folks I've been stuck on a problem for quite some time now: essentially I am trying to make my character run and shoot at the same time, and I followed the official UE5 documentation on this. However, my animation montage is acting weird in two ways:
1, it keeps looping even though the loop option is checked off
2, it gets interrupted every time and I don't know what's causing the interruption.
Does anyone know what could be the problem? Any help would be appreciated!
here's my animation graph
Anyone that's taken a deep dive into ALS, what's this for? I know it's a Curve on the actual skeleton model but where is it used and what does it do exactly?
Does anyone have any tips in regards to handling different types of item holding items? For example, if the character is holding a rifle, it'll be a two handed, if it's a pistol it might be just a single hand.
I have a rifle holding anim which looks ok but using the same method for a one handed item looks stiff so I thought I'd seek some possible suggestions.
How are you playing the montage?
This is one of the scenarios where a Linked Anim Layer isn't a terrible idea.
Otherwise, you can separate the left and right hands using Layered Blend Per Bone's, and specify that the pistol only overwrites one hand. It does add complexity, but that's what happens when your design gets more complex.
Generally speaking, IK setups have limits on how much they can correct an animation before you start needing a new animation or pose. Typically this is ~10% for it to look good, and 20% if you're OK with some jank.
Yea I was thinking about separating out using the Layered Blend Per Bone but not sure on the best way to denote when an anim should only play on a specific bone or all off them.
That's going to depend on how and where you're storing the animation setups per item.
Generally speaking, if you're mapping some amount of Things to another set of Things - I always recommend putting that into a third Thing.
So rather than having a list of animations in the Anim BP for weapons, or having a list of animations on the weapon - I recommend making a Data Asset that references the weapon and the animations.
This tends to be cleaner as you add more of both things during development.
I am using a Montage_Play node in the ABP's event graph. Before the node I called Is_Montage_Playing to check if the montage is still active, but the montage gets interrupted everytime so Is_Montage_Playing always returns true.
In that data asset, you could add variables that control if they go into the left or right hand, or both.
What kind of montage is this? To be clear, it's weird, and there's no obvious reason I can see why it would be displaying this behavior.
I would check first if I were somehow calling Montage_Play too often. That seems like the first place to check.
I currently have an item object that defines a multitude of data for the item which when equipped is used to set anim sequences in the animBP. (I might switch this to a data asset specific for anim related stuff at a later date) Currently just an holding idle, aiming and then a montage for when said item is being used.
So at the moment, I can define the holding anim, just need a good way to denote at which bone it should blend from. At the moment it's just an upper body blend which of course isn't great for all items.
It's an animation montage derived from a animation sequence from the anim_starter pack. Even if Montage_Play is called too often shouldn't Is_Montage_Playing return true for the majority of time?
That's why I am so confused
Yeah, on most real projects I've seen, most of the time, you end up having a left arm, right arm, and upper body split.
Yea, a left, right and upper body split makes sense. Any ideas on the best way/place to denote this? On the anim itself with a curve perhaps or just a variables somewhere?
I would still check. Right now, you have an undesirable and inexplicable behavior. The first thing I would do to debug that kind of thing is to confirm that I can deactivate the behavior in the way that I expect.
That's why the first place I would check is 'How am I this, and is it being called the way I expect?' and 'Can I stop it from being called?'
That's the first place I would look.
has anyone worked with the AnimToTexture Plugin?
You could use an animation metadata on the animation, but typically I would expect that for a particular object, you are likely going to have similar behaviors. So a pistol will always go onto one arm, for example.
Got it. Thank you for your help!
Ahh ok, so I could create 3 meta data objects for each of the splits and then just define in the animation? How would I get access to the data from the animBP?
Hypothetically? I would probably not do it that way. You can read the metadata from a sequence (or, I think, a montage) if you have a reference to it.
So if you're holding your animation references on your item, it would be possible to get the anim metadata from the sequence.
Also - you wouldn't need to create three metadata classes, you could instead create an Enum, and have one metadata with an enum property that's like 'Override Type' and have three options 'Upperbody, LeftArm, and RightArm'.
Does the default third person Manny control rig have IK controls for its hands etc?
Im watching some tutorials but mine doesnt seem to have them
I don't think it has IK controls, because controls only exist in Control Rigs.
It does have IK bones setup though.
So if one wanted to use them, they are available.
Mmmhkay 😦 Thought I was almost there.
That said, the behavior you see in your last two screenshots seems to imply that your IK system is deactivated.
If the wrists were being set to the height of the ground, I would expect the character to look bizarre, but not for the arms to go through the ground.
Ok, I think I've got an idea of how to proceed. So I currently have a function that gets called when a new item is equiped where I can get the relevant data so I assume it's just the 'Find Meta Data By Class' node, cast and then get the relevant data (not forgetting to handle if no meta data is found)
I believe, for animations, the function is 'GetAnimMetadata' because Unreal never does something once if it can do it many different ways to maximize confusion.
Uuuh, just figured it out! It's the control rig at the end of ABP Manny, if I bypass that it works. Although that's just foot ik, so it shouldn't interfere?
Not sure. That's depends on how you setup your control rig.
Ok, at least I can continue now 🙂
One other thing, in the sequencer in control rig I can move an arm like this, but when playing the baked sequence it looks different (realistic), which makes sense
Is there a way to forbid a movement like this in the sequencer?
The problem is that my animation always looks different later because I'm probably moving the hand in a wrong way
It's possible to do that, but you have to do it during your construction of the control rig.
Right now, you're translating an FK rig, which is generally not a good idea, and I don't know why Epic didn't lock down that behavior in the default Manny rig.
Yeah sorry i was asking about the control rig
Yes, there are IK controls on the default manny control rig. They are hidden by default. Look for a boolean value called 'fk arm switch' or something to switch from FK to IK.
brilliant thank you i will look now
Hmm ok, this is Metahuman_ControlRig btw. But for lowerarm and hand for example I only see fk's, how would I move them?
Same as what I just told XeLaD, you should look for a boolean value called 'fk switch' or similar.
That said, preventing you from translating the FK arm would require you to edit the control rig and lock the FK translation tracks.
Would i be looking for that in the control rig asset or inside like sequencer?
Either, though if you're animating in sequencer, it should be in the list of tracks.
Those are the ones, yes.
Ok, this gives me these, but when selecting them I don't get a transform to move them? 🤔
yeah same lol
i didnt check in sequencer
but the controls dont appear in control rig when i set them to visible
for the foot it's the other way around, transform there on IK, not on FK
but hand is different
they do on the foot yea, but the hand ones don't appear 😒
That has not been my experience.
Yeah, those are the ones I meant.
also works with the booleans in control rig set to false
holy shit man, so much stuff to learn
you're my life saver @nimble torrent
👍
@scarlet mothWhere are those tick boxes?
They should be under 'global_ctrl'.
They are not there in an additive layer, cooommeee on lol
they are generally not there in any section I add
They're not meant to be animated I don't think. Switching the ik/fk switch is meant to change viewport interaction.
but how would you then animate the hand?
The hand is meant to be animated, the switch is not.
At least, I don't believe they intended it to be.
I'm not an expert on their control rig decision making.
oh god
you just tick them in the first section
then they are automatically there in the other sections
it's kind of unintuitive
The full body Ik node has more functionality and customization. You might have success with that. I believe there's clamp angles hidden in c.Plus plus for this simple type mode that you're using.
or my brain is smushed after all the fiddling
Yeah, your brain is most certainly going to be mushed after diving into all of the things you have been.
Just understand that we are on the forefront of this technology, and it's really up to us to figure it out.
yea, need a break soon and just work on something I have experience in for relaxation
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Arranged by: Nobuo Uematsu
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*The tracks available on the above services are from the original soundtrack, and some of the tracks may differ from the Video Soundtrack.
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now of course activating these checkboxes breaks my existing animation, you need to rebake to control rig first
hope I can save my additive layers
Do you guys have any recommendations for full body custom rigs with facial bones and finger bones tutorials?
I can only find people using the default ue mannequim and I have no idea how do you mix that with custom rigs with facial bones and fingers.
I feel like there's a dumb reason I'm overlooking. I'm following a pattern I got from a Yarrawah's characters which adds child skeletal meshes to the main character mesh. The main mesh is the default Manny or Quinn. The child meshes are the skeletal meshes for the character. Yarrawah then sets the main mesh visible to false.
In my attempt to replicate this pattern, the child meshes animate just fine, unless I toggle visibile off for the parent mesh (highlighted in the screenshot). At that point, the child meshes all stop animating and drop down about 10 units in the Y axis. It's very strange.
I've checked all the settings for the parent mesh and body mesh between the Yarrawah example and my implementation. They are the same.
Is there an obvious answer for this?
I've attached screenshots of the Yarrawah example pattern and my shorter implementation of it. Also, screenshots with and without rendering on
Hello, I have two montages, one playing on upperslot and one on default slot. Im trying to use layer blend per bone to play them at the same time. The problem is that the second montage always interrupts the first one, even though the slots are different? So the first one will never get played. Has anyone else dealt with this?
How do i write a formula like this FInterp(Clamp on animation nodes?
Are there any unintended consequences of changing the bones used in the default 3rd person default Manny IK to use the foot bones instead of the Ik bones? (for easily using this on Metahuman skeleton) here i changed it on the right foot and it seems to be perfect. worried about tech debt if i dont add ik bones to metahuman
Hi guys today I noticed that when my two character walk away from each other the other player see this like the player glitches but when coming near him the glitches stops why? Can someone help pls?
This breaks everything. I'm just going to add virtual bones to make ik work without fussing with it
Do anyone knows?
im working on o-warping rn ill chime in later if i figure it out
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Blend in and Blend out on Transform (Modify) Bone doesn't work for me. On other nodes it does? 🤔
wait a sec.. you can do this at a skeleton level?? that would be amazing.. how is this done? the thing i'm trying to do is actually a bit more complex than just fitting heads onto a bone, i'm also trying to fit beards onto arbitrary faces, etc.. being able to parent a bone to another skeleton's bone would be a game changer for me!
copy pose from mesh?
Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.
Copy pose from mesh doesn't seem to work the way I would expect- when I change the parent skeletal mesh, the child just shifts down
I create custom clothes - with skinned mesh and generated LOD in Unreal Engine.
It uses metahuman_base_skel skeleton.
If I assign it to Metahuman — it not work.
How to fix this bug?
like- in this example I've got two head meshes that share the same skeleton but have different proportions. the eyebrow mesh is identical in both- I would expect that the arrangement of the eyebrow bones would match the head when the parent changed, but that doesn't happen
So you can parent to a socket. You do that by parenting to the skeletal mesh component, then specifying the socket in options.
This is probably not the best way of doing it, but it is technically possible.
ah I see, yeah in my situation ive got multiple bones that need to be matched precisely to their counterparts.. im now wondering if maybe im just using Copy Pose From Mesh incorrectly
like for example, my eyebrow skeletal mesh only has eyebrow bones, which the head mesh also contains of course. but now I'm wondering if maybe the eyebrow mesh needs all of the bones, whether they're weighted or not?
Not all of them, but if you have the ones that your modified bones (in this case the eyebrow bones) are parented to, and the ones those are parented to, in a chain, down to the root - that will work.
This is often how clothing is done.
So like:
- eyebrows
- head
- neck
- spine
- pelvis
- root
If you have those, and you use Copy Pose From Mesh - it should do what you want.
oooh ill try that then' the eyebrow mesh doesn't have the head bone in it, that could be causing my misery!
You need all of them, down to the root.
Hey everyone! Not sure where to post this, but I've made a blender addon (with animating for unreal engine in particular) that makes editing multiple animations on multiple rigs alot simpler. It also has a 1 click batch export button, along with several other quality of life features. Enjoy!
Animating in Blender can be quite annoying sometimes, especially when you have to do repetitive operations like changing a editing actions for multiple rigs, rendering your animation or something incredibly tedious like changing bone constraints - it gets annoying. What I've done is packaged all these operations in one addon, so everything I've ...
Ok i have a weird problem while importing my animation with checked bone tracks. After importing its getting like white skin and can do nothing with that, without that option my mesh is ok but without animation. Im exporting it as gltb from blender
ive uploaded to the engine 2 more anims and they works
but that one does not
ok so I've got my head bone in the hierarchy now and still seeing the same behavior- but I noticed some peculiar behavior- copy pose from mesh only seems to copy the first bone in the hierarchy that is weighted to the skeleton- it ignores all of the children! so in my case, I have brow_root with two brow bones to control the endpoints, copy pose from mesh is only transforming the brow_root bone. is this expected behavior? is there any way to force it to copy all of the children as well?
Could you show the skeleton hierarchy you have there?
yep! here are all three:
OK. So when I said 'you have to have the whole skeleton down to the root', I meant 'you have to have the whole skeleton down to the root'.
You need the pelvis, and spine, and neck bones.
not this one, nope
Weird choice.
i mean.. god of war did it. sometimes there's a reason y'know 😄
OK.
That said, I don't understand your issues, why you have three different skeletons you're comparing, why your sk_eyebrows skeleton has a bunch of extraneous bones for the lips, or why you seem to think that skeleton has two brow bones when it actually has six.
So... not sure what's going on at all there.
i added all those bones back in to see if it would help, normally its just the head and eyebrow bones
when i said it has two brow bones and a brow root im talking about one eyebrow. yes, there are two eyebrows
sorry, i been testing multiple configurations of this skeletal mesh to try and get results that i would expect. I can't even find any information on whether or not copy pose from mesh is supposed to copy every bone or not, I can't get a working example
It will copy bones that match the names and hierarchy of bones in the target mesh.
It is intended to do that, and does.
It is also widely used, so it does not have any errors or bugs. If there is an issue with what is happening, if must be in your data.
oh im certain there's an issue with my setup, just haven't been able to find it lol
can motion warp be used in an animation sequence?
What do you mean by 'in an animation sequence'?
Motion warping is designed to work with montages. The notify ranges are not available in sequences I don't think. Let me check.
Oh! No, it totally works with just normal sequences.
My bad.
Good to know!
But does it actually work? Because even though I can add the Motion Warping notify it won't actually turn my character
unless I'm doing something wrong, but I have the same setup in a montage and it works
Hmm - I wouldn't be surprised if those motion warping notifies only work if they're played as a montage.
Now you can use a function to play a sequence as a montage.
It's called "Play Anim Sequence As Dynamic Montage".
My guess would be, the notifies would work for the sequence if you do that.
But I don't have a motion warping test project setup, so I'm not in a position to test it at the moment.
Good to know, thanks! The thing is I wanted the motion warping in a sequence because I'm using it in the Animation Blueprint, may I ask you if there is a better way of making a character face a certain way through the Anim BP?
That's really going to depend on what you're trying to do. Generally, it's better to use the Character Movement Component to change the direction of the character, rather than the animation BP - but I'm kind of intense about the idea of pawns controlling their own movement and avoiding root motion.
using the mirror data table to mirror a specific animation, i want it to be mirrored to the Y axis but it does this thing to the bone rotations , any way to fix this?
X axis works fine but Y and Z makes the bones rotate in this way
Hey guys, I'm still struggling with this hand placement issue, even though I'm using the IK controls now.
For some reason when playing the animation the hand is not placed at the same location as in the sequencer.
In the sequencer you can see it's at the book, clipping with the dress.
When I play the animation it's not at that position. What am I missing?
just noticed it's not just that, the character is also sitting a little further ahead... but why is the hand further back then... 😕
how do you make sure an animation from the sequencer looks the same when played in the level?
the feet are placed perfectly though
hi i'm learning animation. What do i need to learn to be able to create a combo? I have 2 animation, and i would like when i press action the first animation start.
But if i do the combo i would like to start the second animation at a time of the first animation can link to the second.
How do i manually set those time to link animation?
anyone have experience with the Animation Budget Allocater?
my skeletal meshes hardly ever interpolate when there tick rate is reduced
How is simple animation handled in unreal? By simple animation i mean translation/scale/rotation of a simple non deforming mesh. My target goal is a "float around" animation exported from blender that I can attach to any actor with a static mesh.
Do all my actors need to have at least one bone and thereby be skeletal meshes or is it possible to do with static meshes?
and its always on high
Yuup. Easy and breezy.
any idea why it almost never interpolates anims when tick rate is reduced
My first thought is, you only have 1 skel mesh ticking
And im not remember what the difference is between interpolating anims VS reducing tick rate
Does setting ms budget change the debug graph?
yes it just drops the tick rate of the mesh/anims
still hardly interp maybe is my testing conditions 20fps ish 😪
So you want the animations to interp between ticks, instead of being all choppy
a.Budget.InterpolationFalloffAggression
Check out docs @ https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-budget-allocator-in-unreal-engine?application_version=5.4
System for constraining the time taken for animation data by dynamically throttling Skeletal Mesh Component ticking in Unreal Engine.
I guess ive got to figure out how to get that working on mine as well lol. I think its supposed to make a compromise between anim tick throttling & visual fidelity loss
Unreal doesn't do non-skeletal-mesh animations very well. I believe you can animate static meshes in Sequencer, but it's not easy to transfer those between objects, and I don't think it's possible to import animations for those (though you'd have to double check that).
Generally, if you want to be able to use an animation for gameplay purposes, you need a skeleton.
One of the many ways of doing this would be to create a custom animation notify state. You can use that animation notify state to define the period of time you can link to the second move by changing a variable on your pawn, or on your animation BP, or emitting events.
You seem like the sort of person who knows what you're doing. I am absolutely stumped by what should be a very simple control rig aim control. Do you mind if I show you images of the problem?
Sure! I might not be able to help, but I'll take a look!
In blender, here's the skeleton. The video shows a highlighted bone called 'HUB_B_L"
The still image shows a highlighted bone called "UpperControlArmEnd_B_L"
I have a control rig consisting (for test reasons) only of this.
HUB_B_L aims at UpperControlArmEnd_B_L.
But for some reason, whichever axis I try to use...
Hmm, OK?
We didn't see the mesh before, so it's hard to interpret what 'wrong' means in this context.
That said, have you tried putting the position of the bone into the 'target' slot, and not manipulated the target space?
Oh I see. Writing in numerical values which might change on this or similar rigs would not be desirable if I could avoid it.
Not numerical values.
If you right click and type 'get bone' you'll get that bone's transform value.
You can then get the translation value from that.
That's because the source is a transform not a translation.
Ah
If you right click on the transform and 'break' it, you should get a translation pin.
Yeah, done
I'll fiddle about with this for a second
Onto 'Target', it gives exactly the same messed-up orientation as before.
OK, not entirely unexpected.
Have you confirmed that the axis of your bones is matching between the two packages?
I've confirmed that the imported skeletal mesh has its X axis value identical
anyone who has tried mirroring anims, could you let me know a fix for this if there is any?
I would check the bones.
You can do that by opening the skeletal mesh and clicking on the bones in the hierarchy view.
I think you can also see them in the Control Rig view as well.
Oh I see, in the right hand panel
Your issue is probably related to a combination of the primary and secondary axis values. Do you know what they mean?
OK that's weird. Their values match in Blender but not here.
Well, I thought I did. I know that I have exports set with Y primary, X secondary, and that's also how it appears in Blender.
In this case though, the secondary axis is the secondary axis of the aim node.
So it's the 'up' axis.
Yeah, on the front wheels, the X axis corresponded to the correct aiming axis.
Eh, go ahead
I was trying to think aloud
All good.
So, an aim node is creating a transform from two vectors, and using the cross product to generate the third.
That's what the 'primary' and 'secondary' axis are, they're generating the two vectors necessary to create the rotation.
Not sure! I've never played around with those.
It might control which of the two axis they use for skew correction?
That means that you were probably putting in a bad value for the secondary.
I will quickly check my original rig parameters
I doubt having it at zero weight will work once things start moving.
Well, I'll just have a gander and get back to you in a moment.
@nimble torrent success. I'm not sure how, but through a good deal of meddling, somehow it seems to be settled. As for 'weight 0 on secondary may be a bad idea', I'm working from an engine example template which has such a parameter set.
Hey, the most important thing is for it to work.
Yeah. Thank goodness it did get resolved by random fiddling, because I was otherwise looking at how the bone transform values are very different from the blender bone transform values reported
Angles and things rather than bone head and tail positions
If you notice popping or weirdness as the aim target moves, you might need to dig into figuring out the secondary axis, but if it works it works.
Hopefully. Fingers crossed. Will be able to test when it's set up, but I believe it will be a matter of figuring out what I'm not doing that the template is doing.
Sorry to be a pain. I find it difficult to learn things except by diving in to existing things and then tweaking them.
FPS weapon animators, how you usually do weapon shake when character is walking? Dedicate animation to it or some camera shake, something else? Idk what best approach.
For weapon sway? It will be less time-consuming to compose an animation for it rather than writing an algorithm for it, since players expectations of what weapon sway looks like will be more specific than camera shake. Of course, you could still use an algorithm to magnify or otherwise alter the animation in simple ways, for different weapons, running speed, etc.
Can someone help me with an animation blending issue I'm having?
I'm using an animation offset to let this boss character lean forward and back, and it works fine for the most part, except when it gets to the arm gun part there, where it's ignoring it
it looks fine when shooting normally, it's like it's not inheriting the pitch correctly on that specific bone
this is my hierarchy, which I think might be a culprit
I'm looking for some help with attack animations, I have an attack animation with a loop to hold the attack, but not sure how to fire it off when released, so I just fire the End section when input is released?
Is that the best way to implement it?
So is physical "animation" the way to go? Im close to having that working by using a curve to add force to the mesh.
That's an 'it depends' question I'm afraid. Really depends on what you're doing exactly.
Just trying to get a bunch of meshes to float up and down slowly. Them having physics is fine for my use case.
Then you will probably have a better time using a Timeline node in blueprint.
Then using forces.
Problem is Im trying to make it as a component i can attach to different actors and timelines arent available in components
That's true. You could use delta-time and a sine-wave.
I tried this but It only seems to float downwards.
Im probably using the wrong "in time"
It's also possible that gravity may be a factor.
its disabled for the actor
Not very reassuring xD
Ill drop it and do a different approach
Looking at it I also now realize giving it a alternating force like this is only able to accelerate it and stop it because the force is equal in both directions -.-
The angels are singing
The bells are ringing
No WAY you can get better ik retargeting from manny to metahuman than this! :D
Why... I retargeted to metahuman tall. and when using the animation on metahuman medium height - the thumbs break
this hard seam doesnt exist on the tall mh
Are there any marketplace anim retargeting options that are better than unreal?
there's no way to multiply all curves from a livelink source by x value without doing each one individually, is there?
Is there a way to import animated custom properties on bones from Blender as part of animation sequences/actions?
I have a character with 2D textures for the face, and I want to be able to animate the material parameters for it this way.
When I import the FBX, there's no attribute/curve data imported.
Is there a way to make animations for camera that you can play just like anim montage?
Hi someone can help me pls ? I use cinematic car rig and my left wheels is bigger than the right one
its not bigger but I think it's not symmetrical
would a vault system based on motion warping be smoother and fluid or a transition target based system where in the character snaps to transition target location and then root motion is applied?
Does motion warping has any trouble being replicated?
Are you refering to Orientation Warping or Motion Matching?
An in depth look at Motion Warping for animations in Unreal Engine.
So, now I'm trying with Quinn to rule out retargeting issues.
Animation in sequencer: Thumb is directly on page. Character in sequencer is always at 0,0,0, right?
Then playing in level, Quinn is at 0,0,0, Thumb is not at page. Why? It's driving me nuts.
How are you supposed to create precise animations?
Please someone point me in the right direction, I can't find any information about this online
Hello,
first of all, I'm not someone who is super familiar with animation. Currently, I'm developing a small Project and would like to know if the following approach is at least partially on the right way.
I want to create a character which has a human body with wings and a tail and would like to leverage the existing animation from Quinn/Manny. So my idea was to add two additional skeletal meshes to the standard base character, animate them separately
and use slots to make full character animations. Is that a valid way or would I encounter huge issues?
Discard your frustration for we are on the metaphorical beach of normandy.
What are you retargeting to and from
You've got the right idea! you're going to want to look up modular, skeletal, mesh documentation.
Start by opening the retargetor asset. Go to the preview settings and um, make sure that both skeletal meshes are overlapping each other 0,0,0. Then observe the hand placement. You may see that there's tiny differences in your hands
Under the chain's menu, select your Ik targets. Add offsets Until the fingers are perfectly overlapping each other
This is the method I am using to retarget. Ik for specific animation types. Eg I have one retargetor for my standing locomotion.Another for my crouching locomotion.
Gonna check that. But for Quinn, it’s just the default mesh, nothing retargeted, why doesn’t it match here as well?
To confirm you are using the same animation. But with a different skeletal mesh, quinn?
If you want finger precise IK goals, animation must be mesh specific. A hard truth I swallowed today as well.
Even if it's going from manny to quinn. They have minor proportional differences.
No, I redid the animation for Quinn
Do you wanna hop in chat? I have a few minutes and it would be much more productive than typing LOL.
Not at the computer right now, are you available later?
Cool, that would be awesome
Can’t remember, will check, it’s a pack from the marketplace
Ok. They have a unique source skeleton
No issue, you'll solve the issue with some fine tuning.
Here is what I was referring to
You overlap the preview skeletal meshes in the retargetor asset. And this is the end product of adding rotation offsets ( 10° x / 10° y / 5° z ) to both hand IK goals. From UE5 Manny > Tall MetaHuman
(My current issue is metahuman specific. I must retarget for each MetaHuman by height, 3)
Ok, I haven’t used that retargetor asset yet. Sent you a DM 👍