#animation

1 messages · Page 62 of 1

undone arrow
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but your problem. Try searching leader pose

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I mean the fbxs

spare kiln
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It is just den basic mannequin skeleton which now has a few bones like a sword an shield bone added. But this bones are missing on the skeletal meshes

undone arrow
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Did you pay for the fab one?

spare kiln
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yes

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But I'm not sure why this matters, as far as I can tell this is pretty standard that some animations have additional bones, for example for animationg the shield or sword.

I just wonder how people are handling it, because having to add the bones to each skeletal mesh and keeping that up to date seems a bit tedious, so maybe it has to be that way but maybe there is another better way of doing it thats why I'm asking it. 😅

undone arrow
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Bc I wanted to test and see for myself that having the same skeleton they share they same animations

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Im assuming you probably did something wrong on import

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All of these share one skeleton

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They all share the same animations

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If your mesh does not have the same animations as the other one I dont think they are sharing the same skeleton

spare kiln
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I didn't test I probably can just play them for each other sure

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But thats not what I need I want to know how to handle the control bones ...

undone arrow
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You shouldnt need to test them. They appear in the animtion window thingy

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You probably just missed a tick box Im thinking

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Just try assigning the fab skeleton to your main skeletal mesh

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stuff might break tho

spare kiln
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Yea but thats not my problem 🙈

undone arrow
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Is asks you if you want to merge your bones.

spare kiln
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The original skeletal mesh is now missing the bones

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at least for me 😦

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thats my issue

undone arrow
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Maybe you merged the wrong way?

spare kiln
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Does your new skeletal mesh now have the bones?

undone arrow
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I dont have any good meshes to test that with

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Yes. It added this bone to this mesh

spare kiln
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whhhhyyyy

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why not for me 😂

wise hamlet
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Should I not use it?

undone arrow
wise hamlet
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I'm sorry I just remembered I used a level sequence and added the camera from there so I'm not sure which cam it is

wise hamlet
undone arrow
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Its a curve that your camera moves along

spare kiln
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So you have your skeletal mesh A, which has the additional bone, then you assign skeleton B form skeletal mesh B to skeletal mesh A, now skeleton B has the bone from skeletal mesh A and skeletal mesh B has them as well?

undone arrow
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Man thats confusing to read😂

wise hamlet
undone arrow
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so yeas

wise hamlet
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Ohk

undone arrow
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0 - 1

spare kiln
wise hamlet
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Then probably mesh A is the parent

undone arrow
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Yes. It asked me if I wanted to add the missing bone. But i will need to do a proper test.

spare kiln
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Hmm maybe I have to play around with it then, because for me It asked me if I want to add the missing bones, but it just added it to the mesh not the skeleton

undone arrow
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Its weird bec im getting this as well. But I need to do some proper tests, bc I just ended up messing up the mesh

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I guess its propably bc that bone was actually weight painted on the main skeleton

spare kiln
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but i don't understand why the new bones for me where not added

undone arrow
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Ill try with a paragon character

spare kiln
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sure

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but maybe I'll try playing around with it, if I know it should add them to the mesh

undone arrow
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what does it say when you hover over this in the fab mesh

spare kiln
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which is probably what I want it to be

undone arrow
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Yeah.

spare kiln
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I tried it again, but still ... 😦

undone arrow
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hmmm

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I had to open up an older version of unreal bc paragon wasnt available for 5.5 and now im stuck waiting lol

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Ok so I tried exporting out the mesh and importing it as another skeletal mesh but selecting paragon's instead and it crashed on me

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But when I changed skeletons from my main mesh it didnt change to paragons animations

spare kiln
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No for me it is about the bones do they get added?

undone arrow
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I think my mesh that I was using was too broken. It’s said failed to merge. I’ll try again with manny in a bit.

spare kiln
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Maybe it was the old manny skeleton

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sure no worries, I just wonder what the easiest and best way is to get such animations to work for the other skeleton

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if it should be added this way I wonder what is going wrong for me, but atm it just adds the bones to the skeleton

undone arrow
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Did fab tell you how you were supposed to use the skeleton?

spare kiln
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Not at all but I need a common denominator

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If I get animations, I want to use them with my skeleton and my skeletal mesh, so I need to get the bones required for the animations on my skeletal mesh somehow.
Especially since in the future I'll change the manny mesh to another I need to know how I'm handling this then

undone arrow
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When I go back inside, I’ll try exporting the merged skeleton out and see if the bones are exported out too

spare kiln
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it's not about the skeleton

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it is about the skeletal mesh

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you understand my issue right?

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🙈

undone arrow
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The skeletal mesh missing the bones right?

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I’m thinking if both of those get exported out it might be added to the mesh

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And just reimport it back in

spare kiln
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Also I'm pretty sure that the skeletal mesh won't get the bones added automatically as you said right?

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I think one way or another I need to add the bones to the skeletal mesh sadly.

undone arrow
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Looking like it

acoustic grove
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Finally got past my last hurdle. Revisiting this issue finally. Im curious as to what would cause my MH character not utilizing the sprint feature, and repeating the start animation, while the other mesh doesnt have this issue. Im not sure if it has to do with how the MH and Sandbox character translates.

acoustic grove
# undone arrow Leaderpose fixed your problem?

The issue stemmed from the source rig in the IK Retargeter. I changed the source rig to another rig with more bones (commom sense got to me a bit late) and that fixed the issues with the limbs not aligning.

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Actually gonna cross reference the other rigs to see why those dont have issues either.

acoustic grove
# undone arrow lol

I dont know if Im even on the right track, noticeable difference I see is the other rigs seem to have less bones than the MH rig. Wondering if I need to delete the MH bones and replicate the 1:1 mirror they have going on

undone arrow
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Thats one of the reasons I dont just use ue stuff. I take some of it and make it my own bc its so confusing to debug

acoustic grove
undone arrow
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Are you live retargeting?

acoustic grove
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I am

acoustic grove
undone arrow
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A verrry verrrry hacky way would just be to live retarget. it. But I think thats what ue does in their sample pack

acoustic grove
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Yea its already retargeting for like the Echo skin for example

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Its quite odd lol. I can use the sandbox character, other characters, its fine.

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The MH, randomly registers the sprint

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Not sure if it has to do with the physics not reading right and not allowing the sprint to fully go through

spare kiln
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Ohh I think I need to replace the skeleton vor the animations as well not only for the skeletal mesh

primal perch
spare kiln
primal perch
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the skull of that plugin gives mad gen z vibes💀

spare kiln
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But i just realized I need to change the skeleton for the animatiosn as well, does this work well or do i need to retarget?

undone arrow
spare kiln
undone arrow
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when you change the skeleton on your mesh. You can just reload the mesh

spare kiln
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I did the retargeting, then you forget a bone on the mesh or bone is not placed 100% same and there are settings you can miss had all of that and then you retarget the animtions 100 time you think everything is ok and year

undone arrow
undone arrow
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But I mean i guess you can do live retargeting but it comes at a performance

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Youll have the main guy always in your game

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hell just be invisible

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But i guess it depends on how ever many people are in your scene at any given point

spare kiln
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na i just want to change the skeleton for the animations if this is possible, but i think so judging by the optiosn

undone arrow
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vor?

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for?

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Youll have to retarget it.

spare kiln
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why?

undone arrow
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Bc the animations belong to that skeleton

spare kiln
undone arrow
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If the bones arent aligned the same its going to end up wonky

frigid hull
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Hello sorry to interrupt but does anyone know how to fix a skeletal mesh incompatibility error because I imported it from mixamo and I animated it on level sequence and it is not working and saying that error

undone arrow
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send ss

spare kiln
frigid hull
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It is on uefn

undone arrow
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yeah. theres a one click retargeting

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just right click the animation

spare kiln
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I mean the animations appear to be all based on the ue5 skeleton and

undone arrow
spare kiln
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hmm yea but retargeting takes very long and then something is not right

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thats what I'm scared of ^^

undone arrow
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Have you tried the one click retargeting?

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you can preview the animations

spare kiln
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yea in another project i did the retargeting

undone arrow
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It doenst take long for me.

spare kiln
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yea but this are 100+ animations right now

undone arrow
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Gotchaaaaaaa

spare kiln
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way more

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yea ^^

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retargeting takes 20-30 minutes just for one pack

undone arrow
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how many different characters are you going to have?

spare kiln
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and then if something is not right ... xD

spare kiln
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no it's fine for now i think i'll base most of the characters on the same skeleton

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so this should be fine

undone arrow
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aight

spare kiln
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but getting them all to share the same skeleton ^^

frigid hull
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This is the error i am making a project and it was working fine no errors and then this came up randomly and i do not know why

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ignore the name i got it from sketch fab

undone arrow
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click the link

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I actually dont know how you have an incompatible skeleton. Try reimporting it

frigid hull
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Oh… I tried that and now it is fucked

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Sorry for the bad language I am just irritated because I don’t know how to fix it and it took me ages to make and now the error is gone but its arm is like inside it and it is all messed up

undone arrow
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Your animations are propbably messed up

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send pics

lavish inlet
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here's a weird one I cannot figure out

undone arrow
lavish inlet
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as a montage or import file?

undone arrow
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a video of the montage

lavish inlet
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i tested it out and it seems that the on cancel - where the gravity is supposed to increase to 12 and pull the player down to the ground is sometimes not firing

undone arrow
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But dang you spending a lot of time making that cube look good and you not even gonna use it

lavish inlet
spare kiln
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see i hate this, now I'm already having the issue, that from the animations two have sword_holder socket but they are different now the retargeting already sucks 😂

undone arrow
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I just realized something. im seeing that you are playing with the gravity

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There are options in the character movement that handles that stuff

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Theres also a stop jumping thing I think you should call

lavish inlet
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yeah that is not good lol

undone arrow
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lol

lavish inlet
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that was the first thing I did

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this method is much cleaner and more accurate

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except for now haha

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montage messin with it

undone arrow
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gotcha

lavish inlet
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i feel like if I let go of the key during those 2 frames

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it doesn't fire the cancel

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that's my guess

undone arrow
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do complete instead

lavish inlet
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yeah did that too - which is rad cause then you dont even need a delay

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but same result

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is there a hard cancel for montages?

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just like I'm stopping the timeline

undone arrow
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the stop anim montage does that I think

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why do you have stop all anim montages unticked?

undone arrow
# lavish inlet

In this video you sent. im seeing you jumping but the canceled isnt resetting

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at like the 12 second mark

lavish inlet
undone arrow
lavish inlet
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stop doesnt' seem to work

undone arrow
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Im thinking you can maybe lower the actuation threshold of the release on your input maybe

lavish inlet
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ohhh sick I'll try that

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man it's so inconsistent

undone arrow
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Im thinking too you can maybe change how it functions as well.

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can you send a ss of yours

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im thinking maybe just have it as hold. Ahh ur missing a delay

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have one trigger and make it be hold

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ok thats not working

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actually i lied. I tested the wrong thing

lavish inlet
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I had a normal play animation on there before

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and it worked totally fine

undone arrow
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which is weird bc you were jumping

lavish inlet
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i was staring at it just now and hitting it over and over

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it is technically activating the cancel

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but the gravity isn't being set to the cancel

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wait

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I know what the problem is

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hold on

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fixed it

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jesus

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the timeline wasn't getting canceled

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for some reason during that time that a montage is active, it seems that other logic cannot exist inside it

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so i set a .1 second delay on the cancel

undone arrow
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nope. not ...... hmmmm

lavish inlet
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yeah its working 100% now lol

undone arrow
lavish inlet
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even a .01 delay works great

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I do think the actuation is a good call too for even more tight feel

undone arrow
lavish inlet
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it's really nice having someone to chat with through this stuff

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very much appreciated

undone arrow
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Oh yea man. no problem. loving what you cooking up

lavish inlet
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ahh thank you! I hope it turns out fun

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learning unreal / BPs has been so freaking fun

undone arrow
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All for ue. Ue is the best. So many features

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I like bp bc im more of an artist than a programmer and I dont feel too restricted with it

lavish inlet
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nice! me too

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my goal is to be a solo dev

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been working in games for a while

undone arrow
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Solo devving can get tough. Learning to scope is so important

lavish inlet
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what is your project??

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oh yeah I've been around long enough to know how to scope properly

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i actually released a game on steam back in 2016

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and have worked on other games before and after that

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scope is a huge deal to me

undone arrow
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I still struggle with it. butttt we would need to talk outside of this channel

lavish inlet
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haha for sure

undone arrow
lavish inlet
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you can add me if you want!

spare kiln
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I'm trying to retarget some animations, but now I have an issue, where on the skeletons a bone is named weapon_l and Weapon_L but I can't rename it on the skeleton with the skeleton edit plugin but after retargeting the animtions are not correct. I think this might be the issue, any idea what I can do or how to rename it?

undone arrow
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just replace the weapon

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but editing it in blender and reimporting would be the option that I choose

spare kiln
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but is this the issue?

undone arrow
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did the bones not match up

primal perch
remote phoenix
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Hello, can I have some pointers on how to implement a "counter" type ability? I think it is like the "inverse" of the finisher/execute ability maybe?
The thing that I struggle is the snapping.
I have 2 animation basically yeah? Attacker being countered and defender doing the counter. But, their hands and body are rotated and located at the baked locations.
What I think I need is to add some procedural animation techniques here to slightly reposition the hands for the counter ability to make the snapping less obvious.
Any tips on how to do that?

undone arrow
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I’m not too familiar with the control rig but it may also be able to help you. There’s also two bone ik you can do research into

undone arrow
undone arrow
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Using anim notify

primal perch
undone arrow
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Well Cascadeur is a whole other app. Unreal does not subscribe to it. Unreal also does not care about the most of the things you do in your bones in blender either. If you have an ik rig in blender, you’ll have to make a new one in unreal

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I think you’ll have to make your own custom parenting solution

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It’s not hard to recreate

primal perch
undone arrow
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Then you’ll have to make the animation without the constraint and counter the parents offset

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Ahhh I see what you are trying to do

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The baked animation should already have the proper position

primal perch
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Pretty sure unreals interpolation shouldnt work like that. Actually found 2 forum posts that the interpolation is broken since 5.2 or smth

primal perch
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With unreal simply interpolating from one location to the next

undone arrow
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What is it interpolating if it’s reading your animation frame by frame

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Are you adding more frames?

primal perch
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Its interpolating to its parent (hand) between frames

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Or rather it tries

undone arrow
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There shouldn’t be between frames is what I’m saying

primal perch
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I mean the frames unreal "inserts" to interpolate

undone arrow
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Try to disable that then if it’s possible

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How many frames does your animation have

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In casc

primal perch
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That step interpolation. Step works as it should, but then the animation gets choppy and I couldnt use slowmo effects in my game anymore as that would make my anims look like stop motion lol

primal perch
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Same amount as in unreal

undone arrow
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Can you send a video of your stepped interpolation?

primal perch
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If you give me 2 minutes to get on my pc

undone arrow
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If there’s a frame on every frame then stepped shouldn’t be choppy

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If you already had your inbetween frames

primal perch
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It is choppy because it is not interpolating anymore, its like using no interpolation in cascadeur

undone arrow
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Keep interpolation in casc. Use stepped in unreal

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Stepped would basically function like interpolation if the animation changes every frame

primal perch
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step is just unreals "no interpolation" term

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as its just snapping from one frame to the next

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keep in mind its looks smooth only becuzase I remade the anim in 60 fps instead of 30. but the slower I set the playback speed (slowmo effect) the choppier it gets, due to it becoming more visible that it just snaps to the next frame instead of interpolating to it

undone arrow
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There’s a rate scale option on the left hand side

primal perch
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thast just the global playback speed setting

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for this anim

undone arrow
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So what’s the problem?

primal perch
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it shouldnt

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its a baked out keyframe animation, every frame is predetermined, there is no need for unreal to apply parent movement to a child bone

undone arrow
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That seems out of our control lol

primal perch
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Everywhere I looked, people keep saying, "use a dedicated weapon bone for your weapons". Than I do that the way Unreal does it, by using mannequins sk and its still not working

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my setup is pretty much textbook example of how to utilize manny weapon bones

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from a set up perspective

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have the dedictaed bone, animate it seperately outside of unreal via a constraint. bake all frames.

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thats how it should work

undone arrow
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And it does for the most part no? The only time it breaks is when you add new frames

primal perch
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with me being able do do whatever funky things I want in the anim software and unreal doing nothing else but reading the frame data

undone arrow
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That weren’t baked

undone arrow
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Changing the frame rate adds frames I believe

primal perch
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well, to change it from 30 to 60 I doubled the amount of frames in total yeah

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like doubled every interval in casc so the speed remains the same

undone arrow
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So the problem seems like it arises when you add new unbaked frames into the mix

primal perch
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Unreal does it, not me

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but it has to for interpolation

undone arrow
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My solution would be to disable interpolation for that specific animation

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Have it exactly as it should be in Cascadeur

primal perch
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if it would be only for that animation...

undone arrow
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Any animation where you throw your weapon

primal perch
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its an issue that will arise again as soon as I try to animate the weapon bone out of the hand

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like Imagine an Emote or smth where the character is playing a little with its weapon. Nothing fancy but the weapon leaves the hand here and there.
Couldnt do that

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The most annoying part is, that I know there is a way to achieve what I want. Because there are plenty of games out there who do exactly what I want...

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but seemingly they use the same way I do it

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but mine doestn work

undone arrow
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They use unreal?

undone arrow
primal perch
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There are fighting games made with unreal

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that involve weapon throw mechanics

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or generally let go of it for a period of time

undone arrow
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It’s probably unparented from the hand when it’s released

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If it’s not animated

primal perch
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imagine Id have a slow mo mechanic in my game. like a debuff that slows you down or smth

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that would look very very stuttery

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with step

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because no interpolation

undone arrow
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True. Depends on how slow u make the person

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Buttttt. You see how much time you are spending trying to find the perfect way? Just work around it. That interpolation problem seems inside the engine

primal perch
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so it needs to work xd

undone arrow
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It can work. Just have a bone outside th hand parenting

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For your emotes

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And just swap back and forth

primal perch
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did that aswell. Issue is that then hand and weapon are not matching up on every frame

undone arrow
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User error

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You can still do your constraints in casc

primal perch
undone arrow
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I was able to fix my

primal perch
primal perch
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the one we made a few days ago

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and oG mannequin

undone arrow
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When you have the points of your sword selected and right click on the hand joint,

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And have these like this, you can copy the swords position and rotation in relation to the hand

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So on a frame where the sword is in the correct position, ctrl c. and ctrl v on the rest. Where the sword is supposed attached to the hand

primal perch
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mind, the waepon bone here is a children of the root,so I had to to constrain it to the hand when the weapon is hold

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otherwise it wouldnt follow the hand between keyframes

undone arrow
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My weapon wasnt constrained

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try this animation

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hmm i guess it was constrained. But i didnt edit the file you sent me so Idk what it was constrained to

primal perch
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here you can see where its constrained to

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the constraint is only there to make it easier for me to animate thw eapon in casc

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I could also paste and copy the location of the sword being stuck in the ground every keyframe

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but this gets tedious

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and every change to the hand would move the weapon aswell

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So I'd have ro readjust the weapon transform everytime I change something

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the contraint takes care of that by allowing me to place the weapon anywhere, and it just stays there betwwen keyframes

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once the animation is done im exporting all frames baked out

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´this is how it makes sense to do, and how others do it

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be it in Blender, Maya, cas or wherever

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the principle is always the same.

undone arrow
primal perch
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So i figure out the pose, put the weapon where its supposed to be at that frame and when I now have to readjust the character just a little, it moves the weapon aswell, so I have to fix the weapon too

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to make this process easier, I used constraints

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which "overrides" the parent relationship when I need it (Weapon out of hand).

undone arrow
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hmmmm

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quite the predicament

primal perch
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Thats how its done. Thats how Im told/read its done.

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I do it

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It doesnt work

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I think technically it shouldnt matter if I the weapon is a child of the root and constrained to the hand or if the weapon is a child of the root and parented to an independent empty thats just how it needs to be in cascadeur to animate the weapon properly, without having to keyframe every frame an utilize interpolation in casc. After exporting the animation is baked out and Unreal should simply play every baked out frame with interpolation from one bone location to the next.

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The way I do it in cascadeur should be irrelevant to unreal

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And it is.

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But because of that Unreal is doing their own interpolation. And it does that wrong.

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That moment between frames where unreal interpolates - it lets the hand bone influence the the weapon, therefore the weapon moves. But it will move back until it reaches the next "actual" animation frame

undone arrow
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Have you tried asking on epics website?

primal perch
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Can I dynamically change a bone from fk to ik in unreal?

primal perch
undone arrow
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No idea. That seems like something youd be able to do in control rig.

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Actually I think so

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hold on

primal perch
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I just the thought that perhaps bcs its fk, the weapon bone moves with the hand. If I set it to ik, it shouldnt move

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But rather adjust everything else to it

undone arrow
pale elk
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hello,
I have made some adjustement to the bone of the left arm of this animation to better fit the weapon, but each time I save and quit, the adjustment are no longer here. How can I save the new bone positions please ?

pale elk
# undone arrow

oh nice thank you ! So I just need to add a key to the begining after placing my bones right ?

undone arrow
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Yes

pale elk
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also i have an other question, is it common to have multiple socket for same item but different animations ? For example my rifle socket for idle animation doesnt suit the one for aiming

undone arrow
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<@&213101288538374145>

inland ridge
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I want to add (simple) ladder climbing to the gasp project. I already have animations, I can make a state machine for the logic, I can make vertical movement, but how do I actually use it in the gasp animbp, without actually spending days learning what they did over there (don't have time, will never use it again). any resource for this?

fossil bough
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does anyone know if its possible to make a runtime attached SK mesh, perform rigid body simulation againts itself and its attached parent (which happens to be another skel mesh)?

I'd love to keep this on animation-land, currently using the RigidBody node, but the RBAN world object collisions is really slow and jittery... and I really didn't want to write my own haha

Open to suggestions or alternatives

twin plinth
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anyone else having problems with uefn mannequin when trying to add virtual bones from the head to any bone. For some odd reason when i try to add a virtual bone from the head to hand_r it's not connecting to the hand_r bone but it's floating in the air, but other bones seem to work fine

raven trench
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does anybody know why this control rig doesnt work, when I rotate any of the points the rig moves but nothing happens to the character.

inland ridge
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is this the right approach? i want to toggle items in left and right hands, none, either or both at the same time

grave drift
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Im slowing down my attacks at the start and end of an animation, to add the feeling of power. Works perfectly on the upper body, attacks feel more powerful and less all over the place in comparison to the original animation - however, the legs move slower. Is there a way I could slow down the montage speed and have that just affect the upper body? 🤔 The attack montage is already playing on the upper body only, while lower body is jogging.

grave drift
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Its just for a brief moment at the beginning of the swing

undone arrow
grave drift
#

By changing the montage’s Play rate.

primal perch
#

@undone arrow I did it

#

Im finally free

#

I can retire in peace now

undone arrow
primal perch
undone arrow
#

How’d you solve it?

primal perch
#

In a nutshell, turns out you have to use the IK hand gun bone instead if the weapon bone to attach props.

#

I assume that has something to do with the IK rig doing something with the ik gun bone but not with the weapon bones.

#

So you have to animate the ik hand/feet bones along with their counterparts and are then free to animate the ik hand gun bone, or rather just fully constrain it to the weapon mesh in the anim software

#

I have yet to figure out how to properly constraint the hand gun bone to a mesh in casc, but its working now with the default mannequin skeleton as it should.

#

In fact I even found a reddit post talking about the devs of Borderlands 3 who had faced the exact same issue as I did now with weapon bone. They seemed to have fixed it by simply cranking up the fps of their animations so Unreal has no real time to interpolate between keyframes, but that seemed like a whacky workaround for me so I digged deeper and deeper until I had enough pieces to put the puzzle together and realize what I had to do - animate on the Ik hand gun bone instead of the weapon bone.

undone arrow
#

???

primal perch
undone arrow
#

Having your weapon bone parented to the root functions the same basically

undone arrow
primal perch
#

Yes but having the bone to use for the weapon be parented directly to the root, requires updating the skeleton

#

I wanted to use the default mannequin as it comes to make my animations as I dont have to update and retarget all their starterpack anims

#

It bothered me that the default mannequin had the aporopriate bone structure already theoretically but that I couldnt figure out how

woven bridge
#

Is there a reason why Character-->Mesh-->AnimInstance-->PlayMontage not working with root motion ?
The "PlayMontage" node that we can call on event graph works without a problem...

*Montages are working... just rootmotion is not playing as it should be...

undone arrow
woven bridge
grave drift
undone arrow
buoyant geyser
#

still trying to figure this one out if anyone has any suggestions

fringe hamlet
#

I am importing animations from Blender and it looks different from what is in Blender. The arms or my character are using the IK control positions even though I only have FK positions in my animation for the rig. Anyone know why Unreal isn't using FK for the arms?

woven bridge
# undone arrow im assuming the animation does have root motion right. do you have root motion e...

It does have root motion... Also root motion is enabled for the animations...

Like i said, root motion works just not properly...

The problem is, if i use anim instance to play montage, character goes down to floor and play animation... Like have a gravity...
If i use the normal play montage, animation starts at correct position where players sits on the seat of the vehicle...

I think movement component or capsule component have a effect on anim instance-->play montage, idk any ideas ?

lethal blaze
#

is there a way to use the retarget animation on facial blendshapes?

undone arrow
stuck pike
#

hey, can someone please explain how to make a super basic animation in sequencer ? youtube channels arent helping. I want to make an oar / rowing animation; this is simple enough, I have an oar, i converted it to a skeletal mesh, put it in sequencer, made 3 keyframes, but then the issue of saving it comes; im saving it as an animation, it doesnt work; if, when saving im selecting "record in world space" then its working but the oar fucks off to some far away place on the map. What am I missing ? UE 5.5

compact shell
#

Has anyone made a video on how to get a smaller character to work for the game animations sample?

compact shell
#

is the retarget from pose the best way to use the animations in the animation game sample project? can you build your game just of that?

undone arrow
fringe hamlet
#

When I import this animation from Blender, why is my animation using the IK controls(top) for the arm position instead of the FK ones that have keyframes?

twin plinth
lost wraith
#

If I wanted to create a "living cave", would anyone have a decent idea on how to go about that? I am trying to make a cave that leads into the stomach of a large creature. I wanted the walls and floors to move and seem like they are breathing. I thought I could maybe create multiple sections of skeletal meshes and animate them. But I didn't know that would be an optimal way of doing it. Also didn't know if using a skeletal mesh as the floor would be fine. Any help or suggestions would be appreciated, thanks.

wraith goblet
#

Anybody know how to make an animation loop without snapping to the first frame, which is slightly different from the last?

lunar kindle
#

guys is it better to use cloth simulation on character with skirt or better to animate with armatures and rig? im just wondering cause my clothing simulation looks awful all times

undone arrow
undone arrow
undone arrow
rustic pond
#

hey everyone, i migrated lyra's animation locomotion into my project and im running into a problem. when a client is watching another player strafe by spammign A and D, the first strafe looks good, but then all other strafes after the first dont have any procedural animation. it resets whenever the player stops strafing and repeats again. anyone know what is going on? thanks

lost wraith
pale leaf
#

Idk if this falls under animations, but i am trying to tweak the sandbox character. It's being rotated and controlled by the ABP it seems like, so kinda tricky to make it do what i want. Basically i want to lock the camera, face the direction of movement (this part works) but i also want it to face the mouse cursor location while running in any direction.
Ideas?

tiny mirage
#

has anyone ever played with this "render static" setting on skeletal mesh optimization tab?
what would you even want to use it for?

#

my mind is wandering to a class type that can swap between skeletal and vertex animated on the fly, but you'd lose any instancing so idk why you would

loud lodge
#

Hey guys, I am trying to replace a skeleton on a character in my game. The old character/skeleton has an animation blueprint and other animation asset references.

What is an easy way to replace the skeleton with the new one and replace all the references to the new one?

crimson bone
#

is anyone well versed in animation retargeting? its kinda a new topic to me coming from Unity, im trying to basically retarget a mixamo animation to a character in the GASP, i have the UEFN manny retargeted to my custom character, idk how to integrate mixamo animations to that

#

basicallly this

mellow urchin
#

is there a way to invert the constant interpolation?

mellow urchin
#

<@&213101288538374145> errrm took me a while to realize

cloud lodge
#

?

mellow urchin
#

or am i going insaine

cloud lodge
#

oh didnt see that on mobile

somber briar
#

it's just a picture of some kind of broom thing...

mellow urchin
#

i asked some friends. my bad i guess

lofty bane
smoky nexus
#

Does the GetNotifyName in AnimNotifies (I'm making a custom BP version) only fire when you first add it to the animation graph? I have a bool set up to switch the name, pending the bool type and it never updates when I change the bool from the animation details panel. I'm in 5.5

#

Ohh what, I just switched the bool and then moved the notify and it did update the name. But if I play the animation it does not update the name

torpid berry
#

Can anyone help me or point me to resources for blending random/procedural animations with hand keyed assets?

#

I can see how to do a lot of what i want to do in blueprints but wondering if there are better ways in anim_BPs or montages

#

mostly looking to, add a random rotation over the length of an animation - a coin rotating right and left and it spins
and combining two random animations in one call - animation A) a coin spinning and landing, animation B) the coin bouncing (both can blend on the same keyframes)

spare basalt
#

Hey there folks!
Hope you're all having a great day/night.

I am spawning a few actors at once, they all share the same anim bp and as a result are all in their idle state at the exact same time, creating a bit of an awkward synchronized breathing contest.
Is there any way to stagger them a bit so they aren't all mirrored?

jolly shell
#

I just came across this Interchange stuff because of Character Creator Autosetup mentions that this should be disabled for 5.5 workflow (https://courses.reallusion.com/home/character-creator/pipelines-and-render/unreal?v=updated-workflow-for-unreal-engine-5-5-auto-setup-|-character-creator-4-tutorial) - no answer on their discord channel about WHY this should be done. Disabling these Plugins interferes with others, e.g. Fab plugin which relies on this. So I kept them enabled, found no problems yet. Anyway, when importing FBX, I actually do not see any difference in the Import dialogue at all, also no Essentials checkbox you mention. Only thing I found is Show Import Dialogue at Reimport in editor preferences and some Pipeline and Translator Pipeline definitions in project settings. I must admit - this does completely confuse me... So what does that Interchange actually mean for the standard user, who simply imports assets like Skeletal Meshes, not doing any Datasmith or gltf stuff at all? Thanks for some quick guidance into the right direction.

eternal copper
#

Hello , when i try and play these animations before the previous one is done , the animation gets "stuck" on the first frame of the animation , this is the locomotion setup and is set up to play a certain animation when a value is true what am i doing wrong here?

smoky nexus
lofty bane
undone arrow
#

Ohh ok I think I see your problem a bit better now. Can you send a ss of where they’ve placed their default slot

undone arrow
smoky nexus
undone arrow
#

This is how I do mines. It calls the footprint function inside of my blueprints which hands the animations informatin

smoky nexus
# undone arrow

Right, but that's not quite what I am after. I am looking for proper updating the name of the anim notify in the animation graph. As per the video you can see that it won't update unless I move the notify in the graph

undone arrow
#

I guess im just misunderstanding then

#

oh wait its not a montage

#

you can still update the information by calling a direct function

smoky nexus
#

So sorry 😅 In an anim notify, there is the function GetNotifyName that you can override. That function seems to only be called when you move a notify in the animation graph? I think?

undone arrow
#

When you say animation graph what do you mean. The ABP?

smoky nexus
#

oops sorry Animation Sequence assets

undone arrow
#

I believe so.

#

buttt lemme check something

#

Where are you trying to access the animation?

undone arrow
smoky nexus
#

I'm just in editor. Just like in the video. It's the 3rd person template content. So just opening up the MF_Run_Fwd asset and adding in my custom notify. But I couldn't figure out a way to update the asset on bool switch

undone arrow
#

What asset are you trying to update?

torpid berry
#

Can anyone help me or point me to resources for blending random/procedural animations with hand keyed assets?
I can see how to do a lot of what i want to do in blueprints but wondering if there are better ways in anim_BPs or montages
mostly looking to, add a random rotation over the length of an animation - a coin rotating right and left and it spins
and combining two random animations in one call - animation A) a coin spinning and landing, animation B) the coin bouncing (both can blend on the same keyframes)

#

is there a way in animation blueprints or montages to procedural append two seperate animations

undone arrow
#

additive animations

#

Welcome to my new series, Advanced Animation Application [for UE4]. This fine evening we're exploring the use of Additive Animations - whether it is for purely aesthetic reasons or even for gameplay. The 3 examples I cover today are acceleration leaning, landing compression and breathing animations. Additive animations can be used for absolutely...

▶ Play video
torpid berry
#

not quite
its somewhat close, as its calculating an acceleration and adding it. which i might work
I was hoping to determine a pose randomly and have the animation lerp to it in the span of its playtime

undone arrow
#

Theres a pose snapshot

torpid berry
#

-in this specific case adding a random yaw to a spining coin as it moves

undone arrow
#

blend space and have a random value driving it

#

an additive blendspace maybe?

torpid berry
#

hmm yeah a blend space is great for the range of outcomes

#

i just need it to lerp to the blend space location in sync with the animation being played

#

eg- there are multiple flip animations
i want the blend space lerp to map to the lenght of the played animation

#

eg

#

12 frames to move, or 35, or 10 etc etc

undone arrow
#

oof. Seems like overkill for a coincrying . is the coin the whole game

#

😭

torpid berry
#

oh yeah its a major ui element

#

on par with the d20 of baulders gate

undone arrow
#

Its tickling my brain. It feels like I have something in my mind

torpid berry
#

yeah the other part of system is
i have 2 arrays of animations
spins to land + land to settle

I want to randomly combine animations from each array
the land keyframe on all of them are identical

is the best way to execute this just literally in BP with
Anim1 -> Anim2

#

or is there a path in anim BP or montage that would serve me better

undone arrow
#

chooser players. But my brain😂 . Can you send a video of two of them

#

one from each

torpid berry
#

ha, i will when they are animated
wanted to think through the implementation

#

and chooser player, is that in anim bp?

undone arrow
#

yes. Its so powerful

torpid berry
#

hmm yeah that solves problem 2

#

the next quesiton is can i animate a blend space over the run of an animation

undone arrow
#

Can you elaborate

#

are the coins spinning for a set amount of time? Is it random?

#

besides the point. Im thinking you can play a montage at the end

#

your lands could be montages

#

and just choose which one to play based on the direction that the coin is facing when its landing

#

Ill need to mockup stuff and see. Its hurting my brain too much now I gotta scratch the itch

torpid berry
#

Dang that's cool
I can recreate that with the control rig thankfully
As I've got some of the animations done lol

undone arrow
#

Yeah. I think youd have endless possibilites too.

torpid berry
torpid berry
torpid berry
undone arrow
torpid berry
#

thanks

#

hmm this might be more than i need lol

#

but hmmm

undone arrow
#

Its simpler than that. But thats just how to kinda use it.

torpid berry
#

normally how would you play chained animations

#

litereally
animation a + b outside of montoges

torpid berry
#

and also is there a way to blend to a target point on a blend space over an animation

#

say i have a blend of .5 in a "Coin Direction" space

and i have a 22 and a 33 frame animation that can play

is there a way for both of them to smoothly blend to that .5 in the blend space by the end of the animation

#

hmm if i could have a float track animatied

undone arrow
#

Can i see your coin direction space?

torpid berry
#

right now its fairly simple
bones are
Root -> Position -> Spin

undone arrow
#

Hmmm. Control rig is out of my skill set for now. I was thinking maybe literally recreating the blender rig inside of ue. And connect your "ik" bones to the controls. And just play with the values in bp. When its spinning. I actually dont even know if its possible to play with "ik" bones like that

torpid berry
#

i can figure that element out
i'm not that woried

the bigger question i have is how to propery set up a blend space

where -1 = -360, 0 = 0, and 1 = 360 degree turns

undone arrow
#

are your animations looping?

torpid berry
undone arrow
#

hmmm.

#

why not have the ends spinning

#

-1 and 1

#

have two blend spaces

#

for your spins left and right and one for up and down

#

add them together, and possibly do an alpha lerp to the position it landed on

#

My ue keeps crashing so cant really show

torpid berry
#

could do that
but yeah i'd love to see how you set up that blend space

#

i need some better tutorials on the anim blueprint and montage side of things

undone arrow
#

I think my ue was just crashing bc of the project I was trying to open. But ill see

#

Actually as im playing around with it im seeing a potential solution.

undone arrow
#

I mean it kinda works i think. Just needs more blends

#

I think you can have an additive one. Lemme Experiment

#

I think a blend space is all you need really.

#

Two blendspaces. One for spinning and one for leaning

acoustic kestrel
#

does anyone know whats going on here?

#

the skeleton is fine its only when i import the animation that it does this

#

and the same thing happens to my other model that i have but with a different animation

cinder ginkgo
#

Hey I have a general question about root motion. I have a dashing attack animation I am using as a montage to play. When the dash is occuring, the pawn should be able to pass through other pawns. So before playing the animation I set its collision object type to a custom created one that ignores pawns. What I've found is that as long as im not playing an animation, I can move through that pawn using that channel. If I play the dash animation using root motion, it seems to get caught on my player character. I only need root motion to give me the physical location of the pawn, I dont want it doing any physics checks but I cant figure out how to disable that.

torpid berry
torpid berry
#

this is a bit better than what i was thinking of doing

undone arrow
novel viper
#

Hello. Is there any way to make anim notifies fire when using frame evaluation (frame based animations)?

undone arrow
#

It does need some work. The bones. It needs to spin from the middle in the air and spin from the bottom on the floor. I’m thinking a bool to just switch blend spaces can deal with that orrr. It can all be in one blend space but it does need more animations. I looked at the coin rig in blender and it spins differently when it’s landing so I, thing that it itself can be an animation as well

undone arrow
novel viper
#

Yeah I have tried many times, they don't fire. I use frame evaluation for weapon reload animations which are tied to the reload percentage.

undone arrow
#

Can u send a video

#

Are you using montages?

#

And a ss of inside ur anim notify

novel viper
#

No it's just a normal non-montage animation with a play sound notify

#

Can record a video, sure

#

gimme a few mins

undone arrow
novel viper
#

@undone arrow In the video you can hear a shield shattering sound effect in the animation window (just a test sound). Then when playing and when the rocket launcher reload animation plays, the shatter sound can not be heard.

#

When I play the animation normally (non frame evaluation version) it DOES play as intended

#

Ah wait I found it!

#

turning this off fixes it

#

What is the downside though of turning this off. The animation still seems to work correctly. But I wonder what teleporting does. 🤔

#

Hmm even the docs just say to turn it off without any explanation as to why it's set to true by default crying

#

Gotta love that lol

#

"Yeah your problem is caused by this setting, just turn it off"
"Okay, but why is set to this by default?"
"Dunno"
hidethepain

undone arrow
#

Funnily I’ve never encountered that problem

solid valve
#

Does anyone know why my animation is unable to lift off the ground? It looks like Unreal removes the "Z" axis on my animation when it's played in the world when I have Enable Root Motion checked. Is this a rigging problem?

#

For example, I have the animation leap into the air and do a flip. But in reality it just flops on the ground.

#

I thought maybe gravity was actively fighting it so I disabled it to test things out but it just flopped around regardless... just... floating in the air this time.

#

The model, rig, and animation are all made by me. And frankly I'm just lost on what's causing it. The animation looks fine when viewing it, and even plays fine without root motion with the exception that the hitbox doesn't follow it.

outer garden
#

oh my, scroll down a bit more and there it is 😆

solid valve
undone arrow
solid valve
#

During the animation? You mean once the walking animation needs to be retriggered after the "jump" animation?

rose mural
#

ok what the heck even is control rig "initial" transform - for some reason, it seems like it's always the base pose of the skeletal mesh asset, not the pose I'm passing in as the "source" pose in the anim bp

#

source pose being fed into control rig node

#

pose if there's nothing in the rig graph:

#

pose generated from control rig using "initial" transform of the feet

#

what I want is for the feet to be as they are in the first picture but alligned with the ground. Previously, I was grabbing the "current" transform of the bones on the first frame but I suspect this is causing problems for certain actors in my game

fading mason
#

Hey friends! I'm a programmer starting to explore control rigs. From what I can tell, so far, it seems like I could achieve the same kind of "rigging" just using traditional animation blueprints. Am I overlooking something? Does control rig offer any unique capabilities that aren't possible with animation BPs, or is it more of an alternative workflow? One that's closer to how things are done in 3D software and more geared towards animators rather than programmers?

cunning locust
#

has someone found an easy way to implement the gasp onto an already existing player blueprint, via anim blueprint only or something? i got a fully written char, but it would take months to fully convert everything to gasp. i would rather just have a simple anim bp where i can add layers for my montages and so on.

cunning locust
fading mason
# cunning locust control rigs are for animation creaton, anim bp usualy for executing animations....

In my case, I don't need to bake animations. I have skeletal mesh with a physics asset. Some bones are driven by physics simulation. Others are going to be animated to adjust to the physics simulation. Similar to what you can see at https://youtu.be/Wc6lUXOhRO0?t=714&si=cYLCyoURfV1Dtp71.

Watch our evangelism talk ‘Driving Around: Exploring Chaos Vehicles’ from the State of Unreal 2022 livestream.

Chaos Vehicles is Unreal Engine's lightweight system for performing vehicle physics simulations. In this video, we go over the system’s features, the basics on how to set up your own wheeled vehicle from scratch, and tips and tricks to...

▶ Play video
#

So, your answer pretty much aligns with my impressions so far. Control Rigs seem to be mainly a tool for animators to create and edit animation clips or sequencer animations directly in Unreal. But when it comes to real-time procedural animation, like handling bone transforms in IK setups, it looks like everything can be done directly in animation blueprints without needing a Control Rig. What I’d love to hear from you all is whether there’s more to it that makes it worth diving deeper into it. Am I missing any key advantages?

rose mural
fading mason
undone arrow
rose mural
#

...I am an idiot. The source pose is just the pose when we enter forward solve

steady sandal
#

How to Ensure a Full Step Animation Completes When Tapping "W" in Motion Matching?

I'm using Unreal Engine's motion matching system for character movement. Currently, when I tap the "W" key, the character starts taking a step forward, but because I'm not holding the key, the system immediately blends back to idle in an unnatural way.

I want to modify this behavior so that when I tap "W," the character fully completes the step animation before transitioning back to idle, rather than blending out prematurely.

Is this possible within the motion matching system? If so, what would be the best way to achieve this?

fading mason
#

Hey, friends! I have a skeletal mesh where some bones are driven by physics simulation. However, when I try to get this bone’s transform in the Animation Blueprint, it returns the pre-simulation (non-physics) transform instead of the updated simulated one. Is there a way to access the actual simulated transform from the Animation Blueprint?

stone kindle
#

Hi I have horse model I am rigging and skinning. When I rotate the horses neck down the mane hair stretches really bad. See my attached screenshots. I do not want the mane hair to stretch and need it to look natural. Is this a geometry issue, weight painting, not enough bones, etc? I am new to rigging and skinning and not sure how to go forward

undone arrow
hollow moat
#

Hey does anyone know why my camera isnt following my ads, someone said it was because of aim rotation which is linked here but never told if anyhing was wrong?

warm island
#

is there a way to add an offset to an animation so that the hand lays somewhere or attaches to the surface of somewhere? I'm not really interested in IK, since i just have the hands visible, I'm using the transform bone node but I'm trying to figure out how to get it to offset towards an object

spare kiln
#

hey guys, I'm using motion matching with chooser tables, but I wonder, is it possible to use animations for transitioning from idle to walk or jump start animation with it?
If so do you have and directions on how to do it?

torpid berry
#

can some one help me with blend spaces?

#

even in unreal's documentation it states you can place poses in blend spaces
but i can't drag pose assets in ??

#

i'm really confused here

undone arrow
torpid berry
#

yeah actually figured it oout
pose assets being something totally different from 1 frame animations lol

undone arrow
#

I’ve never done it through poses so idek if that is possible

torpid berry
#

i do have an issue of creating a blend space still

trying to make it so
-1 = -360 , 0 = 0, 1=360

#

but its treating all of the poses as identical so its not interpolating at all

torpid berry
#

yeah i have the 1 frame animations

undone arrow
#

That’s odd they aren’t interpolating then

#

Can you send a ss

torpid berry
#

all set to looping

#

animation ex

undone arrow
#

Is it spinning on Z?

torpid berry
#

yeah

#

but its treating all 3 states as identical

#

so its not rotating

#

-360, 0, 360

undone arrow
#

Go in your details panel and check the bones rotation

#

I don’t think unreal goes to 360

#

So the pose might have to be 359. I think blender is the same

#

360 is 0.

#

But unreal goes to like -180 to 180 I think

torpid berry
#

yeah its all reading as 0

undone arrow
#

It instantly swaps when the rotation passes that threshold

#

Your animations don’t have any spin

#

Why is it spinning that way?

torpid berry
#

so when its 359 it just lerps from 0 to -1

#

it does not wrap the correct way

#

and the whole reason for the blend space is to add a random z turn in the animation for variety

undone arrow
#

Idk for sure but when you rotate the bone you’ll see. It doesn’t even go up to 359

torpid berry
#

???

undone arrow
#

Yeah. Something like that

torpid berry
#

so how do i fix it?

undone arrow
#

Try making it spin indefinitely?

torpid berry
#

no

#

-1 = -360, 0 = 0, 1 = 360

#

-0.5 = -180, 0.5 = 180

#

etc etc etc

#

pose to pose blend

#

0.7 = 270

#

etc

undone arrow
#

Such niche. It’s brain itch after itch. I do like solving problems tho. Hmmmmm.

#

Might have to move that outside of a blend space maybe

torpid berry
#

just need info on how to do rotational blend spaces

undone arrow
#

But the problem would still exist. Hmmm

torpid berry
#

there have to be parameters

undone arrow
#

Yeah. I think the problem arises when you cross the 180 threshold

#

Ohhhhh. Try -179

torpid berry
#

and when i put in 180s it will rotate and rotate back
yeah will try -179

#

nope

#

there has to be a way to specify how blend spaces rotate

undone arrow
torpid berry
#

between single frame animatinos

undone arrow
#

-1 = -179. 1 =179

#

But that’s not a full rotation hmmm

torpid berry
#

going to try 90 and -90

#

ok that did it

#

with just 4 poses

#

0, 180, 90, -90

#

gets the correct span

undone arrow
#

Yeah it’s weird

torpid berry
#

it makes sense

#

i was just hoping the poses would save symetrical rotations as different because of the quaternions

#

BUT

#

this fully solves my issue

undone arrow
#

I wonder what the next problem would be

undone arrow
scarlet moth
#

Can someone explain to me what Component Space is? ("Set position of bone in SkeletalMeshComponent's reference frame", what does that mean?)
For some reason I need to set my bn_weapon bone to rotate in Component Space and bn_base to World Space to get the rotation I want, but I don't understand why.
The Pawn is attached to a Scene Component in another Actor. That Scene Component has a relative Z rotation.
So I'd expect that I have to set bn_base to Component Space, which I'm rotating on Z. Not bn_weapon, which I'm rotating on Y. I'm confused 😕
Parent Bone Space also works.

runic turret
#

Hi,
project is lyra
I have a custom character that is being retargeted using the IK Retargeter. One of the montages, specifically the archer draw montage assigned to the "Upper Body" slot, is not blending correctly. While the legs move during running, the character remains still when jumping. I attempted to use a Layer Blend with the pelvis bone, but it caused the character to tilt at a 45-degree angle. Although the bone structure is different, the locomotion animation plays perfectly. I'm unsure how to resolve this issue.

spare kiln
#

Do I need sync markers with motion matching or should I add them to my animations?

undone arrow
#

sync markers to do what

#

To me you would just handle that logic in bp

spare kiln
#

As far as I understood, sync markers are used to sync animations, so that when blending between run and walk, that they sync up also for footstep sounds right?

I'm just wondering, since I'm going to place AnimNotifies for footsteps, if I should also place sync markers.

undone arrow
#

Im not too knowledgeable about that. I thought was just for visuals

spare kiln
#

Me neither, thats why I'm asking, because I'm going through all the animations for footstep notifies and this would be a good time to place them as well.

undone arrow
#

Better safe than sorry I guess.

#

But I havent found a use for them as yet So i personally dont think they are that important

spare kiln
brittle jasper
#

is there a way to change my IK goals to work in the skeleton transform space instead of them having (0, 0, 0) just mean default position?

#

I feel like there must be an obvious fix in a menu but I cant find it for the life of me

brittle pier
#

Hey the effector space "World location" doesnt really behave as I expected, anyone knows whats up?

torpid berry
#

ok
so I'm running into a huge issue with my animation Blueprint and Montages
@undone arrow

I have two sets of montages with relevant animations
one where the coin lands on heads and one with tails

for whatever reason when i try to play a montage that flips to or starts in a tails position,
it still plays the animation heads up

there are no blend spaces active, i've tried to run off the animation blends
but its just so strange

torpid berry
#

here is what happens when i play it on loop in an anim BP Call

#

wait may have found it

#

i needed to set the blend state on blend out and not completed

#

it was created a 1 frame gap

fast dew
#

man.. whatever team designed Control Rig... had they never used Unreal Engine before? why is everything so ass backwards in that graph editor?

#

it's like working with some bootleg version of blueprint or something

torpid berry
#

@undone arrow
thanks for the help

undone arrow
#

Anytime man

torpid berry
undone arrow
#

How are you doing that like that?

#

on the ui

torpid berry
#

render target

fast dew
#

beta, i get that- but it's been around since unreal engine 4. it's older than nanite ffs. i crash more often in control rig than anywhere else in the editor

#

and it's definitely not conforming to ABP standards, it feels more like the old Blackboard system. IE) you can't access function parameters through local gets.

#

want to get the length of an array? nah we don't use length over here- we use "num" lol

#

anyway i'm just ranting 😛

#

crashed too many times today and wish i could yell at whoever designed this mess

torpid berry
# undone arrow on the ui

basically
i have the bp in the level
it has the coin and render target camera
that writes to a texture, I use a material to mask out the non actor parts of the image

then on the UI its just an Image component using the material

#

@undone arrow

undone arrow
#

I might have to play with that sometime

undone arrow
torpid berry
#

its gotten better fast

#

hopefully the trajectory continues

rose moth
#

Newbie question! Whats the easiest and best way to a character interact with the ground hes walking on?

astral path
#

Hi everyone, when I pressed key in animation sequence in the top bar to keep changes, the mesh dissappeared, how to bring it back?

astral path
undone arrow
kindred wedge
#

I need a blendspace montage and apparently this is not a thing in the game. I want a cast animation that plays once and overrides other animations, so a montage would be perfect, but it needs to interpolate between left/right/up/down animations, so it needs to be a blendspace. Chatgpt says I can't, google says I can't. How am I this far off the beaten path for such a simple feature? What am I missing?

astral path
# undone arrow Can you send a video

I needed multiple animation sequences but they did not save the changes I have made and when I would edit other animation sequences, all of the animation sequences would change to the same pose (I duplicated each of them from one source animation sequence), and to keep changes I hit key button at the top and it helped, but the mesh is not seen

quick inlet
#

Hey everyone! 👋 I’m fairly new to Unreal Engine and could really use some help. Has anyone successfully retargeted an ActorCore skateboarding animation to a MetaHuman? The movement transfers perfectly, but the skateboard animation doesn’t, and the mesh disappears entirely.

I’ve tried different approaches but can’t seem to get the skateboard to stay linked. If anyone has run into this issue before or has any advice, I’d really appreciate the help! 🙏 Thanks in advance!

brittle pier
#

Hey the effector space "World location" doesnt really behave as I expected, anyone knows whats up?

frail hearth
#

@sweet kite did you get that?

rose moth
# undone arrow Elaborate. Footstep sounds? Foot placement?

I have a character walking on a simple terrain,the problem is that the terrain itself is a little more like a downslope so im trying to find a way to make him walk on the terrain without sinking into the terrain as the terrain gets highier.

vagrant shard
#

I have a weird question. has anyone experienced this animation issue? I retargeted these animations and they were all fine until today, its like they are completely broken

#

the funny thing is that im not even playing the animation

#

I think i figured the issue, i am looking in my retargeter and it seems i dont have a root source chain, not sure if thats the issue but i think it is

vagrant shard
#

so apparently that didnt fix the issue. if anyone could provide advice that would be appreciated thankyou

vagrant shard
#

its doing it in the rig as well for some reason

blazing oriole
#

How does ABP_Manny get from Locomotion to Jump? It doesn't have a transition rule between them, and I can't find anywhere in the ABP where it forces the state to jump

blazing oriole
long beacon
#

Can someone give me a basic run down of what I would need to look into to add an animation to Lyra?
This is a first-person project and all I want to be able to do is on Interaction, fire off an animation state that moves the character arm(s) up in front of them, for example picking up a tablet to look at the screen. Then, on a button press, reverse the animation and put the arm(s) down.
I have the animation sequence for holding the item, just not sure how to blend to it. Would this be a new animation Layer?
I'm an unreal C++ systems engineer, so Animation stuff really hasn't been my thing.

smoky shell
blazing oriole
#

Ahhhh, I see. The list of state names selected are basically the input arrows, and you apply your condition coming out of the alias

smoky shell
hidden grove
#

man this stupid animation offset is just making stuff a mysery

#

no mater what i do its always there in game some how

hidden grove
shrewd heron
#

Is Motion Matching production ready in 5.5?

hidden grove
#

man that is a idea i could get behind

#

rather then strugling to animate hands and such

faint oracle
#

How do I get the blend mask to only apply to the upperbody slot? Somehow the upper body does some wonky stuff on stuff that is just default slot 🤔

#

non upperbody slot animations should play normally without blend masking but they don't for some reason?

faint oracle
#

nvm figure it out

lofty marlin
#

Does anyone here have some MotionMatching knowledge?
Generally confused what I'm looking at regarding the debug prediction line when using Epic's Character-based Trajectory generator.

verbal tide
#

any idea why when I use an AimOffset my character straight up disappears ? (scales to 0)

#

ok nvm i needed to have a non-additive idle animation

lofty marlin
# unborn crypt What are you confused about

The Line that one can draw to show the Trajectory, on Epic Character, if I inject a steady input (Forward + Mouse Right), barely bends.
It has a small bend at the start and then goes straight on. And I'm implementing this stuff for Mover at the moment, and after "fixing" the Predictor for mover, I get a Line for my Character that is properly bend, basically fully round, the path that the character will follow.

And I'm confused if:

  • My stuff is wrong
  • Epic's stuff is wrong
  • The debugging line is misleading
#

And the History, even though the values are the same for the Trajectory nodes, draws diffently (distance between sample seems different).

unborn crypt
#

Gotcha. Ya, I'm not sure how they do their predictor using mover. I Just extended the PoseSearchTrajectoryLibrary to use my movement system instead (I dont use character and instead something similar to mover.)

#

Thus the same problems of decoupling

lofty marlin
#

I duplicated their Library by now to add some logging.

#

MaxSpeed: 500.000000
BrakingDeceleration: 500.000000
BrakingSubStepTime: 0.030303
Friction: 5.000000
Velocity: X=-413.677 Y=280.841 Z=0.000
Acceleration: X=-760.833 Y=247.251 Z=0.000
Position: 0.000000
Facing: P=0.000000 Y=78.419479 R=-0.000000
MeshCompRelativeRotation: P=0.000000 Y=-90.000000 R=0.000000
bOrientRotationToMovement: false
bStepGroundPrediction: true

#

[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: [UGAPoseSearchTrajectoryLibrary::UpdatePrediction_SimulateCharacterMovement]
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: CurrentPositionWS: X=2680.574 Y=-5794.922 Z=4.275
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: CurrentVelocityWS: X=-413.677 Y=280.841 Z=0.000
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: CurrentAccelerationWS: X=-760.833 Y=247.251 Z=0.000
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: ControllerRotationPerStep: P=0.000000 Y=0.000000 R=0.000000
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: [ 1] ====== START ======
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: | | CurrentPositionWS: X=2680.574 Y=-5794.922 Z=4.275
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: | | CurrentFacingWS: P=0.000000 Y=78.419479 R=-0.000000
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: | | AccumulatedSeconds: 0.028709
[2025.02.11-12.50.24:174][927]LogGAPoseSearch: VeryVerbose: | | CurrentAccelerationWS: X=-760.833 Y=247.251 Z=0.000
[2025.02.11-12.50.24:175][927]LogGAPoseSearch: VeryVerbose: [ 2] ====== START ======
[2025.02.11-12.50.24:175][927]LogGAPoseSearch: VeryVerbose: | | CurrentPositionWS: X=2639.207 Y=-5766.838 Z=4.275
[2025.02.11-12.50.24:175][927]LogGAPoseSearch: VeryVerbose: | | CurrentFacingWS: P=0.000000 Y=78.419479 R=-0.000000
[2025.02.11-12.50.24:175][927]LogGAPoseSearch: VeryVerbose: | | AccumulatedSeconds: 0.128709
[2025.02.11-12.50.24:175][927]LogGAPoseSearch: VeryVerbose: | | CurrentAccelerationWS: X=-760.833 Y=247.251 Z=0.000

#

The ControllerRotationPerStep is 0,0,0, even though I'm moving my mouse.

unborn crypt
#

And you're getting a weird trajectory

lofty marlin
#

Which is kinda strange

#

Debugging wise yeah

unborn crypt
#

looks like a mitchmatch in skeleton

#

first thought

#

that's usually the case when the bones are like that

lofty marlin
#

Would that make sense, given the data is just CMC driven?

#

Ah don't look at the character mesh

#

It's about the line

unborn crypt
#

gotcha... looks like a slight prediction to the right is happening

lofty marlin
#

Yeah, but the rotation applied is a constant right value

#

Injected via EnhancedInput.

#

Here is the history line:

#

So it runs constantly in circles and i would expect the prediction line to look like the history one more or less

#

Curve wise

#

And in my Mover setup I also get that

unborn crypt
#

Ya, that's a long history

#

I think mover does that

#

You can just not use movers predictor

lofty marlin
#

The lines I psoted are the CMC one

#

I coded my own Mover Predictor

unborn crypt
#

oh

lofty marlin
#

The line is unchanged CMC code

unborn crypt
#

maybe i'm seeing the scale wrong in the image

#

gotcha

#

ok, so you're running in circles and the line is following (is this in a bad way yet?)

lofty marlin
#

That's the CMC line. Basically what you see when you run in circles on teh GameAnimationSample

#

History shows I'm running in circles

unborn crypt
#

ok, so it's not predicting a turn in the future

#

since you'r still holding right, but the line is showing straight

lofty marlin
#

This is my mover version. Not perfect cause it seems to curve too much, but way more what I would expect.

#

History is also way further apart for whatever reason. They are walking with the same speed and same prediction and history values.

#

fwiw, the history of the CMC one seems to look like the prediction of the Mover one xD

unborn crypt
#

why is the history of the mover different then the history of the cmc?

#

if the movements are the same

lofty marlin
#

Yeah that's one of my questions too

unborn crypt
#

is the line accuratly following both?

#

if that's the case then that means they're in fact behaving differently

lofty marlin
#

You'd think, but this is when they are both running straight for a while.

#

They don#t drift further apart, so neither of them is faster than the other,

random river
#

Hey everyone,
I'm trying to export a modular character from Blender. I created the rig using Rigify and then converted it for Unreal using the GameRig Tools addon. Everything is working fine except for the export.

When I try to export all the mesh parts along with the rig, Unreal imports it as a single skeletal mesh with all the body parts already attached, instead of multiple skeletal meshes.

The only way I've managed to achieve this is by first exporting the entire mesh with the rig to create a Skeleton. Then, I export each mesh part individually along with the rig and convert the exported static meshes into skeletal meshes using the previously created Skeleton.

Is there an easier way to export the entire modular character with the rig in one go while keeping the skeletal meshes separate?
Thanks in advance

brittle pier
#

Hey so I'm trying to make my bear characters legs always touch the ground, although I had it working with component space, when i set the effector space to "world space" it suddenly doesn't work in the world. Anyone knows what's up??

lofty marlin
#

@unborn crypt So I figured out the problem with the History.

#

The Mover Predictor adds the created Prediction Samples starting with 0.0 for the accumulated time.
But 0.0 is the current one. CMC correctly adds it with DeltaTime, so in the future.
That caused the first predicted sample to be "old", and also the code that grabs the "previous location" to make the History Samples "Relative Locations" was using a completely wrong location due to this.

#

That looks better :D now trying to fix the rest haha

lofty marlin
#

@unborn crypt Also figured out why the line of the CMC one is straight. They limit the ControlYawRate in the AnimBP to 0.0 while moving.
For whatever reason.

brittle pier
quartz cedar
#

Hey, this is a weird question but I was wondering if you as an Indie dev, would consider renting an affordable mocap studio for like an hour or two to make some custom animations, rather then doing it all by hand? Let's say for like 100-200 bucks per hour. Like does this make sense for you?

unborn crypt
smoky shell
#

Mocap isn't available to indie at a sufficient quality/price

#

You can get low quality suits without a good quality actor and get an awful but situationally passable result with cleanup

quartz cedar
# smoky shell Mocap isn't available to indie at a sufficient quality/price

Yeah I noticed. I've been thinking about getting an OptiTrack system for quite some time now and I got the idea of opening my own mocap studio with good rates because as an Indie developer I know that it would've helped me a TON to have access to mocap but the rates were way too expensive since I needed a lot of animations done and for many games which would add up really really quickly.

royal sorrel
#

I'm using contextual anim scene. How do I select a different anim set based on condition? No matter what I do, it always defaults to the first one

#

Also why is there 0 documentation on CAS?

fading mason
#

Hey, folks! On my animation BP, I'm using the Transform (Modify) Bone to rotate a bone given a rotation that I'm calculating in the C++ side. But this damn animation node accepts an FRotator as input parameter instead of an FQuat and I'm experiencing gimbal lock. I can create my own version of this node and solve this with a custom node, but before I get into this rabbit hole of creating a custom animation node (which I'd love to avoid), do you know of another way to solve this issue?

random river
smoky shell
fading mason
brazen willow
#

What happens if I create FirstPerson animations with the default UE4 Mannequin in Blender, and then retarget to other character in the engine, will the grip do not match if the models have diferent dimensions (like hand dimensions arms and so on)?

spare kiln
#

Is it possible that this is an issue with the orientation? (See the arrows)
Also how could I fix that?
(First image is a animation where it is ok, second is the one with the issue)

late sun
#

My Animation Blendspace is not playing from the start but starts at a random position.. Any help please ?

viscid willow
spare kiln
#

ideally I would like to fix it in the animation though

viscid willow
#

if your characters have different proportions it's safe to say that things like contact positions will be different across your characters. e.g. if you shoulders are wider your hand positions will be further apart.

https://youtube.com/watch?v=vZW8mxlQJEk&si=SOEQPswqjZ4XZNG3

you can use IK to correct hand positions, if you have different hand proportions like a larger hand or wider spread fingers you can also expect some discrepancies in the contacts of the fingers etc.

Senior Gameplay Programmer Laurent Delayen explores animation retargeting and what it can do for improving your animation workflow.

▶ Play video
viscid willow
# spare kiln ideally I would like to fix it in the animation though

yep, thats fine, just wanted to check that it's played through a montage.

the orientation of the root shouldn't impact the direction of the root motion it should just follow the translation from the root which is applied as velocity on the character.

what are the root motion settings of your ABP? there's "root motion from everything" or "root motion from montages only" etc

spare kiln
viscid willow
spare kiln
#

I mean looking at the root motion orientation arrows it makes sense why it does not work with root motion enabled, I would assume that the character is rotated so the arrows faces forward and since the arrows are titled 90° this leads to a righte movement

viscid willow
#

typically the rotation and translation are independent. so you could rotate your root 180 while moving the root backward for something like a turn start for locomotion, but the orientation shouldnt have any impact on the translation of the root. it should only determine the orientation of the capsule relative to the character mesh when root motion is enabled

spare kiln
viscid willow
#

if you did want to adjust this in engine you could pull it into sequencer and bake the animation to the mannequin control rig so you can adjust the root independently

spare kiln
#

Is this a actual skeleton bone that is causing the issue?

viscid willow
spare kiln
#

But so there is an additional thing besides the bones in the animation, that tells how to rotate the capsule?

viscid willow
spare kiln
#

I mean i bought the animation pack and the creator/seller is quite responsive and already fixed another issue, so I hope/assume he will do the same thing, but I was just wondering if I can do this myself, also I'm interested what this really is.

spare kiln
#

So the difference I can see is that the arrows are pointing to the left where for the other animation they are pointing forward, and I would assume that the capsule is rotated so that the arrows look forward.
It 100% is an issue with the animation itself, this is the only variable in the equation, just wondering how easy it is to fix and besides that what it means 😅

viscid willow
spare kiln
#

I mean further investigating i think it is an issue with the root bone

viscid willow
#

I think you might be right, I don't exactly understand why tbh haha

spare kiln
#

I think he retargeted the animations from ue4 to ue5 and thats where it happened but i wonder if i can fix it because I'm retargeting his animations to my skeleton.

viscid willow
#

you could still correct that how I mentioned before, you can pull the anim into sequencer, bake it to the mannequin control rig, and remove the rotation on the root

viscid willow
#

yep pretty easy

#

if you have an empty level, bring your character in and open up sequencer

viscid willow
#

you should then be able to add the character to the sequencer track if it doesn't do it automatically

spare kiln
#

do i need to add a level sequence?

viscid willow
#

yeah you can do it that way, or just create a level sequence in ur content browser and double click

spare kiln
#

ok got that

viscid willow
#

if you have your character mesh you can either pull it into the level or drag n drop it from your content browser into the sequencer viewport, this should spawn the character to work with

spare kiln
#

so i drag the character mesh into the level right?

viscid willow
#

probably easier to drag the character into the sequencer, it should just spawn it automatically

spare kiln
#

yea have that done

viscid willow
#

if it created a control rig, you can delete that first of all, otherwise ur anim will be overridden

spare kiln
#

i don't think so

viscid willow
#

okay, in that case you should be able to add your animation to the animation track

spare kiln
#

yea i have done that

#

ohh you mean just change the yaw to -90 and then export it like that?

viscid willow
#

then if you right click on the skeletal mesh track you should be able to bake it to a control rig

viscid willow
spare kiln
#

but maybe I'll just wait till tomorrow maybe then the guy fixes it in his pack 😅

viscid willow
spare kiln
#

that is the correct one all are pointing forward

#

for this it is dynamic as you can see

#

meaning for the good anmiation, the root bone is not rotating, but for the bad animation the root bone is rotating with the character

viscid willow
spare kiln
#

how can i do that?

#

because the animation i dragged into the sequencer is also bad in the sequencer

spare kiln
viscid willow
#

what if you disable root motion on the anim asset, then add it to sequencer?

spare kiln
#

then it works but then it also works for the montage

viscid willow
#

yeah okay, so if you have it in sequencer working "correctly", then you can right click on the skeletal mesh track and find bake to control rig

#

you should be able to bake to the mannequin control rig which will allow you to adjust the root rotation

spare kiln
#

can't i do something like that in the retargeter?

#

or translation mode ^^

viscid willow
#

maybe, control rig means you can just change the keys and save out a new asset

spare kiln
#

I maybe think I have to sleep about it and hope that the guys fixes the animations 😂

#

I is 99.99999% this one animation that has an issue, maybe I could even fix it, by adding the package and then trying to retarget the original ue4 animations to ue5

#

But i really really appreciate your help!

viscid willow
#

no problem, there aren't that many steps to adjusting the animation in control rig. once you have the animation baked, you can just change the keys, save the asset back out, and done

spare kiln
viscid willow
spare kiln
#

Also I'm pretty sure, since the animations I got where originally ue4 and then retargeted to ue5, that something happened there.
I just deleted the ue4 animations so I can't try it right now, but maybe if I just retarget the animation from ue4 to ue5 myself it is already fixed.

viscid willow
#

good idea, you might get more consistent results

real atlas
#

Ive been wondering, how did they even achieve this with the 2 different mannequins? theyre clearly different proportions but yet they can use the exact same animations just fine (albeit whatever offsets naturally happen) but I cant find any way to do that with my own characters

#

whenever I try to retarget anything it ends up either duplicating every single animation as a compatible version or just irreversably breaks my character rig entirely

#

same bone names, barely different proportions

serene onyx
# real atlas whenever I try to retarget anything it ends up either duplicating every single a...

Learn how to make perfect animation retargeting with IK Rigs and IK Retargeter of Unreal Engine 5 (UE5). This tutorial will show you everything there is to know about these new Unreal Engine 5 (UE5) tools.

🎁 Download my custom version of Blender : https://evansbohl.gumroad.com/l/mixamotoue5

💙 If you like what I do, please consider supporting m...

▶ Play video
brittle pier
#

Hey everyone, can someone help ?I'm trying to make my bear characters legs always touch the ground, although I had it working with component space, when i set the effector space to "world space" it suddenly doesn't work in the world. Anyone knows what's up??

viscid willow
# real atlas Ive been wondering, how did they even achieve this with the 2 different mannequi...

I expect these two mannequins, while being different skeletal meshes will share the same skeleton. Because the share a common skeleton, the animation assets can be shared.

when retargeting across the same skeleton with different skeletal mesh proportions you need only define your skeletal mesh in the retarget manager as a retarget source and set up the retargeting options on the bones of the skeleton.

https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-retargeting-in-unreal-engine

if you have a different skeleton you're wanting to import and it has all the same bone names and hierarchy like you say, you should import this as a skeletal mesh, using the existing mannequin skeleton as a target skeleton. this will make it compatible with all the mannequin assets.

if you want to keep it as a separate skeleton, you can also set this as a "compatible skeleton" in the details panel
https://dev.epicgames.com/documentation/en-us/unreal-engine/skeletons-in-unreal-engine

(see the bottom of the page)

Epic Games Developer

Describes how retargeted animations can be used with multiple Skeletal Meshes, allowing you to share animations.

Epic Games Developer

Learn about Skeletons, Bones, and animation data management in Unreal Engine.

viscid willow
dark crow
#

When updating animation blueprint is querying the character always the way to go?

viscid willow
dark crow
#

I was just thinking, would it be better to have the character update these values? If the ABP is checking the Character->IsAiming on tick, it seems like it would be better if the character does ABP->IsAiming = true/false

viscid willow
# dark crow I was just thinking, would it be better to have the character update these value...

Makes sense for something like Aiming to be a state on the character. if you have this as a variable you can read that variable in the ABP through something like Property Access and use that as needed. As opposed to having a similar variable stored on the ABP which you would need to set and update as well.

typically the ABP is reading from it's owner, in this case the character. rather than writing information to the ABP from the character, if that makes sense.

dark crow
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Yeah. I just see a lot of ABP where they use the Propery Access to get a variable from the character and then set a local ABP variable to that. Then inside of the Animation Graphs it gets used

viscid willow
dark crow
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Is it bad to bind to delegates in a ABP?

viscid willow
real atlas
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also I assume compatible skeletons is a ue5 thing

viscid willow
viscid willow
real atlas
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the only difference in the skeleton was added on hair bones

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gonna try without them rn

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yeah still happens

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in fact I think Ive gotten that error without even making any changes to a skeleton before

viscid willow
real atlas
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oooohh it was doing that thing where it adds an extra root bone, I think I got it working now

real atlas
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yeah

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but also didnt know about the import options method, thanks

viscid willow
viscid willow
gaunt pecan
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Does anyone know if a method to pause anim state machines, or even time dilate it in a way that also effects state transitions? Blends will continue happening at full speed for most methods.
The only thing I could find that works is changing the custom time dilation on the actor itself, but that effects everything.
I have an additive animation that plays on the final pose, and I'd really like that not to be effected by any time dilation.

real atlas
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aaaand now it broke again

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ok I dont like how it adds the bones to the other skeleton too, that means you cant make any changes at all after importing the new one even though thats something else

viscid willow
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since the skeletal meshes are sharing a skeleton, that skeleton needs to contain ALL the bones of every skeletal mesh. each skeletal mesh however will only load the relevant bones that it needs for that mesh.

you can think of the Skeleton as a container or definition of all the bones. and each skeleton mesh is like a skin

real atlas
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yeah, that makes sense but it seems like that prevents you from making any changes even to the other rigs heirarchy after the first import, because then the original skeleton will freak out

viscid willow
real atlas
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yeah but I mean hierarchy that didnt even exist on the original skeleton

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but then importing the new one adds it to that original skeleton so it is

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oh man its also offsetting bones that dont even move in some animations

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hat bone is getting offset in an animation that doesnt move hat bone at all