#animation

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gaunt tartan
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Thank you ๐Ÿ™ weโ€™ve been building it for 3 years. Hit me up with any questions ๐Ÿ™‚

novel viper
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Does anyone know how to fix the calculate direction node for AI characters? For human controlled characters the calculate direction node works perfectly fine, but for my AI it gives incorrect direction results making the AI characters use the wrong blendspace animations. Why is this and how can I fix it?

opal galleon
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Hi, I would really appreciate it if someone could help me understand how to diagnose the root cause of an animation issues in UE.
I would like to use a Breakdancing animation from Mixamo in my game, but the legs are twisting the wrong way when I play the game, and Iโ€™ve been unable to understand why it is happening.
I started my project with the Lyra Starter Game template, and I believe that itโ€™s some part of this existing animation code that is causing the problem, but this is where Iโ€™m stuck.
The animation works correctly when viewed on the Skeletal Mesh in the editor, and in a brand new project based off of the Third Person template, so thatโ€™s what has led me to the conclusion that part of the Lyra animation logic is conflicting with this imported animation.
How do experienced animators go about debugging these sorts of issues in UE?

wraith goblet
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How do you guys Vinterp when all you have is a Vector that updates on the tick? Do you do a delay and set a 'Delay Variable' that you can Vinterp to?

high musk
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Does anyone have a good idea for bouncing an object using control rig? I have an actor attached to an animal and I want it to bob up and down when i pass it an acceleration value

mellow urchin
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animating in ctrl rig apperently still broken. how is 0,0,0 in world space not 0,0,0 in world space

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if im doing something wrong let me know but this seems pretty straightforward

last dove
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I have a lot of robots for a game that will have the same or slightly different animations. I'm thinking of using Cascadeur to fine tune animation as there is a live link. Any thoughts on this solution since the robots have to have interchangeable parts and use the new rigging and motion matching in unreal. It has to be procedural but still have good animations.

mellow urchin
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apperently this is 0 in that bones space. sure

lethal blaze
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is there a reason this menu in the ikretargeter is greyed out?

rose mural
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If I have an animation notify state in an animation and that animation stops playing before the end of the animnotifystate, does the animnotifystate get its "end" called?

sleek mantle
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Hi all, sorry for if this notification bothering you, I want to convert the animation file that I have made use cascadeur and blender into a VXA type animation file, is that possible or are there other applications and techniques so that I can convert the animation file to VXA??

coral sequoia
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Hi! Quick question. I'm working on creating a worm in a modular rig in UE5.5. I need to animate the worm, but not just from the head like a snakeโ€”I also want the tail to affect the head dynamically.

I've made some progress. Using Chain modules, I can animate the worm dynamically from the head down. However, I can't figure out how to make the tail's movements affect the head with the same dynamics. Essentially, I'm looking for something similar to Unreal's Cable Tool, with two anchor points.

Any advice? Thanks

distant cave
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Hello, Quick question. I am trying the GameAnimationSample in my own test project and I am having some hard time understanding how to make the character ragdoll once it's dead. The issue comes from collision settings as far as I see, if I leave the custom collision Epic left, it goes trough the floor. If I change the collision to Ragdoll, it becomes like a wood. Any ideas on how to transition from the custom collision to actual ragdoll?

tardy seal
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Hey people so I saw like this sick livelink thingie that epic used in one of their fortnite videos where you could do animations in maya and it would directly stream it into unreal and I was wondering is there something for blender aswell? I did find one plugin but it only has support for ue5.0.0 and when moving it to 5.4 it works, but Ik doesnt work which is just scuffed

eager yarrow
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so I saw all these questions not getting answered so I figured I wouldn't pile on. Hope you guys figured it out :)

empty granite
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I'm trying to make a character mod for the Unreal Tournament Pre-Alpha project from 2014, the uproject file of which uses UE4.15. The base skeleton for most of the character's in the project don't use the base third person skeleton from UE but their own instead called Base_3p_Skeleton.

The mod I'm doing it to try and port a character named Motig (an alien character) from an older Unreal Tournament game (Unreal Tournament 2004 to be specific).

Using Blender, I updated the model to be a bit more compatible with modern skeletal structures and then used an addon called GameRigTools to create a rig for the Motig model based on the Unreal Engine Mannequin skeleton. I made sure that all of the transforms in blender were applied and set at 1, exported the FBX with -x forward and z up, etc, and etc. Got the model imported into the project just fine, opening the skeleton has everything moving correctly - all seems well. I then use the retargeting tools to in UE4.15 and set the rig for both the Base_3p_Skeleton and my Motig skeleton to humanoid, saved them, and then went to the animation blueprint for the Base_3p_Skeleton, right clicked, and selected to duplicate and retarget everything, chose my Motig skeleton as the target and set all naming conventions from "base" to "motig" and hit retarget.

The results are disastrous...

Putting the newly created animations on my Motig model deforms the model in the most destructive way possible with the faces and vertices stretched and repositioned so chaotically that the model no longer has any structure whatsoever and completely destroys and explodes it making it take up a total space in the world of at least 2000x the size of the level it's in and I for the life of me cannot figure out what the problem is. I've spent 3 days on just trying to get the retargeting to work already and I have made absolutely 0 progress. I've tried everything I can find online and everything I can get chatgpt to suggest to me and nothing fixes the problem.

What do I do? How do I make this work? Is there maybe a way to bring both my Motig model and the Base_3p skeleton into UE5 and use the newer retargeting tools to basically get Motig a version of the Base_3p skeleton and then backport it to the UE4.15 project or maybe something else I can try? I'm beyond frustrated trying to figure this out because ofcourse there's very little information, 0 youtube videos even, on fixing the exact issue I'm getting.
Thank you in advance for any help at all that you can provide....

As a side note: I know that my motig model has a tail and also has those reverse joint legs. The Base_3p Skeleton also has tail bones actually since it's not just used for the humans but also a different alien race called the Skaarj who also have tails. I made sure that my tail bone names matched those in the Base_3p skeleton and that I was using the same number of them too in order to ensure the heiarchy is compatible. As for the legs, I actually just ran the calf bones from the knee to the ankle and then weighted the entire reverse joint hock to those calf bones to ensure that everything moved accordingly. My overall hierarchy of bones is identical still despite the model difference to that of the UE mannequin.

hidden grove
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any one else seeing a crash... when you delete all the locomotion states from the statemachine in the animation graph then when you add a new one it instantly crashes ??

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ah ok i saved it .. let it crash and now its ok again

hoary rivet
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Does anyone here want to participate in a Brazilian Open World Project?

tribal chasm
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I'm trying to use "Animation - Getting Up 01" (free asset) and it imports and plays fine on the UE4 skeleton, but if you create a montage out of it and play it, at the end your character dips into the ground and lerps back up. I've checked root&pelvis positions and orientations, everything looks good. Anybody have an idea?

rose moth
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thanks a lot for your help will watch the tutorial

hidden grove
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any ideas why that isnt working?

rare fjord
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was the animation sample updated for 5.5 already? just downloaded but I don't see crouching or sprinting and in the infos it says those should be there already

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using 5.5.1

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I am missing something?

ashen junco
rare fjord
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lol damned fab

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thanks @ashen junco

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I don't see any version options

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I have only 5.5.1 isntalled

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apart from source 5.6 main

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had to remove local content

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ok

hidden grove
rare fjord
rare fjord
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using root lock leads to small postion changes

stark hare
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Hello everyone. I'm new here. Please let me know if i'm asking in the wrong channel. I'm strugling with Moduler control rig. My rig doesn't have Sockets automatically pop like all the tutorials that have popped up on the topic. So I've gone through and create my sockets. I thought I was done but when i Tried to edit an animation 6 bones that I added which were Eyebrow bones, pop out of the head. the arm Geo is completely broken and the Spine is disconnecting from the Pelvis. I can slowly figure all that out. but is there a way to edit the spine control locations?

stark hare
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Anyone know why A control rig can break an existing animation?

gleaming vale
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What's up y'all. I'm trying to use an anim notify state to start and stop some audio but I can't set the reference to the spawned audio from the overridden functions in the anim notify state. Says I can't set in this context. If I wanted to start and stop audio, based on what an animation is doing, what would you guys suggest?

pearl iron
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i dont ask questions in here but im a little stumped

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has anyone ever seen this when it comes to movement ?

prime vale
# pearl iron

disable orientation warping debug draw node if you use one

echo finch
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is it possible to add some kind of wiggle across this 2 points? im animating on sequence

tribal moth
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Hi everybody, does anyone know why Look at node looks snappy (like low fps), maybe the tick does not match, in which case how to change the group tick in AnimBP.

twilit stream
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Hello, I'm animating a vehicle (tractor) skeletal mesh. I have setup 2 animations sequences: one to open the cabin left door and one for moving the wipers. I want to play the wiper animation in loop when its raining and play the open door animation when i call it in my player blueprint. How to setup this with an anim blueprint? animations need to be controlled and played separately, like sometimes it will open the door while wipers are running and sometimes only wipers will run for example

daring whale
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Does anyone know how translation/rotation speed can be set for motion warping? There doesn't seem to be a property for that.

faint marsh
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Hi can anyone tell me how to import this .mesh type of model to ue5?

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Like what convert to what without losing the texture or having to re map the textures

hushed jolt
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U can try to import it to Blender and then export as .fbx

faint marsh
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Tried that didnt work it didnt get exported with the textures

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When i imported it to ue its just a white mesh with no texture

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Im still waiting on a solution or ill just make the game and map the textures manually later whenever that is

hushed jolt
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Check if Materials is set to true

faint marsh
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Aint gonna work i imported the fbx back to blender too and its still the same all white mesh

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The only parts that have textures are the parts i replaced xps shader with principled bsdf

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So either i get a way to export with texture here or ill have to map that stuff manually later

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And its really tedious

tender flicker
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Has anyone tried using motion matching animation sample with mover 2.0? I have everything working except the offset root bone node which seems to just make the root bone jitter, when the translation mode is set to interpolate it just jitters back and forth when the run/walk loop is playing

fringe hamlet
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I'm trying to get an imported skeletal mesh I made bones with in Blender and retarget Manny animations. In the IK Retargeter, my characters head and bones is all the way up here.

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and his body and the manny are all the way down there

silent ruin
fringe hamlet
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i have it converted to centimeters and the scale is correct. The mesh looks ok in the UE5 scene. Its when retargetting this happens.

silent ruin
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Meter with scene scale of 0.01 is the way to go

fringe hamlet
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I see. thanks. will do it first thing in the morning.

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hopefully it works

fringe hamlet
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the retarget is now taking the head with it along with the characters skeleton, but the body doesn't seem to follow for the animation. I'll leave it at that for now until tomorrow. The Target chains seem to match up somewhat in the skeletons.

silent ruin
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looks like your skeletal mesh's weights didn't setup right.

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The bones are following exactly they way they should be.

meager igloo
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Has anyone else experienced an issue with the default mannequin animations flipping the root forward on X 90-180 degrees? I've imported the rig with it's own skeleton (which is just the Manny Simple hierarchy), set up compatibility, done a full IK retarget, exported and reskinned the actual Manny skeleton, retargeted all of the animations and set up custom Animation Blueprints and blendspaces with the retargeted animations, and nothing is working. There's no root motion enabled (other than for montages) but if I use the Manny blueprint, the character flips foward when you move, and if I use the custom blueprint, he flips foward when changing direction (but is otherwise upright). I can't find anything online about this.

ocean mesa
hollow moat
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Hey guys im trying to make a anim montage of my fire animation but the hand placement is messed up?

ocean mesa
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And it will always look like that in the anim preview unless you use it in the post process anim bp

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or you could key it manually

hollow moat
ocean mesa
# hollow moat i have left hand ik alreadly

Hello guys, in this quick and simple tutorial we are going to learn how to edit easily animations inside Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal engine 5,ue5,edit animation,tutorial,quixel,megascans,unreal ...

โ–ถ Play video
fringe hamlet
# meager igloo Has anyone else experienced an issue with the default mannequin animations flipp...

Are you using the Manny animation blueprints? I had this happen to me when I used the old Manny ABP. There were 2 selections for me for Manny, so I chose the newer one for UE5 and it worked.
Edit: just reread your whole message, you have a custom ABP, so maybe it's a different issue. But try and see if you have multiple Mannys. One of my Mannys flips like this and the other doesnt in my project. No idea why.

meager igloo
# fringe hamlet Are you using the Manny animation blueprints? I had this happen to me when I use...

Thank you! I'll take a look and see. I know there's the Manny blueprint and the Post-process for sure. I'm using 5.5 but I'm getting the same thing in 5.4, too, so I'm wondering if it's something hard-coded? But for now, I'm just doing a runtime retarget, so that works int he meantime.
Update: completely rebuilding the blendspace and animations blueprint with the retargeted animations (baked from the Manny Anim Blueprint) worked for me. I had to force lock the root on the animations that were rotated, also. Initially, I duplicated the Manny ones and input the updated animations, but something with those causes the root to rotate when blending, so you have to build them from scratch.

hidden grove
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any one know how to stop or reduce the neck bone motion

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destroys the fps view

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spine_05== which you would think is the most stable is the less stable .. spin 01 which is literally on the pelvis is more stable spine_01

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the spines are in reverse

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so yeah that does not help with the insane animation rotation being fully inhierted

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what can be done about this

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that damn camera woble on fps mode

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cant stand it

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as if any skeleton is going to be so wobbly #unrealdevs

hidden grove
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and yeah that whole clamping thing jaming up

brittle pier
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Hi im trying to use the two bone ik node to move the legs of an animal to match the ground height while walking, i've made a function that casts a trace below the leg and returns the z of the hit point. I assume i need to set the 2 leg ik effector Z as the Z of my hit point but whats the effector location space I need for that to work bone, world, component, or parent bone???

blazing oriole
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Is there a way to "delegate" animnotifies to another mesh component? I have a sword attack animation which needs to enable a trail, play a slash sound, and various other effects on the sword rather than the character. Since the weapon is a unique mesh instead of part of the character though, I don't directly have access to it or its sockets in the animnotifies. I could:

  1. Cast to my custom character class in the animnotify & directly access the weapon mesh -> no good. Weapon can be used by many different character types
  2. Play animation on both character + weapon -> no good. For performance reasons I only want to be playing one animation, and I can't merge the meshes since that would interfere with instancing the same enemy mesh over and over again if they have different weapons equipped
  3. Get component by tag from character in animnotify-> seems like the least bad option? Doesn't depend on specific character implementation but a bit icky to be iterating through all components each time I play a notify. Would be better if I could somehow pass params to the AnimMontage when I play it from the character (e.g. WeaponRef) which then get passed to the AnimNotify
  4. Characters implement BPI for GetWeapon(n) and animnotify calls that (still feels weird)
fringe hamlet
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So I need to rename bones to match the Unreal Manny bone names. How do I hide bones in the IKrig? I cant see anything. This character has too many belts and dont get me started on whats going on in the face area.

hollow moat
obtuse storm
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Hello! I have a weapon's anim blueprint and the weapon animations contains some hand bones that represent the hand location that the characters should have relative to that weapon (reloading, inspect, etc.). I pass down to the character's anim blueprint those bones location in world space to be used by the IK node. Now the problem I face is that since the anim blueprint updates at the end of the frame, the character receives the hand bone transform one frame late, so there's a noticable delay between the weapon movement and the hand location when both anims are combined together. Is there a way to update the bone transform earlier than after the tick has ended for the weapon?

hidden grove
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what do i need to do to make the animation update

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I cant see Set Key its greyed out

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my current Anim is showing a different pose

hidden grove
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thats defo not the same pose ๐Ÿ™ƒ .. its like there some step i've miseed to make it update the animation?

fringe hamlet
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I am trying to retarget some animations. I created IKs and a retargeter and everything looks good when previewing the retargets. Once I click export animations and select the new Retargeted Animation Blueprint for my character, He is facing downwards, even though his orientation looked fine in the retargeter.

silver badger
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How do I stop an actor attached to a socket copying the socket's owner animations?

blazing oriole
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When you attach an actor to another's socket, you're telling it to lock itself to wherever that socket is. Of course if the transform of that socket moves due to animation, the object you attached will follow. If you don't want it to follow the object in the animation, then you could create a different socket on the object root that has the same world position as the original socket. While the original socket moves due to animation, the new socket does not since it is attached to the root, and will only move when the whole primitive does

unique path
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Hey everyone! If I wanted to combine ik with a montage, what would be the best way about doing that. For example a character opening a door in true first person. Would I use a control rig and have an ik weight or bool of some kind that overrides the hands and fingers? or would it be a pole and limb setup? and using events in the montage to trigger the enabling and disabling of the ik in ABP? I haven't really done much in the way of animation in unreal so the more detailed the response would be greatly appreciated, if not just to know what path to go down would be great.

blazing oriole
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so On Interrupted plays for any montage that is interrupted rather than just the one you are playing through that function call, with no way to tell which montage got interrupted. Nice. AAA design Epic

fringe hamlet
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I am trying to retarget some animations. I created IKs and a retargeter and everything looks good when previewing the retargets. Once I click export animations and select the new Retargeted Animation Blueprint for my character, He is facing downwards, even though his orientation looked fine in the retargeter.

wind latch
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I'm having trouble identifying the problem with my motion matching setup. I've retargeted the "Magic Locomotion Pack" from Mixamo to the UEFN_Mannequin, fixed the walk animations to be in the 4 cardinal directions, and added all the walk anim sequences to a Pose Search Database.

For some reason this is the result, and I can't pinpoint why. The normal animations work fine. I'd love to be able to have separate pose matching for the upper and lower body so I can use the GASP footwork with the Mixamo magic stance, but I'm not sure how to do that hikare1Shrug

mellow urchin
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anyone knows how to disable that you can key "location" of a certain control in sequencer

vital holly
daring tiger
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Does anyone have any tips on the best way to implement a camera animation in game. IE the game is in first person but when you use this move it changes camera and that camera does some movements while you're in the animation.

brittle pier
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Im trying to use the two bone ik node to move the legs of an animal to match the ground height while walking, i've made a function that casts a trace below the leg and returns the z of the hit point. I assume i need to set the 2 leg ik effector Z as the Z of my hit point but whats the effector location space I need for that to work bone, world, component, or parent bone???

odd thistle
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Is it possible to transfer skeleton from one mesh to another somehow in UE5?

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For example let's say i have 2 dragon models with same features and same bone layout but two separate Slightly different rigs

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one rig has animations another one doesn't

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Can i somehow use the rig that has all animations in the other model?

primal perch
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Hey guys ๐Ÿ™‚ How would I go about making animations that involve things like throwing a weapon? Im aware of sockets and have used them so far, but they only really work assuming that the weapon is not supposed to leave the hand. Im also aware of projectiles, but I dont want the weapon to be a completely seperate thing, only inside the animation itself if that makes sense...Like, in the animation itself I need to have the weapon dynamically change its parent relation from the hand to none so that I can animate the sword directly if its out of then hand and have it follow the hand accurately if its being held.

How would I set this up, so that I can make such animations with weapons?

daring tiger
primal perch
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may I show you the animation perhaps it becomes more clear

daring tiger
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I think I know what you mean in terms of what you're going for. I've done all my animations within the unreal sequencer so I thought that's what you meant

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you can show it tho

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idk how much I will be able to help

tiny mirage
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I migrated my project from 5.4 to 5.5 and for some reason none of my animations play when running the game, but they play in their preview windows. Is this a known bug? I've migrated this project every version since 4.27 and I've never seen this before.

primal perch
primal perch
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I guess for that I would use a socket on a dedicated weapon bone and animate that bone independent from the hand. But it also needs to be dependent on the hand while the weapon is held to follow it precisely

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Kinda like the paragon characters have it done witha dedicated weapon bone. But I cant figure out how to animate a weapon bone partly dependent partly independent from the hand

daring tiger
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if you have a weapon bone you can animate it independently of the hand bone initially

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and if you do it right it should work

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but it will require animating in world space in whatever animation software you are using

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for the sections where it's mid air

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and then it's just on the hand bone when the character is holding the sword

primal perch
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if I do it independently the weapon is not following the hand properly between frames (when interpolating)

daring tiger
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ah

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yeah

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can you change what bone the weapon is bound to in a blueprint?

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and the weapon bone is not parented to the hand

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but it's only in the weapon bone when mid air

primal perch
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not sure but I dont want to handle that in UE. I want to be able to completely animate character and weapon in the anim software then "bake" the entire animation, import it into unreal and only attach the weapon mesh to the weapon bone. Perhaps this isnt a topic for UE in particular but for the anim software I want to use and how to dynamically parent a weapon bone to the hand/root.

daring tiger
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If that's what you're looking for I think that's more of a problem of your animation software

primal perch
daring tiger
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also i'm not an expert so there could be a way

deft tusk
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Hi Guys, I`m trying to make a modular control rig so that i can edit animations but after i bake the animation to the rig in sequencer, the legs get misplaced.
I had a similar issue with the arms but i fixed it by changing the parent on the controll rig. Im trying to do the same with the legs but nothing seems to work.. anyone know what im doing wrong?

gentle kestrel
hidden grove
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hey I have this strange issue .. any ideas why its offset in the game .. i've tried different component->component attachment options like snap/keep relative ... but it weird that its correct on all the mannys the retargeted mesh and inside the animation just not in the game

jovial creek
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Anyone interested in retargeting some animations/ meshes?

strange snow
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hello guys is there any way to call transform modify bone in cpp?

primal perch
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Hello ๐Ÿ™‚ I have an animation that involves animating the weapon_r bone of the mannequin. But for some reason the bone is not moving the way it does in my animation software. I assume it has something to do with the bone being greyed out and "This bone is used by the current mesh, but has no vertices weighted against it" message.

How can I fix that?

mellow urchin
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Spawning a control in modular control rig and doing something like this here to the name of the control causes it to not properly recompile on interaction

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its specifically the name, which unreal seemed to have previous problems with

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tbh im not fully sure but there seems to be some update errors going on regarding construction script and interactions

novel viper
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Hello. I'm encountering a strange blending issue. I have set up a locomotion blendspace using mirrored animations for the right side. Everything works as expected except the blending between strafing to the right and walking sideways backward to the right. As you can see in the video when the keyframe is between strafing and walking sideways backward on the left it works as intended, but on the right the legs act weird and in between strafing and walking sideways backward to the right it seems as if the character suddenly walks forward. What could be causing this? Been breaking my head over this for several days. Can't figure it out. ๐Ÿ˜ฆ

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I don't understand how the blending can be different while the animations are exact mirrored copies

native minnow
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are vertex animation textures useful for gameplay based things vs just making scenes / film based stuff ? learning a bit about it, but not sure if this is even something that can be used in a gameplay setting

tiny mirage
ocean mesa
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does anyone know how to use death animations like lyra that can play the left death anim if im to the left?

wintry niche
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Why is this twitching out? the orginal animation dosent have this and it works fine on others. Is there perhaps a way i can just stop this bone from moving as a potenial fix?

lavish inlet
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hey guys is there a way to handle blend states or animations that change over time without blending?

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snapping immediately to each new pose

undone arrow
ocean mesa
lavish inlet
# undone arrow Can you elaborate?

yeah - so my animations all have stepped interpolation on them. In UE5 if I create a blend space, the transitions are smoothed out. And I can't find a way to immediately switch to the next animation state.

undone arrow
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You dont need motion matching for choosers. Theres a chooser player. Lemme find it for you

undone arrow
undone arrow
# ocean mesa Like motion matching?

https://www.youtube.com/watch?v=-03Xm2oZK_Y&t=1469s youll have to do more research on how to actually use it but its powerful stuff

Watch this recorded session from Unreal Fest Seattle 2024 that explores how Unreal Engine 5.5 levels up gameplay animation with Choosers.

This talk deep dives on Choosers in and outside of animation, root motion-driven Motion Matching, and many of our Motion Matching improvements coming in UE 5.5.

We also explore updates to the Game Animation...

โ–ถ Play video
undone arrow
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how are you changing the value on your blendstate?

round grotto
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i have this hand model that i rigged in blender and when i import them to ue5 the hand and the bones get imported at different scale, basically the bones are super small, i applied transform on all of them in blender and the export scale is 1.

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the hand gets imported at scale 1 but the bones are at 0.1, does anyone know why that is? im on latest ue5 version

undone arrow
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then reexport

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Do make sure that your Character is the proper size still

round grotto
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well thanks, that did it.

undone arrow
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Anytime

rose mural
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If I'm using control rigs for procedural animation, is it more performant to have 1 control rig for all my procedural animations (for different parts of a character, using blend per bone to select only the parts of the character being controlled at the time) or many control rigs, each only containing the code needed to run the animation they're being used for?

kindred stratus
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so I'm trying to make an animation blueprint and I'm banging my head up against the wall because for some reason, in this freshly made blueprint, even just connecting my blendspace to the output pose directly does literally nothing, the BS works on it's own, but literally nothing I do will make an animation play through this blueprint. any ideas what's wrong? am I dumb?

undone arrow
kindred stratus
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did that already, nothing

undone arrow
kindred stratus
#

do animation blueprints just not work with retargeted animations?

undone arrow
#

can you click this for me

#

It should. Its showing up on the skeleton

kindred stratus
undone arrow
#

and your animaitions are working outside of the abp

kindred stratus
#

yup

undone arrow
#

hmmm

kindred stratus
#

I even tried restarting unreal

undone arrow
kindred stratus
undone arrow
#

howd you retarget the animations

kindred stratus
#

an IK Retargeter

undone arrow
#

hmmm

#

try resetting the skeleton again maybe

kindred stratus
#

like, make another animation blueprint?

#

I did just now and yup, same thing, no matter what I plug into output it just doesn't do anything

#

....... so I went to see if I just edited the retargeted animation in the sequencer and saved it without changing anything that would fix anything. and I'd discovered that it appears IK retargeting somehow creates 0 key frames? like I'm getting a blank animation when I press on "edit in seqeuncer with FK Rig"

#

and now it's just crashing anytime I try with any other animation... fun

tame dove
#

Hey, I'm fairly new to unreal engine. I pressed R thinking I can scale the keyframes in the graph to make the animation faster lol and it ended up making the whole graph flat. I tried undoing but didn't work. The animation didn't change. And the transform location and other parameters are missing

ocean mesa
#

what looks better direction based death or locomotion based death...

lavish inlet
#

is there a checkbox or node that transitions animations once the previous animation is completed?

undone arrow
undone arrow
undone arrow
pale elk
#

hello, does someone know why the animation preview in my anim BP is not working ? I have this yellow message and the apply button does nothing. The only field that is working is isFocusing. Otherwise, my character just wont move on the preview. It works "fine" in game ( there is some issues but thats why I want to use the preview )

#

this is how i set my variables

lavish inlet
pale elk
undone arrow
pale elk
#

here I cant edit the speed and direction variables and Idk why

lavish inlet
#

so lets say you have a punch or w/e and then once the punch is over it returns to idle (using a state machine)

#

the return looks for a bool

undone arrow
#

How are you punching?

#

through a montage?

lavish inlet
#

state machine

undone arrow
#

Can you show me your punch code

lavish inlet
#

just actvating it thorugh a variable

#

lol its not an actual punch I'm speaking hypothetically

undone arrow
#

One off animations are usually played through montages

#

can i see the statemachine where you use the bool?

lavish inlet
#

I was just testing an anticipation jump animation to learn how things function

pale elk
lavish inlet
#

coming over from many years of using mechanim / unity

#

so in mechanim you can have an animation play then returns to the original state after the aniamtion is complete

undone arrow
#

With animation montages you can get back boatloads of information should you choose.

lavish inlet
#

oh wow

#

state machines and blend states are cool in unreal, but have really odd limitations

undone arrow
#

The limitation is within the mind

lavish inlet
#

lol.

#

dork

#

๐Ÿ˜„

undone arrow
#

But yeah your "punch" imo should be a montage.

#

you can still set the bools in your main characters bp and get the information in the abp

lavish inlet
#

is it normal to have some character animations using different systems?

undone arrow
#

the montage is part of the abp

lavish inlet
#

oh

#

ohhhhhh

undone arrow
#

here is where the montage is played

#

it overwrites all previous logic

#

You can choose to have upperbody only animations. hand only animations etc

lavish inlet
#

gees

#

okay cool - thank you!

undone arrow
#

Anytime man

undone arrow
mellow urchin
#

is there a way of baking "curves" into the linken anim sequnce?

undone arrow
#

Bake it into a new animation?

mellow urchin
#

have it become a curve here

#

you animate using ctrl rig -> create a anim sequence and have the curve here

#

oh wait

#

i diddle do it

#

ofc the same moment i ask, not 1h ago hyork

undone arrow
#

I dont use the control rig so not entirely sure how the curve thing you mentioned works

mellow urchin
#

hmmm problem is that there value is incorrectly key, they are just all keyed to 0

#

ha! there we go! you just have to make sure you have actual curves on your mesh and then set it from the forward solve. i think animation channels might not work for setting them for some reason?

ocean mesa
primal perch
#

Hello ๐Ÿ™‚ In my animation the weapon is weirdly shaking after being thrown into the ground. In my animation software where I made the animation, it behaves as it should and is completely stuck in the ground. I asume UE does some interpolation stuff on it from frame to frame, but I dont know why as there is no distance to interpolate in the original animation.

primal perch
# undone arrow Its parented to something

well yeah, the weapon_r bone is parented to the hand_r bone. I animated the weapon bone seperatly. In my anim software, while the weapon is in the ground, its constrained to an empty scene object in order to not be influenced by the parent hand.

undone arrow
#

It looks like your root bone is moving a bit much

#

try force root lock

primal perch
#

does nothing

undone arrow
#

are these bones still moving like crazy>

#

try reimporting with these bones not moving

primal perch
#

theyre moving because the root is constrained to the pelvis for root motion

undone arrow
#

what software you use?

primal perch
#

cascadeur

undone arrow
#

show point controller mode

#

it looks like everything is parented to the root and the root is moving wonky. Plus i dont think your animation has root motion bc youd see a red line, unless you have the root motion enabled

primal perch
#

I do have root motion enabled

undone arrow
#

hmmm. pretty weird. I use cascadeur too

#

Can you send one more time with the joint mode

primal perch
#

was just about to do that

lavish inlet
undone arrow
#

jump montage > You can set a bool from within the animation to finished jumping > is falling bool > event on land just set bool to false. I think the third person blueprint template handles that. But they dont use the montage.

undone arrow
# primal perch

Try disabling the root motion in cascadeur and see if the problem is in that area possibly

#

the jump animation would already have the anticipation and the up in it

#

I guess you dont even need to set a bool inside the montage. Just when it finishes playing set bool in air to true or something

lavish inlet
undone arrow
#

when you are at the end of the chain. For example. When you are in the land. set a bool to take you out of that falling locomotion

#

what version of ue are you using?

lavish inlet
#

oh so you dont even use the state machine at all?

#

just call animations inside BPs?

#

5

undone arrow
#

5.what? And i use abp alot. Just not that transition thingy

#

ill show you when my ue boots up

undone arrow
#

I use motion matching and choosers.

#

I choose which idle I want based on the enums inside of my abp.

#

Inside of my purple overlay node is this

#

and this is just for my upper body animations mostly

#

I would have an enum for all my possible states. Falling, crouching, prone etc. And just blend pose by enum so whenever im falling it would just play the falling animation

#

and in my personal bp I would play a land animation through a montage

fringe hamlet
#

I am trying to retarget some animations. I created IKs and a retargeter and everything looks good when previewing the retargets. Once I click export animations and select the new Retargeted Animation Blueprint for my character, He is facing downwards, even though his orientation looked fine in the retargeter.

undone arrow
#

what version of ue are you using?

#

@fringe hamlet

fringe hamlet
#

UE5.5

undone arrow
#

if you manually made your ik stuff

fringe hamlet
#

yeah that's what I'm using in the first screenshot. I tried both manual IK for my custom skeleton and the automatic one that generates those.

The animations play perfectly fine in the preview in both cases. But when I export the animations, the character is rotated facing down in both cases.

undone arrow
#

Im thinking your root bone is just probably rotated the wrong way

fringe hamlet
#

tried again. Still occurred with proper root bone rotation. I'm stumped.

undone arrow
#

Pretty odd

vital holly
fringe hamlet
vital holly
#

Post Process Animation BP. They can be added to skeletal meshes to influence your pose/skeleton. Likely not the issue here but always worth checking out. Does your target mesh have a different skeleton than the source?

lofty bane
west nexus
#

Hey Guys I'm looking for someone with 2D bone animation experience in Unreal Engine. Im trying to evaluate what would be the best way to get my customizable 2D characters working and would apreciate some help. ^^

hidden grove
#

Do you guys think the arms look right in this ?

#

side ways

#

amimating the fingers is kind of fiddly

#

why not just a simple control rig and strip it down @west nexus

left rose
#

Hello, quick question, is there a way to make a trace in control rig hit the simple collision instead of the complex one?

left rose
#

This is what I'm using at the moment, but it's hitting complex collisions instead of simple

mellow urchin
#

hmmm

#

for some reason when i make a actor blueprint and setup a control rig inside my skeletal meshes dont show up in the sequenzer

#

while in the metahuman example they show up

#

and i cant see how they did it

#

for the record, just click the pluss and add the component as track

#

still odd it works automatically on the metahuman example, would like to know how

#

ok got it, set default ctrl rig bp in mesh and remove ctrl rig componen

sage bramble
#

oh hey man. funny seeing you here

#

i finally got the turret control system doing ..... something

#

but at certain angles, the thing starts going crazy

#

nevermind. not worth worrying about today

bright jungle
#

Hey so I have an animgraph question, I have a bunch of different anim states for jumping, and I want them all to have transitions to the landing animation in case the player lands early, is there a way to simplify these transitions/combine them into one without having to create and set trasition ruels for every individual state?

#

Also, is there a way to "force" the animation blueprint to switch to a certain state, basically skipping the transition rules?

acoustic grove
bright jungle
#

I just achieved my dodge with an anim montage

acoustic grove
tame dove
acoustic grove
tame dove
#

Will give it a try

acoustic grove
#

Sorry you may know more than me. This just seems like an issue where you close/change something out by accident and canโ€™t place it like it originally was

tame dove
#

Hope it is reversible

acoustic grove
tame dove
#

Resetting it to default viewport worked!!

#

Thank you so much!

acoustic grove
acoustic grove
gaunt valve
#

Any drawbacks of uniform scaling pawn actor holding skeletal mesh & stuff?
Im trying to decide if I should model/rig larger 'boss' units (which are 1.5x larger than standard pawn units) or just spawn scaled actors in UE which would be more convenient

primal perch
undone arrow
undone arrow
undone arrow
#

you have a root bone already. You can just make it proto

#

and animate separately.

primal perch
#

so like a camera"bone"?..

undone arrow
#

no. just add a proto thing

primal perch
#

whats a proto thing?

undone arrow
#

the blue thing

#

just select the joint. and your pelvis then click that

#

Root bones arent supposed to be moving that much

primal perch
#

I thought root bones need to move with the character

#

Ill try it tho

undone arrow
#

Yeah to an extent. Its not supposed to be so wobbly

#

You can still have it move with the character but just with smooth

primal perch
#

so would it be better to animate on a fixed axis?

undone arrow
#

for root motion yes. But it depends. Just as long as its smooth and not wobbly. (im not a pro so take with a grain of salt)

primal perch
#

should I put the root at 0.0.0?

undone arrow
#

yes. Should be there already

primal perch
#

its currently still where the pelivs is on every frame

#

but with z=0

#

so only on the ground

undone arrow
#

Thats how I view root motion. Its just supposed to be the smooth z movement. No left and right of the hip

#

But im thinking you can just manually animate the root to move up when you jump up and then back down when you land

undone arrow
#

I have my root animation be linear.

primal perch
#

hmm... I removed the root motion and put it at 0.0.0 on every frame. but the weapon is still jiggeling

undone arrow
#

can you send updated video

primal perch
#

sure

undone arrow
#

Can you send a pic of your skeleton tree where you have your sword

primal perch
#

like this?

undone arrow
#

I think I kinda see your problem. Itโ€™s all parented to the hand. When the hand itself moves I think everything moves with it

#

Iโ€™m the middle of the animation select the hand bone and move it around

#

When the sword is in the floor

#

Iโ€™m thinking a fix would be to take the weapon bone out of the hand

primal perch
#

The weapon_r bone in cascadeur is constrained to a independent locator at 0.0.0. the constraint is active for as long as the sword is out of the hand.

undone arrow
primal perch
#

but the weapon bone has the same poitional location on each frame in the fbx

undone arrow
primal perch
#

the weapon bone is parented to the hand bone. Both in Casc and unreal. the hand bone moves the weapon bone. I used a constraint in casc to suppress that parent related movement and be able to animate the weapon bone independently from the character('s hand).

undone arrow
#

can you scrub where your weapon is jiggling?

primal perch
#

what is scrub? ^^'

undone arrow
#

just move the timeline thing around the area to preview the animation

primal perch
#

in casc?

undone arrow
#

no ue

primal perch
undone arrow
#

yes

#

everytime the hand moves it jiggles

primal perch
#

on the keyframes its always back to where it should

#

like, the keyframes i set in casc

undone arrow
#

interesting

primal perch
#

theoretically even between those keyframes, the sword doesnt change its position, due to the constraint

undone arrow
#

Can you bake the animation in cascadeur

primal perch
#

i dont know how

undone arrow
#

just add a keyframe to everyframe

#

alt f

primal perch
#

ah

#

well. cascadeur bakes every animation when exporting

#

so it has already all frames keyframes after export

#

i figured that out a while ago when I tried to import an animation I made in casc but used in unreal. So like Casc -> Unreal -> casc. ansd they state that in the documentation

undone arrow
#

yeah but the key is still moving around. Ok try reimporting the animation into cascadeur and see if the problem exists there as well

#

If the problem is within the animation itself and your constraints arent working properly

#

If the problem still persists, you can always just drag the weapon out from the hand so that its not parented to the hand.

primal perch
undone arrow
#

its still wiggly there?

#

looks wiggly

primal perch
#

the bone itself not

#

rather its orientation

#

which seems correct as the point constrainer seems to only constrain location. not rotation

undone arrow
#

hmmm. Im thinking it shouldnt even rotationg like that bc if you added back your sword it would be wonky

primal perch
#

its the complete opposite. In Cascadeur, it doesnt move, but rotates, in Unreal it moves, but doesnt rotate.

#

idk man. Isnt there like an "industry standard" way to animations with independent weapons/objects? I feel like im always trying to do some hacky stuff for some pretty basic things.

undone arrow
#

attach it to the root

primal perch
#

I attached it to the root bone and reimported it but now the weapon is going crazy

undone arrow
#

Proof?

#

and you might need to reanimate it and possibly disable your constraint

primal perch
#

I tested it with the all-keyframe reimported animation. that one has no constraints.

undone arrow
#

ahhh i see the potential problem. you might need to reimport the skeletal mesh as well

#

its not updated on the skeletal mesh

primal perch
#

you mean detaching the weapon bone in the unreal skeleton?

#

honestly Im confused. The weapon bone seems to be there specifically to animate...well, a weapon. And it makes sense as its parented to the hand, so follows it naturally but not weighted to the mesh, so can move freely around if needed.

undone arrow
#

Yes. When its possibly attached to the hand. But as you see when send it away from the hand it loses its ability to look seamless

#

You see how your ik bones dont move. Im thinking youd have more control over your sword that way

#

as in it will fully follow the animation you set unless your root moves

primal perch
#

thats why I have looked for a way to be able to animate the weapon independently in casc by dynamically toggling the parent relationship between the hand and the weapon bone. They dont offer a natural parent on of toggle so what Ive been told on and read was to constraint the weapon bone to a independent locator to be able to "mimic" a parent toggle with a full constraint

primal perch
undone arrow
#

Those bones exist in the ue skeleton. Not cascadeur I dont think

primal perch
#

they do

#

well

#

not by default

#

I exported the unreal manny and imported it into casc

#

so the skeletons match for every further animation

undone arrow
#

Yeah thats unreals stuff. But What I was saying was if your weapon bone was on the same level as those bones youd have full control overit. Even your togglable parent thingy you were trying to do

#

Ue does not have that togglable parent function. If anything to have extreme control over your weapon I think it would need to be its own skeleton

#

not bound to anything unless you tell it to

primal perch
#

The Ik bones should only be there for the Ik system. What Ive read and been told is that they're completely optional, thats why theyre parented to the root instead of the character so that If you'd decide you want to use them, all you have to do is animate them along with their normal counterparts. Which makes sens, as perhaps I dont need the IK system, but still want to animate a weapon. thats why the weapon bone is parented to the hand, but not weighted

undone arrow
#

You can still animate the weapon bone outside of being parented by the hand

#

whenever the hand moves your sword moves

acoustic grove
#

Sorry to but in between ya's convo, first time Im posting an issue here in the server.
Whats the best way to solve the awkward arm placements? I am able to manipulate the arms in a retargeted rig, but blending the chain mapping on the source or target doesn't seem to get rid of the T-Rex looking pose.

undone arrow
#

you can have that functionality with a toggle parent

undone arrow
undone arrow
primal perch
acoustic grove
#

If I am following your question correctly

primal perch
#

I have to check something

undone arrow
#

Can you send a bigger ss of this

acoustic grove
#

Ofc

naive mountain
#

If I delete all of my face bones, will my blend shapes still work?

acoustic grove
naive mountain
#

It would break my control rig though, right?

acoustic grove
#

One thing is I Think I dont have the source and target assets set up correctly

undone arrow
#

there should be a one click retarget option availiable. What version are you using

undone arrow
#

then yes. one click retarget and you can extract the retarget ik thing they made

#

unless you already did that

acoustic grove
#

Pretty sure. Iโ€™ll check back with you in a bit! Thanks!

undone arrow
#

its unparented from the hand

#

inside the skeleton as well

smoky shell
primal perch
#

I took a look at how they did it with their paragon characters. They also had the weapon bone parented to the hand, tho they weighted it against the weapon thats included in the character mesh. Its the same as putting a socket with a mesh on the weapon bone just not as flexible in case the character should be able to switch weapons

primal perch
undone arrow
#

its fine if they arent throwing the weapon

#

lemme see

#

lol yeah. i didnt eit your animation

#

That would need to fix inside of cascadeur

primal perch
#

or rather, Im using their approach. the only difference being that I dont include the sword mesh in the character, because I want to have more than one sword

undone arrow
#

They have both

#

THey have a weapon bone outside of the weapon hand as well

#

i think

undone arrow
primal perch
#

yeah the virtual bone. have yet to look up what exactly they are, but its completely animated with the hand bone. So it doesnt really have any influence

#

probably for some gameplay specific purpose

#

like that virtual bone is as if they straight up copy pasted the hands position for every frame. Its completely independent otherwise

undone arrow
#

I still think your case is extreme. Their weapons probably never leave their hands

#

unless they unequip it

#

idk how their game is played

primal perch
#

then why would they make the weapon seperate

#

like they made it like that to at least have the option

undone arrow
#

So its easily animatble. If i wanted to do a sword spin

#

you cant do that if the sword is attached to the hand bone

primal perch
#

yeah ik

#

(i know)

undone arrow
#

But for god of war. How he throws his axe

#

It would not be able to be parented to his hands

primal perch
#

thatss just a projectile no?

undone arrow
#

Its a weapon

primal perch
#

yeah but as a projectile.

undone arrow
#

I still think its just a weapon attached to a bone.

#

bc he can recall it

#

and spin it and all kindsa stuff

primal perch
#

projectile would need to just fly back to the hand

#

if they would animate the weapons air time, they would have no control over it in game

#

prett sure they just spawn a projectile at the right time and move that with code

#

and make the real axe invisible

undone arrow
#

and possibly play a spin animation.

primal perch
#

yes but that actor would be put on a socket

undone arrow
#

Yeah. and detached at will

primal perch
#

the axe normally definitely is an actor

undone arrow
#

That thing has too much animition in the air to be a just a projectile

primal perch
#

just in the throw animation they either spawn a projectile and hide the real axe or directly move the axe

#

nah you can do everything with a "projectile"

#

advantage of the projectile is that it comes with very nice prefunctionality for air movement and targeting

#

stuff they would have to write themself when just moving the actor

undone arrow
#

They used ue4. Projectile is a type of actor?

primal perch
#

its an actor component

undone arrow
#

Im pretty sure I can make his axe without making it a projectile

primal perch
#

ofc you can. the projectile component is only there to make things easier

#

like the movement component

undone arrow
#

I could see it being used for his spear maybe bc that thing actually disappears and reapears

#

But yeah man. Gotta find your workarounds. I think you can just add a new bone and attach the sword to it whenever you throw it, and when its back in your hands attach it back to the hand's weapon socket

primal perch
#

sight yeah...I dont really want fo find a "workaround". But just because Im by far not the first one trying to do that in UE. So Im still looking for a standard work flow. I mean there have to be some commonalities between how all these games do it.

undone arrow
#

Gotta find the games that throw their weapons as well

primal perch
#

thats not the problem. the problem is finding devlogs for them

#

I just want a magic button to solve my problems. is that too much to ask for?

undone arrow
#

Right. My advice is dont let it hold you up. if it works it works. The people that are playing your game wont care if you did it the right way or not.

#

Yes

#

bc then the market would be even more saturated

primal perch
#

I dont really care if other people play my stuff. It 99% for myself. But im trying to do whats proven working. I mean animating character and a weapon is nothing new. There are plenty of solutions I suppose, but I dont want to reinvent the wheel on something so standard.

undone arrow
#

I personally think my way is better bc it allows for more freedom. you can always just create a socket in engine if anything.

#

All you are exporting really is the animation itself. The path of least resistance.

#

I still think it has its downfalls bc the sword is going to move when the root bone moves.

#

So it all depends on how much freedom youd want with your sword

primal perch
#

I want to have the freedom to freely move it around

undone arrow
#

It might have to be its own actor.

#

I mean it probably already is

#

hmm

primal perch
#

or rather being able to dynamically toggle the parent relation for that in animation.

In a nutshell what I need Unreal to do is to stop doing its shenaningan stuff between my frames

#

my fbx is literally fine

#

its just unreal

#

10 bucks its a tickbox somewhere

undone arrow
#

Do you use blender

primal perch
#

sometimes

undone arrow
# primal perch

Can you send me this animation? Im going to attach a sword to the weapon bone and see if its fine in blender

primal perch
undone arrow
#

the fbx

primal perch
#

if is use step instead of linear interpolation in unreal its looking exactly like in casc.

#

so unreals interpolation seems to be the issue

undone arrow
#

It works in blender too

primal perch
#

the frame data of the fbx is correct.

#

๐Ÿ˜ฎโ€๐Ÿ’จ

#

Ill make myself some lasagna

gusty lintel
#

I'm trying to import a simple skeletal mesh into the engine, but it keeps scaling up the skeleton to stupid proportions. I've applied the transforms on all of the meshes and the armature, I'm not scaling it up in the import settings

#

I have no clue what I'm doing wrong and it is driving me mad

#

If I import it without the armature, the scale is exactly what I'd expect

#

But I need it to drive some procedural animations

undone arrow
signal marlin
#

Hi guys, i'm trying to implement motion matching, i've imported some animations from Lyra, but the moment i start moving, the player mesh seems scaling down for a bit. Have u ever seen this problem?

#

I've noticed that the scale speed decrease when I decrease the character movement max acceleration

undone arrow
#

Motion matching for the win

#

Can you send a bigger ss of your abp as well

#

Use choosers as well. They are powerfully stuff

acoustic grove
#

Wanted to follow up

#

So originally we had..whatever was happening with the arms here

#

My issue stemmed from inside the MH Animation Blueprint

#

specifically this

#

I did not have the right Retargeter asset selected. After finally figuring that out

#

Her torso appeared inside her legs which was fun

#

That was a somewhat simple fix.

#

That issue stemmed from the capsule settings and where it was reading where the ground would meet the mesh

acoustic grove
# acoustic grove specifically this

More insight, once I figured out this was the primary issue, I was able to narrow down which mesh I wanted to source from and target next. All animations were reflecting in real time

#

So finally

#

This is where we landed

wintry niche
#

How do i set up interruptible animations? When i interrupt my attack combo it doesnโ€™t let me attack again, whats a way to fix this?

grand condor
#

Can someone help me out importing something I made in blender to UE5? I can't get it working for anything.

prisma flame
#

what file format are you exporting it too? unreal typically takes .fbx or .obj for 3d models

undone arrow
#

U can also use a retrigerabbpe delay and reset your counter and attacking

primal perch
primal perch
#

@undone arrow How did you reparent the weapon bone to the root?

hidden grove
#

any idea why this is happening?

#

I dont recall doing any thing to it so wondering if its something that come down with 5.2

wintry niche
wintry niche
hidden grove
primal perch
wintry niche
primal perch
#

Have a function that sets everything back and connect every montags on interrupted pin to it.

wintry niche
primal perch
wintry niche
primal perch
#

Personally, I would create an array for your combo montages and use the combo counter to pick the needed animation than play that. This way you only need "one line" of BP code, instead of 4.

wintry niche
primal perch
#

this resets only after the 4th combo attack or when not attacking anymore

#

For the reset on interruption I have a montage for the hit-animation and whenevery I get hit, this animation play and resets the combo counter

#

The base attack combo technically doesnt need any interrupted logic by itself

#

its the other montages/animations like dashing/being hit etc that should reset the counter

#

the interruption always comes from "outside". Like, imagine you doing the combo attack. It wont interrupt by itself. You're not hitting yourself. the counter only needs to reset once you're at the end of the combo or stop midway.

wintry niche
# primal perch

I'll give it a try making this one and I'll let you know sir

primal perch
#

and then you can add stuff to buffer input, so that spamming buttons doesnt interrupt the animations

wintry niche
# primal perch

Anymore screenshots to show of this by the way just in case I miss another part of it off screen?

primal perch
#

there is nothing else

#

the right side of the screen after the branch is just one node that puts my character into combat mode after every attack. regardless which

#

dont just copy tho. try to understand what it does

#

this is the basic scheme every combo attack tut will teach you

#

I just expanded on that

bold flame
#

Anyone know how to fix Unreal sometimes just not wanting to generate a Skeletal Mesh upon importing a rig? Switching to a different project always solves it, the import settings are identical for both

wintry niche
primal perch
#

I mean ask yourself, what do you actually mean with "good" attack tuts?

#

that term gets significantly more subjective after the basics

#

naturally people who make tutorials focus on the basics, as they live from views, and niche content doesnt give enough of those

wintry niche
wintry niche
primal perch
#

@wintry niche

wintry niche
primal perch
undone arrow
undone arrow
primal perch
#

so reparent in casc, export anim and import anim in ue?

undone arrow
#

Yeah.

#

Ish

wintry niche
#

could you guys show example what you mean?

undone arrow
#

On your skeletal mesh do reimport with new source and select the animation with the reparented bone

undone arrow
wintry niche
#

im just not sure what you mean by chooser

undone arrow
#

Iโ€™ll have to show you that when I get home.

wintry niche
undone arrow
#

But itโ€™s powerful stuff. Itโ€™s like a bunch of if else in one node

#

And you can easily add to it

undone arrow
# primal perch

I do think the retrigerrable delay would work better here bc you donโ€™t want the combo resetting mid combo

#

Unless itโ€™s an interupt then call the rest function directly

primal perch
#

or use a skill or something

undone arrow
#

Playing another montage while the one is playing counts as an interupt

#

So his second attack would reset the combo

primal perch
#

hence the interrupt function rather then the exec pin

#

Input Buffers

undone arrow
#

It will still need to reset after some time no?

primal perch
#

I simply wont let it play another montage as long as I dont allow it

undone arrow
#

I usually play my second attack during the main attack so that it blends better

#

It blends from that attack

primal perch
#

I reset the counter naturally, whenver a montage finishes

undone arrow
#

So you donโ€™t need to time your hits?

primal perch
#

I dont rely on timers no

undone arrow
#

As long as you attack four times in one second heโ€™s gonna hit four times?

primal perch
#

you cant attack 4 times in one second

#

attack input is blocked until the attack reached its reset part

undone arrow
#

So you are hitting mid animation?

primal perch
#

you cant because input is blocked

undone arrow
#

Yes. Up until a certain point

#

Can I see how tou block your input

wintry niche
#

i did not realise how compilcated a attack system could be with this conversation : D

primal perch
undone arrow
#

It depends on how you handle it. Mines is even worse

#

So you are hitting mid animation

primal perch
#

ah

#

yes

#

now i got what you mean

undone arrow
#

Thatโ€™s how I do mines too. Iโ€™ll show when I get home. I use logic driver

primal perch
#

I couldnt get the skeleton to update

undone arrow
#

I use an on notify begin with a transition animnotify if I want to chain into a combo

wintry niche
# primal perch

you see with your montage do you have all the attacks in one anim montage?

undone arrow
#

You reimported the skeleton with the animation that has the weapon parented to the root?

#

A risky method too, you be to import the animation with its own skeleton. Delete your previous one, and replace reference with the new one

primal perch
wintry niche
#

could you show me the array, i hear this word alot but i dont quite understand it yet

primal perch
#

its just a container for a number of objects of a specific type. So you can make an array of type AnimMontage and add Objects of that type to it

undone arrow
primal perch
#

I got a
Imported bone transform is different from original. Please check Output Log to see detail of error.
but no prompt to match

undone arrow
#

And the bone is reparented in casc right?

primal perch
#

right

undone arrow
#

Did you export the skeleton with it? Thereโ€™s usually an option for just animation

#

In casc

primal perch
#

i did this

undone arrow
#

Include objects

#

And try again

#

You might need to alt double click your scene

#

Well i gtg

#

Hope it works

primal perch
#

should i pick none or mannequin?

wintry niche
#

@primal perch https://youtu.be/pAQL69KVkZ4?si=e34LQ0-v0HhofZBS
is this video on the right track?

In this video, weโ€™ll dive into the key to mastering responsive combat in Unreal Engine 5: input buffering. Using Dark Souls 3 demo as an example, weโ€™ll explore how input buffering enables precise and fluid actions, allowing players to achieve perfect timing and control during gameplay. Whether youโ€™re building an action game or a Souls-like exper...

โ–ถ Play video
karmic tusk
#

Hello, got a question: In my project, I am receiving tranformations for each bone individually. I cannot use PoseableMesh, so I have to use SKM. Is there any more elegant and efficient way of setting the transforms for each bone other than a large ugly series of nodes in the animgraph?

hidden grove
#

ah top tip for any one new to this game .. if your doing control rig animation remember to "save" in the sequencer other wise your going to have some dramas again ๐Ÿ˜„

#

and yeah save mucho time by using a linked animation to get things right

#

^ annoying cavet about that is.. if you do not key your control rig before autosave kicks in the auto save reverts the control rig ๐Ÿ˜‚

undone arrow
#

You supposed to right click your skeletal mesh and hit reimport with new source

primal perch
#

I just decided to remake everything

wintry niche
undone arrow
#

I guess you werenโ€™t that far into it lol. At some point it becomes too late to go back

primal perch
#

I now have two SKMs. The default mannequin has magically changed its bone hierarchy to my custom ones. So despite them both having the same bone structure, the same animation has an offset for the weapon bone.

#

which is weird

#

On a sidenote - everything works as it should now. I have my updated skeletal mesh with the weapon bon parented to the root, and cleaned up my setup in casc. Im ready to make animations and simply import them on my custom manny.

#

I found this comment after hours of digging and they did it the way you did.

primal perch
#

But I just made a new ABP for my custom manny and copied everything over. Now for the locomotion, the weapon is always at its default position, because the weapon bone is not animated in all these default animations. But I can make new ones (it was planned anyway at some point to replace the default locomotion).

#

The rabbit hole of animating weapons independently is insane...

wintry niche
#

@primal perch you know when you guys was talking about hitting mid animation, what is that about? how should i set up my notifies?

undone arrow
#

anddd, u can also just animate the weapon and the hjand at the same time

primal perch
#

Its about creating a seamless and consistent transition from one attack to another

primal perch
#

like I had it exactly like they did it in their own examples

#

and its obviously set up to do exactly what I wanted

wintry niche
#

bruh this video is basically yours no?

primal perch
#

like the dedicated weapons bones, ready to attach a weapon to without influencing the mesh is really nice.

wintry niche
primal perch
undone arrow
#

I thiink you can have both. A weapon bone attached to the hand and one to the root

wintry niche
primal perch
#

I see

#

you'd put the end of the input buffer right where you want the next attack to start

#

and the beginning depends on what you think feels good.

undone arrow
#

This is all my attack code

#

This is how I actually attack with logic driver

#

This is what happens when One of those states are entered

undone arrow
#

It chooses one of the assets you chose based on the criteria you set.

#

One node

#

It chooses my idles based on the weapon I have selected and whether or not im crouched.

#

It can choose anything. Instead of a bunch of branch nodes. you can have one chooser node.

spare kiln
#

Hey guys, I have some animations I wanted to use with my character, they have some bones I was missing, so I've gone to the Mesh of the animations and assign my skeleton, which prompted me to add the bones, which worked fine.

The only issue, now I'm missing the bones for my mesh, how can I add them there?

spare kiln
undone arrow
#

Have you tried reimporting the mesh?

#

How did you add that bone to your mesh>

spare kiln
#

So I assigned a my skeleton to the mesh of the other animations, that prompted me to add bones like Sword_Holder1, all good.

On the mesh of the animations (which now uses my skeleton) everything works fine.

But my original mesh is missing the bones.

#

They are not bones that need to alter the mesh or whatever but they need to exist on it

undone arrow
#

On your original mesh, just try reimporting with new source and choose the animation that has the correct bones on it

spare kiln
# undone arrow What app did you use?

None this are already UE5 animations with a ue5 mesh and skeleton, but I need to get them to use my skeleton and mesh, so now my skeleton hast the bones but the mesh still needs them.

spare kiln
undone arrow
#

can you send a picture of your skeleton

undone arrow
#

The actual Skeleton

spare kiln
#

what do you want to see?

undone arrow
#

The skeletal mesh

spare kiln
#

I just want to add the missing bones to the mesh and I'm wondering if there is an easy way to add them or if I have to add each of them per hand

#

Especially since none of the missing bones will have any impact on the mesh (deforming it)

lavish inlet
#

how do I transition back to a state machine if I play a montage or one shot animation inside the character BP?

undone arrow
#

Does the montage take you out of it? It shouldnt I dont think

#

can you send a ss of your abp

undone arrow
# spare kiln

Right click the main skeletal mesh and just try a reimport

spare kiln
undone arrow
spare kiln
#

This is the mesh that needs the fixing

stone kindle
#

I have 2 animations: idle and eye blink. In my animation blueprint I want to play the idle animation and then have the eye blink animation play at the same time. I have tried doing this with a layered blend per bone but I am getting a problem where the eyes pop out of the head sometimes. When I play the eye blink only animation the eyes do not pop out of the head. Am I using the layered blend per bone node wrong or should I be using a different approach?

undone arrow
#

So where is your skeletal mesh?

stone kindle
#

what do you mean where is my skeletal mesh?

idle and eye blink are both animation sequences

spare kiln
# undone arrow So where is your skeletal mesh?

My skeletal mesh is missing bone from the skeleton and I need this bones on the mesh as well and I wonder, if there is an easy and quick way I can add them since there are no vertices weighted against this bones anyway. ๐Ÿ™‚

undone arrow
#

You imported something into the engine right? what did you import

spare kiln
spare kiln
undone arrow
#

So thats from fab?

spare kiln
#

yes

#

and I need the bones from it on my mesh ๐Ÿ™‚

#

my skeleton has the bones now but the mesh still is missing them

undone arrow
undone arrow
undone arrow
#

Why does the mesh need the bones

spare kiln
# undone arrow Im thinking you may need to bind it to the mesh.

Yes I know ๐Ÿ˜…

I just want to know if there is an easy/quick way, since loading it into an external 3d software will be cumbersome especially if I add a new mesh and have to do it for each and every, and with the ue5 skeletal mesh editing plugin you can only add them one by one and this would be even more cumbersome especially for new meshes

spare kiln
undone arrow
# spare kiln

You can maybe try reimporting this mesh with your mesh. It might break it tho

undone arrow
spare kiln
#

Maybe I'm on the wrong path, but I just want to know if I need to use a external 3d software to bind the bones to the mesh and then maybe have to do this for future meshes as well or if there is a quicker/easier way of doing it, espcially since there are no vertices weighted against this bones.

Maybe someone has a cool trick or something for this, otherwise I'll probably not get around it ๐Ÿ˜…

stone kindle
#

i can throw it on youtube if you dont wanna downlaod the video

#

lmk

#

in the video notice how the eyes pop out of the head

undone arrow
#

Streamable is an easy fast way to upload stuff too

stone kindle
#

ok

#

on it, give me a sec

undone arrow
#

i didnt watch the video but it seems like it may answer your problems

stone kindle
#

the eye blink animation was authored in local space so I am expecting the eyes to always follow the rest of the bones. the idle animation is the horse shaking side to side

undone arrow
#

It only pops out after a while tho

#

like it stops being connected

undone arrow
#

would you mind sending me the files?

lavish inlet
spare kiln
undone arrow
lavish inlet
#

so i play a landing animation in the player BP, and when that fires it doesn't return to the idle in the state machine

stone kindle
# undone arrow like it stops being connected

yeah i am not sure what the problem is exactly. i am thinking i will just have to author the complete animations in maya instead of building the animation out of blends in unreal

undone arrow
lavish inlet
#

it says idle but the animation isn't playing

#

so that's why I assumed it wasn't going back to the state

undone arrow
#

ahh are you playing a montage? or just the animation

lavish inlet
#

montage

#

can you bounce between both?

undone arrow
#

montages automically goes back to what was playing before

#

I need ss to see

#

can you send a ss of your playing the land in your bp

lavish inlet
#

actually I cant even get the montage to play

#

only regular animation calls

#

if I disconnect it the state machine starts and plays properly

#

just feels like the systems are communicating

undone arrow
#

wherever you want the montage to play

#

And you supposed to connect your mesh to that spot

balmy blaze
#

Hello there ๐Ÿ™‚ i have a tiny question regarding Morph Targets. Is there a way to create them INSIDE of Unreal? Without any third-party program? Because so far, i only can find videos and docs for importing them from other programs like Maya, ZBrush, Blender etc.
So i wonder, is it possible to create them purely in UE with f.e. the modelling tools?

lavish inlet
#

so that definitely worked but now it seems like the montage and animation state are blending together

lavish inlet
#

the montage doesn't feel like its playing fully, it's sort of blending with the state machine

undone arrow
#

Can you send a video?

lavish inlet
#

and my state machine is defaulting to my running state with the condition being met

#

sure!

undone arrow
#

It shouldnt be doing that until the animation is near completion

signal marlin
signal marlin
undone arrow
#

like you can have an enum for body parts hit, and attach an animation to each body part essentially.

signal marlin
#

Oh cool, i'll take a look. Maybe they can help me because now i have the problem that the camera is really shaky because of these animations

#

Since it's attached to the head bone

undone arrow
#

Oh yeah. absolutely. not sure for the head shaking tho.

undone arrow
#

just set that to 0

#

For the tilt. You can debug your abp and see if you are actually inside of the

lavish inlet
#

when I debug its not firing outside the idle

undone arrow
#

interesting. Can i see what you have here?

#

But I personally think choosers would be easier to implement, seeing that your locomotion is pretty simple.

#

The only thing is that I dont think there is a > than sign

#

This is all your abp would look like

lavish inlet
#

this is what it looks like r/n

lavish inlet
#

its definitely going to ramp up

undone arrow
lavish inlet
#

here's an animated gameplay mock up I made last month - this is the general direction I'm heading in

undone arrow
#

And here I thought your cube was looking epic

lavish inlet
#

hahahaha

#

so yeah having good animation systems is goign to be pretty important. I feel like I have a good general idea of the different methods, but definitely going to take time to put into practice

undone arrow
#

100% agreed. choosers are my everything now So i am biased. I dont like that old way at all

#

too many transition lines

#

not easy to iterate on

lavish inlet
#

mmmm

#

that one I hadn't heard of

undone arrow
#

Its with the newer versions of unreal. That and motion matching

lavish inlet
#

cool I'm on 5.5

#

motion matching sounds RAD

undone arrow
#

Check out this video for a taste of whatโ€™s in the new Unreal Engine Game Animation Sample Project.

Interested in creating high-quality character locomotion and other gameplay animation systems? Look no furtherโ€”you can now download the Game Animation Sample Project for free!

Supercharge your development with this animation database of over 500 ...

โ–ถ Play video
#

its overkill for your game tho

lavish inlet
#

ah

#

probably lol

#

so is it best practice to call all animations inside the ABP?

undone arrow
#

The non oneshot ones I believe so yes

#

Punching, interacting, other one shot ones as montages bc you have more control over what it does

#

while its playing

wintry niche
#

i wanna be able to move around particle sword slash but it keeps on disappearing since it only plays once, basically making it impossible to line it up well, any way to make it easy to see or move around for a montage? i also have to keep on moving the time line back and fourth for it to update

undone arrow
#

But you should just line it up when the sword is in the slashing motion no?

lavish inlet
undone arrow
lavish inlet
#

yeah that was a logic goof

#

cause I'm real smart

#

๐Ÿ˜„

wintry niche
undone arrow
wintry niche
lavish inlet
#

@undone arrow can I set an anim to play after another anim is finished inside the state machine?

#

actually even more important how can I interrupt state machine animations?

raven pulsar
#

Hello, very stupid question (I guess).
Just trying to use some animations, for the fun.
Got a punch one, and even though I defined a slot etc, the player body is moving completely when I just want the upper.

Any idea ?

buoyant geyser
#

im having an issue with GASP template where if youre on a moving object the motion matching snap to the side of the capsule

#

it only happens at high speeds

undone arrow
#

How are you trying to interrupt your animation?

undone arrow
#

The node coming out of the control rig should be the base pose

vital carbon
#

Hello! Being a beginner in animation I do not understand some things including what I am going to share with you, my animation works perfectly under blender but when I import it on UE then my animation does not work as under blender

Under UE it is all my object that goes from top to bottom and under blender it is just my spikes

spare kiln
#

How can I use a control rig, to retarget animations, that require some additional control bones?

#

I have some animations from fab that require additional bones for example to control sword and shield and I got told, that for this I could just create a control rig instead of having to add them to the skeleton and skeletal mesh itself, I'm just not really sure how to do that.

wise hamlet
#

Can someone tell me how to render as a video instead of an image sequence?

undone arrow
undone arrow
#

Can you send a full screen shot of your blender

vital carbon
undone arrow
vital carbon
#

Can I make a single object have an animation so that only part of it can move, and not all of it?

undone arrow
#

Yes

vital carbon
undone arrow
#

Have two bones

#

One for the entire object and one for just your spikes

vital carbon
#

I had tried with a single Bone that was assigned to only my spikes

#

So if I have to do it again it's two bones? One bone assigned to the platform and the second to the spikes?

undone arrow
#

Yes

vital carbon
#

Ok ok thanks you !

undone arrow
#

I think. But it should work like that

wise hamlet
lavish inlet
undone arrow
lavish inlet
#

thanks!]

undone arrow
#

anytime

wise hamlet
#

This is my first ever animation. Thoughts? P.S. No Post Processing was applied to it and the video was taken as an image sequence in 4k and then sequenced into a video in blender

#

I might add spatial sounds to it

undone arrow
#

Did you use the cinecamera rig?

#

@wise hamlet

#

Looks blurry at some points because the camera is moving too fast

wise hamlet
#

yeah

#

i used cam rig

#

but tbf i used like 10 keyframes for 350 frames total thats why its blurry

#

dw im not a total noob ive done animations in blender before

spare kiln
#

is it true, that if i have animations, I want to retarget them for each skeletal mesh?

Even if they share the same skeleton?

undone arrow
#

Your question is also kinda hard to follow

spare kiln
#

That's not true I have two skeletal meshes sharing the same skeleton but the animations are only available for one, also one of the skeletal meshes is still missing bones from the skeleton so that can't be 100% right or is it?

undone arrow
#

are you sure they are sharing the same skeleton? or just have the same skeleton structure

spare kiln
#

Yes I'm sure, I think you got it mixed up right?

undone arrow
#

Im pretty sure manny and quinn share the same animations

spare kiln
#

Because as far as I understood the skeleton is just a underlying part for a skeletal mesh but the mesh itself can also only partially implement the bones.

acoustic grove
#

Anyone know the root cause of the meshes not staying alinged? I figured it has something to do with the way the Meta Humans are imported and has to do with something with snapping/aligning the meshes together? I have a mesh for the feet, legs, torso, and head which makes sense as to why they are misaligned

undone arrow
spare kiln
#

For me it is still the same issue i have since yesterday and I have no good answer for it, I have animations that require additional control bones and my question is how I can have them for all meshes or if I have to alter all the meshes to implement said bones and if so what is the best way of doing it.

undone arrow
#

Would you mind sending me the skeletons?

acoustic grove
#

Hmmm. If I find a good solution Ill send it here.

undone arrow
#

or did you have to pay for the fab

acoustic grove
#

Yea like an actual file?

#

And I havent paid for anything in UE5 yet

undone arrow
#

Not you. Natsch

spare kiln