#animation

1 messages · Page 68 of 1

naive mountain
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soft reference to the weapon, but the weapon has hard references to the specific animations? I think this might be a nice solution.

dawn kiln
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that could probably work

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its stored on the weapon, and you only pull in the weapon as needed

naive mountain
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That sounds like it could work, thank you. Because during weapon equipping or unsheathing, contextually the player would have enough time to let the sword code and it's hard-references loaded. But during fast paced gameplay, I'm going to want the animations to be instant and snappy.

smoky quest
robust panther
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Anybody have any tips on getting the groom plugin to show physics and collision once rendered? I'm using the slay sample and rendering out my own cinecamera rework version and already accidentally output a bald version of the Echo character so have been troubleshooting since. I have the assets and bindings set for the groom components as well as hair mesh but am not seeing a difference in the viewport (kinda expected) and is still clipping through her shoulders / behaving rigidly (ie not whipping when her head turns). Any sort of checklist for must-do's to make sure it comes out properly in Move Render Queue? I could try different settings and output little snippets to figure it all out but trying to avoid a trial and error flurry. I have a good feeling its just getting the correct blueprint flow thats turned off initially to save performance while editing... groom seems like something youd turn on at the end right before render. #Tangled #ButAlsoBrave

mighty heath
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Is there a way to make the inertialization transition longer?

viscid willow
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that sounds right.

the hide/unhide function can be made quite generic and wrapped in an animation notify if need be.

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the effect there is quite cool. if you're able to export a custom curve with your animation you could use a modifier to automatically place notifies to switch the expression. saves setting those manually

pale elk
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hello,
Is it common to have a separate skeleton for female and male characters if you want them to walk differently for example ?

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I use mixamo to rig my characters, and my male walk animation is really odd on my female characters that are more thin and a bit smaller. I am using low poly btw so proportion are a bit exagerated on purpose

dawn kiln
# pale elk I use mixamo to rig my characters, and my male walk animation is really odd on m...

I dont think its common to have totally different skeletons for them. It is common to have different walk and run cycles for them if you want them to walk differently or "emphisise" stuff, but typically the skeletons are the same cause they are both just "normal" humans.

If your characters are especially stylized then maybe you do need a different skeleton? maybe just tweeked like pulling in the shoulders or adjusting where the hips are? just to make the animations play from the right spot but I dont think you need a total rebuild of your skeleton

pale elk
dawn kiln
viscid willow
dawn kiln
quaint palm
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anyone got any good tutorials and resources i can use if i’m trying to get into creating my own animations for my game character (walk cycle, etc.)

viscid willow
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layer blends is probably how you'd do it.

making sure if you're playing multiple slots they are in unique slot groups.

dawn kiln
viscid willow
dawn kiln
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hu, idk that ive ever tried to blend more than 2 things going into one of those but I'll give it a try

viscid willow
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each input has its own layer filter or blend mask (I would recommend blend masks for finer control) so you should have no issue stacking up more inputs without impacting the others

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but it might depend on what your desired blend output is going to be

dawn kiln
# viscid willow but it might depend on what your desired blend output is going to be

my goal is to simply be able to blend between a couple of "slots" for my character. I might just crunch it down to 2, but I like the idea of like 3 or 4
that way I can have Default for just the whole body, Upper body for, well the torso, and Im thinking of like a shoulder arm one so he can holster/unholster his weapon durring other actions, like sheath durring a run, and lastly im thinking of a face slot so I can force other expressions on tho that might be overkill idk

viscid willow
dawn kiln
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makes sense, cause they would end up fighting each other for "dominance" if they are all set to 1 and going into one node wouldnt they?

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vs layer 1 in cache it down > layer in a second one > cache it > repeat

viscid willow
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or rather, each successive pin would influence the other because there is no cache to save out the blended pose

dawn kiln
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gotcha, thx for the tips im gonna give that a go later adding that into my graph

dawn kiln
nimble forge
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How hard is it to transfer bone constraints over to UE? I have some robotic/mechanical characters that use a lot of constraints. I prefer the UE animation workflow over blender, mainly the animation layers are just easier to deal with. Constraints like rotation and track to mostly.

lilac oriole
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I need some insight on how to address this issue, i have some code here that makes my characters head tilt towards the direction it's walking, it works fine until i make my character do a 180 degree turn which now has the opposite effect and makes it lag behind instead of looking towards the direction.

i understand this is likely being to velocity 0 but does anyone have an idea on how i could tackle this?

viscid willow
viscid willow
smoky quest
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what could be going wrong with my root motion animation montage if it works the first time and fails to rotate my character on the next attempts?

quaint palm
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yo

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why can't i select in animation mode?

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probably a simple fix, but i'm familiarizing myself with animation mode by animating a cube in a level sequencer thing

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but any time i play the animation it unselects the cube

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and i can't select it again unless i switch back to selection mode first

spare mirage
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Hi I have a issue with animations. I followed the **How to Make Your First Game in Unreal Engine 5 in 2025 - Full Beginner Course **but used Maximo animations for the character which I created does anyone know why this is happening if so is there any fixes

lean ridge
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Hi all.
So I create animation, can someone tell me how to implement it to the ALS animation state tree, or send link to some tutorial?

pale elk
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Hello, I am trying to build an animation BP for my pedestrian NPCs. I have a specific walk animation for male and female characters. In the Walk state of my state machine I would like to play a different blend space depending on if it is a male or a female, but I dont have any execution pin. What would be a workaround ? Thank you

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I did this, idk if there is a better way

dawn kiln
# pale elk

hook those two blendspaces into a "blend by bool" node

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you'll just have to choose which one is true and which one is false

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but it acts like a branch but for animation

swift ingot
viscid willow
hexed granite
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Is there a way to bake multiple animation sequnces into a control rig after starting the sequence editor?

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Can I add CatIdle1 into the CR (which already has an animation baked into it already)?

faint hawk
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Skeletal mesh doesn't display which bones are to be removed in given lod?

oak goblet
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Having a little trouble figuring out a two-handed sword set up. I have the character's right hand in FK with the sword's skeletal mesh attached to the right hand socket. I'd like to have the left hand in IK attached to the sword (or maybe the right hand?) somehow so it will follow it but I can't seem to figure it out. Any ideas?

crisp garnet
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the retargeting window got changed around after someone did a commit, how do I get this back to it's defualt settings? (able to see chain mapping and etc)

swift lark
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ok soive just downloaded unreal today and i got some animation pack how do i add it to my character

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ive been trying for 15 minutes and i cant even find a tutorial

agile python
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Am I crazy or is the latest third person sample unarmed walk blend space kind of terrible? The walk and runs anims don't blend well?

hexed granite
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The jiggle physics that I made are in an Animation Blueprint. But when I use a level sequencer, the animation only whens when I clear the Blueprint class.

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to this:

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Any idea why? or any alternative to having jggile physics without using an Anim Blueprint?

novel blaze
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Can someone explain to me why a blueprint based anim bluprint is cheaper than a native one?

I'm paying almost 1/2 a ms for the native update while the blueprint version doesn't have that cost. Making the blueprint version almost 2x faster on its overall work. The game thread time is not a big jump but the blueprint version is cheaper

near moth
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You are rotating the wrong direction

novel blaze
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@next python responding to you here. I ran unreal insights and the issue seems to be that my native version is wasting a ton of time. Total time is almost a ms but work is < 150 ns I'm not sure what it could be. The only difference between the two versions is the native code and Mover other than that he functionality is the same. I'll have to test a packaged build and see if its still the same outcome

near moth
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Are you playing a montage

next python
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also use stat named events to see more info (trace insights with that on)

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you might be accidentally doing work on the main thread you dont intend to in the native version

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you want to compare the main tick of the component and the worker thread work

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the fact this is motion matching as well is interesting but I am not sure how that works

novel blaze
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I'm going to turn off the multithread option to see what it looks like all on the game thread

next python
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okay a couple things here

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the last half of this looks pretty typical of an anim graph

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it must blend poses and evaluate both sides

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which is just going to cost more the more blends there are and how expensive each anim node is

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which is fine, this is on a worker thread so unless your main thread is waiting on it this won't delay the critical path of showing the frame

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the confusing part is these things though

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you clearly have some kind of raycast happening which makes sense for like foot ik but this is a lot of work to do in a native tick

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idk what it's doing though

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that said

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the more important thing will be if this affects the main thread speed

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so try to make sure the main thread does as little work as possible first

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this bieng .5ms faster might never really matter as it's all on a worker thread between the beginning and end of the frame anyways

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the motion matching lookup is not free here either but IMO it's probably well worth the cost if it makes stuff look awesome

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and like I said its all on a worker thread

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so as long as its not delaying the main thread it's all good

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you can add your own cpu profile events to your code

novel blaze
# next python the confusing part is these things though

So I zoomed in on those and the first array of notches are a FGameplayTagContainer getting filled with values. Not my best work but for now chooser tables only accept a function that returns a container. the other space is the stat names for a 2 way blend node and an apply mesh space additive node that I'm using for dynamic overlays.

The main thread seems to be fine but I will need to test with more pawns running around.

next python
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if the gameplay tags are being resolved by string that is a good thing to make native tags

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and yeah if the main thread is fine this can be mostly ignored except on platforms will very few threads to spend on tasks

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ofc once you have like 100 of these they will be competing for space and eventually delay something

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unreal leaves task threads pretty open for the most part as most of it is single threaded

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but rendering code and async physics could be fighting you for space on tasks in some cases

novel blaze
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Yea I use native tags. My only concern is that this is takin this long for 1 pawn. I'm hoping the total time isn't this value * num of pawns but I'll test that tomorrow

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Also gotta tell myself that this is in editor as well so the numbers are fluffed.

next python
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the only thing that really matters is the critical path from start to end of the frame and who delays it

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and yeah in a shipping build this will be way smaller overall

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more stuff will be optimized and profiling also adds some overhead

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the idea behind this is seeing proportional amounts of what is slow

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and why it is slow

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so this is a good example of why the "total time spent on in the whole frame" is not useful

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because if it's on an async worker thread... you aren't waiting on it to progress the main thread much

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that kind of top down profiling setup only makes sense for single threaded things

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that said it would be good to make sure the main thread tick of each anim instance is reasonably fast

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the more you can do on a worker thread the better

novel blaze
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Will do. I'll spend some time looking over my code to see what I can improve. Most of it is just getting values and doing a bit a math nothing too crazy. That's why when I seen the cost I was concerned. Learned a lot. Thanks!

fading ibex
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How do I get the blend shape portion of an animation to import to ue5? It's importing the shape key itself, the change just isn't appearing in the animation or montage

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it's partially bone-driven and partially shape key driven, and the bone keys import fine but blend shapes do not

limber flax
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Is there a guide for livelink for eyebones?

my character looks slightly crosseyed...
Normally I can look at manny to figure out the bone orientation, but in this case manny doesn't have eye bones.

limber flax
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one video I'm watching seems to use the like... EyeLookIn and EyeLookout values on a range....
I'm trying to pull the pitch values

        FrameData.StaticData.GetBaseData()->FindPropertyValue(BaseFrameData, LeftEyeYawName, LeftEyeRotationZValue);
            FrameData.StaticData.GetBaseData()->FindPropertyValue(BaseFrameData, LeftEyeRollName, LeftEyeRotationYValue);
            FrameData.StaticData.GetBaseData()->FindPropertyValue(BaseFrameData, LeftEyePitchName, LeftEyeRotationXValue);
            FrameData.StaticData.GetBaseData()->FindPropertyValue(BaseFrameData, RightEyeYawName, RightEyeRotationZValue);
            FrameData.StaticData.GetBaseData()->FindPropertyValue(BaseFrameData, RightEyeRollName, RightEyeRotationYValue);
            FrameData.StaticData.GetBaseData()->FindPropertyValue(BaseFrameData, RightEyePitchName, RightEyeRotationXValue);

But I don't know the bone orientation at all... so the eyes seem off

spare raptor
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Not 100% if this is an animation thing or what but would like some advice. I have done some tutorials on adding animations ro a mesh so it can carry a box / ball or downloaded some samples from mixamo.

However what is the correct way of adding this when i have multiple different types of game objects that a player could pickup and carry?

The issue i face is if i make manually the model to carry a object it looks extremely stiff and i need to do this for each object i would like the player to hold and pain stakingly move the characters arms and hands to correctly hold a object, then im faced with clipping and other ugly things including model stiffness and not natural 😦

is there a way to add dynamic animations for these types of behavior also hopefully this is right section and i can get a nudge in right direction

spare mirage
viscid willow
# spare raptor Not 100% if this is an animation thing or what but would like some advice. I hav...

There's a few ways to approach this problem. I agree with your approach, it's preferable to make the character able to hold and/or interact with things with as few assets as possible.

I would suggest looking at this setup used in fortnite for motion matching. The motion matching aspect isn't really important here, the key thing is how the animation assets are layered with Dynamic Additive as a base.

Don't be discouraged by the custom nodes in this example, if you read the article you will see that you can achieve the same thing, and potentially even better using layer blend per bone nodes.

The idea here is to have your core motion set and using a single pose define the grip for a particular prop, then using the layer blend with blend masks you alpha off some of the motion you don't want, such as arm swings in a two handed grip. You may need some IK correction depending on your use case but IMO this is a good approach for minimal assets.

https://youtu.be/u9Z8CK561_Y?si=Q_LecFL1dZw-u-1X&t=2245

https://eoshelp.epicgames.com/s/article/Using-Copy-Motion-node-for-layering-with-Motion-Matching?language=en_US

Get an in-depth look into how we rigged and animated LEGO® Fortnite in Unreal Engine, and how we reinvented Fortnite Battle Royale’s locomotion with Motion Matching. This talk will show the tools we’ve developed and share details on the content we’ve built, including the transition to Motion Matching on a live title, how we landed on the ...

▶ Play video
spare raptor
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Tyvm i started reading up on physics based animations aswell 🙂

viscid willow
spare mirage
viscid willow
viscid willow
spare mirage
viscid willow
spare mirage
lyric merlin
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Hey, have a question about hooking up parameters for ABP, I'm working on weapons currently and doing system that each weapon animation instance is linked to character animation to override attack animation per weapon.

Works great but I need some parameters from character and weapon BP and doing this in quite ugly way, since now owner can be character or weapon blueprint I need to do this chain of checks who is who and then IsValid checks to setup parameters on tick, feels to me like I'm missing some better solution.

Probably could go with interfaces to encapsulate it but interfaces provide only functions and there is some extra steps needed to be ably to bind function in animation.

spare mirage
noble walrus
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I want my character to hold items with both hands like in the image. I attach my item to the pelvis and use two FABRIK nodes (one for each hand). However system breaks because i think my hands are affecting each other. It works properly if i remove one of the FABRIKs. Am I doing something wrong, or is using two FABRIK nodes just not a good idea? Should I always attach the item to one hand socket and only use FABRIK for the other hand?

nova nexus
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hey im curious about unreal animation workflow and i would like to know if you can grab control for expample like in blender to animate instead of moving guizmo around ?

feral rampart
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Hello and apologies if this is something that is common/easy to find. I'm pretty new to everything gamedev/unreal and just trying to understand the different parts.

I'm just a bit confused when looking at the default "ABP_Unarmed" in the 3rdPersonGame example.

Why does this ABP call "Cast to Character" when all tutorials I've seen (including Unreal's documentation) say to "Cast to BP_ThirdPersonCharacter" (or w/e your character blueprint is).

What is "Character" referencing in that?

Then, I'm coming across issues where documentation doesn't match what is happening and I don't know why.

Specifically, I'm reading through (https://dev.epicgames.com/documentation/en-us/unreal-engine/how-to-get-animation-variables-in-animation-blueprints-in-unreal-engine) Unreal Documentation to follow along with creating an Animation Blueprint and I am encountering an issue by step 4.

The documentation tells me to:

Create Event Blueprint Initialize Animation
Drag Pin Cast To BP_ThirdPersonCharacter
Promote "AsBPThirdPersonCharacter" to Variable
Drag Pin from "AsBPThirdPersonCharacter" to create "GetMovementComponent".

But when I do this, I do not get the same results that the documentation shows.

Their screen shot shows "Get Movement Component", under "Pawn Movement", which creates a Blue "Get Character Movement" variable node.

However, when I do this, I get a Green "Get Movement Component" Target is Pawn function node.

Is this just a version difference between when the docs were written and UE5.6? Is the GetMovementComponent that I'm calling the same as the GetMovementComponent that the documentation is referring to?

But then, to make me more confused, looking at the ABP_Unarmed blueprint, I see that the structure is basically the same as the documentation, except they're using "Cast to Character", and they're able to get the "CharacterMovementComponent" the same as the tutorial - meaning, not the function, but the variable itself.

daring cape
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im trying to make a mod for an FPS game
but im having some trouble and i think its just cause im a noob ig
I cant get the hands on the gun to look good. and moreso, its worse cause i have to move it all around for the anims. is there anyone who can help?

i have been trying in blender cause thats what i know more. but maybe UE would be better?

feral rampart
# feral rampart Hello and apologies if this is something that is common/easy to find. I'm pretty...

As a follow-up to this, I asked ChatGPT (I don't actually trust what is being said though due to it leading me astray on literally every other question I've asked), if someone could confirm that the explanation wasn't a hallucination, that would be great.

ChatGPT Says:

CastToCharacter is now "Default Best Practice", replacing "CastToBP_PlayerCharacter"
CastToCharacter applies to entire character class/subclasses, rather than just the specific blueprint

So, if what it said is accurate, I would want to use "CastToCharacter" if I want the animations I'm configuring to be applied to more than just my PlayerCharacter - for example, if I had Human NPCs that I wanted to use the same animations.

But if I'm creating an Animation Blueprint that I know will only be utilized by a specific blueprint (Example: Boss Fight that has unique movements) I would want to use CastToBlueprint for the boss character, so that it's only applying to that specific blueprint.


But then, if I have multiple actors in the "Character" class, how do I make sure the "CastToCharacter" in my PlayerCharacter ABP doesn't apply to them, assuming I wanted that actor/character to have different animations?

lyric merlin
# feral rampart As a follow-up to this, I asked ChatGPT (I don't actually trust what is being sa...

Basiaclly, Character is the native class that BP_PlayerCharacter inherit not blueprint meaning there will be no asset dependencies at least from this cast. Basically rule of thumb you want to go with your cast as abstract as possible since it would mean you solution would probably work in more cases and with less dependencies to specific implementation or assets. So basically if you need something declared in BP_PlayerCharacter then cast to it otherwise to the Character which is parent of BP_PlayerCharacter.

PS: I'm also new to Unreal but hanging in gamedev for quite a while

feral rampart
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So, as a follow-up then:

If I have custom InputActions listed on my BP_PlayerCharacter (Example: Crouching), then in order to gain access to my "IsCrouching" variable, I'd need to have my ABP cast to my BP_PlayerCharacter?

lyric merlin
feral rampart
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Gotcha

I believe I am following. Thanks for clarifications

One more follow-up question.

I have heard of these things called "Blueprint Interfaces".

If I am using the "CastToCharacter" node in my animation blueprint, would I be able to use a "Blueprint Interface" to pass an event/variable from my "BP_PlayerCharacter" to the Animation Blueprint by calling the Blueprint Interface?

For example:

I create BPI_IsSprinting
I add IA_Sprint to my BP_PlayerCharacter
I create variable, "bIsSprinting"
I place variable to be triggered True when IA_Sprint button is pressed and False when it's not and send this to the Blueprint Interface
I call my BPI_IsSprinting in my Animation Blueprint, which is using the "CastToCharacter" node

I would then use this "BPI_IsSprinting" event to provide True/False information for my ToSprint/FromSprint transition rules, allowing my character to transition to/from their sprint animations.

Am I missing something, or would this flow work correctly?

lyric merlin
# feral rampart Gotcha I believe I am following. Thanks for clarifications One more follow-up ...

Interface works like a contract, so instead of casting to BP_PlayerCharacter or Character you can cast to interface and it will give you access only to members specified in this interface(contract), meaning even if it was character or an actor you wouldn't have knowledge about it. It's good way to abstract your implementation but not always needed.

So if you have some specific case lets say interactable object where you care about how to interact with it, what animation to play, then you don't need to cast it to any BP or class but can do it with interface that expose only necessary functions.

feral rampart
# lyric merlin Interface works like a contract, so instead of casting to BP_PlayerCharacter or ...

I see - so Blueprint Interfaces are mostly for being able to access an action shared across multiple actors (example - sitting on chairs/benches) rather than acting as a "portal" between blueprints to share a specific event (such as my IsSprinting example)

So with that said - how would I get the "bIsSprinting" variable, which is a custom flag set on the BP_PlayerCharacter?

Or, taking a step back from getting a custom variable - how would I target the "IsCrouched" variable that's part of the default character movement? (I've attached an example of my basic crouch function as a screenshot - you can see I am using the IsCrouched with a branch for True/False to determine what the IA_Crouch button should do)

Whenever I try to search for it from my CharacterMovement pin in my ABP it's not listed

(Ignore that my IsFalling check is set incorrectly in the screenshot please lol)

viscid willow
lyric merlin
feral rampart
spare mirage
lyric merlin
viscid willow
feral rampart
lyric merlin
feral rampart
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Honestly, my understanding of how the nodes function and what's actually happening inside the graph has increased tenfold in the last hour.

Thanks for all of your assistance 😄

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Now I guess it's just figuring out the custom events (such as IsSprinting) 🤔

spare mirage
viscid willow
spare mirage
viscid willow
daring cape
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im trying to make a mod for an FPS game
but im having some trouble and i think its just cause im a noob ig
I cant get the hands on the gun to look good. and moreso, its worse cause i have to move it all around for the anims. is there anyone who can help?

i have been trying in blender cause thats what i know more. but maybe UE would be better?

viscid willow
gritty rune
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im having an issue if anyone can help, im new and I cannot seem to get any of my movement animations to play whenever i move im just a T-Pose that doesnt have any animation (i can walk and jump and do all the actions just as a T-Pose). i followed a step by step on how to add in movement animations and the results ended up to have no animations

gritty rune
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okay i think my skeleton being a ball may be the issue... i cant find anything on the web for this one. The skeleton isnt a ball but in the animation bp it is
Image
it turns into a ball once i connect pose history and output pose and then as soon as i hit "compile" it turns into a ball.

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this is for motion matching

sturdy basalt
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Does anyone have good tutorial on Control Rigs or Rigging with practical? Like I saw unreal engine videos and it's more about concept, why, what and but not how you do this or that or implementation? Like I want to learn rigging so I can make animation, I understand kinematics. I want to learn to code the rig as well.

brittle pier
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Hello there, my anim notifies behave fine within the blend space but when using the blend space in an anim blueprint the notifies fire even when they arent supposed to, anyone knows whats up?

spare mirage
viscid willow
spare mirage
viscid willow
spare mirage
viscid willow
spare mirage
viscid willow
# spare mirage But when I disable additive this is what happens.

That will be because you're still applying it as an additive in the abp. It's not the kind of asset you will want to play additively, the pose changes are too extreme to work well in this context.

This looks more like the kind of asset you would play as a heavy landing.

spare mirage
viscid willow
# spare mirage I removed it now however, it will still be like this

not sure what you mean exactly, but if you wanted an additive landing you will need something more like the asset you find in the third person template which can be played both full body and additively because it maintains a relatively similar pose.

With the way your asset bends over and changes the pose drastically it will be quite unpredictable depending on the base pose

spare mirage
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Could it be the automatic rule based on transion?

What I meant was that I removed the additive in the abp

viscid willow
spare mirage
viscid willow
spare mirage
viscid willow
spare mirage
lyric merlin
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Hey, do you have any tips on how to animate for first person game. I'm not so familiar with Blender but I guess will have to :D, doing everything via sequencer for prototype and it's kind of a pain.

For example what I already know I need, is been able to preview camera same as in-game with some crosshair to align animation better and ability to attach weapon/anything while animating. I can do it in sequencer almost but it's very annoying. My mesh is just hands, I don't care at this about having 2 meshes for player camera and another for shadows/other players.

Plus what is the standard approach when you have 2 meshes that need to work in sync, lets say I have a bow and when I play DrawAnimation I need to also move bow string. Currently I did it as two separate things, string is controlled by bow rig and BP to move it when is drawing and animation doing it's own thing, it works just not sure if it's good at all. (I don't want to include bow into the character like in Paragon, since I want it be be customized in the future plus extra weapons)

brittle pier
vestal stream
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made my first blender rig, everything working fine but one small issue

whenever i export an animation, even if theres nothing on it, the upper arm gets this deformation/ crunch effect to it

not a weight issue due to it being the default weight it came with on the asset, fine with the animation it came with, and it being fine in blender when i animate it

so its something with exporting from blender to unreal

any ideas?

dawn kiln
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does anyone have any advice for mirroring montages? Im doing some mirroring in my animation BP because im building a side scroller of sorts. But the montages are playing later in the "order of operations" so they are skipping the mirroring. Im not sure if theres a better way to reorginize the graph or some specific thing I should do for montages

viscid willow
dawn kiln
viscid willow
dawn kiln
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mirror table

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I guess.....I could just offload all the inverted animations to a sperate graph and link it in. feels kinda like a bandaid but that would let me put the mirror at the end for each graph

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or do you think thats adding to many layers to this? @viscid willow
It does kinda feel like im over complicating it

naive laurel
#

Hi! Not sure if I'm asking at the right place, but I just upgraded my project to 5.6 from 5.5 and noticed that my character (in ray tracing) had no shadows when using my old clothing data workflow of using a low poly on hi poly mesh. The blue mesh/material was my proxy mesh and if the material is disabled; ray traced shadows stop working.

Does anyone know where I can find information on the updated workflow (would prefer to avoid the new chaos cloth)?

viscid willow
dawn kiln
#

im actually skipping that because the weapon in question is part of the rig. I might change that later but rn im not planning on any weapon model swaps or anything, and since its part of the skeleton it gets mirrored too

#

plus I can do some fun deformation and squash and streach stuff with it when animating

valid vault
#

Are skin weights the only thing that determine if translating/scaling/rotating a bone results in translating/scaling/rotating vertices?
Some of the metahuman bones are weighted but transforming them in an AnimBP does nothing

burnt atlas
#

whats the best animation engine to use if looking to create 200 player openworld?

zinc bridge
#

Guys i exported the SkeletalMesh of my character to make another animation, the problem is that when i import it back from blender and i gave it the original skeletal mesh , it appears this error: " Imported bone transform is different from original. Please check Output Log to see detail of error. "
But actually it used the original skeletal mesh with the bone herarchly correctly so i really dont know what i should do

#

And , as result, the animation is wrong/corrupted

smoky shell
#

If anyone needs anim modifiers working in 5.6 (prior to 5.6.1 hotfix) you can cherry-pick this commit
Have confirmed it resolves the issue
https://github.com/EpicGames/UnrealEngine/commit/a5733e0b7229

I also used the comment on the commit to tell them to change how anim modifiers error/abort out instead of enabling bEnableRootMotion and disabling bForceRootLock for you. Hopefully they read it and fix it too.

brave crypt
#

I'm currently working on a project that's roughly following Lyra as a base, using the anim layers setup. I've been digging into it to try and understand better, and one thing I'm seeing is that every time we switch weapons, we call "Link Anim Class Layers" which instantiates a brand new anim layer each time - after the game has been running for a while, the player character has instantiated dozens of these. Am I doing something fundamentally incorrect? digging through the code, I saw this thing called FAnimSubsystem_SharedLinkedAnimLayers but I have no idea how to use it or if I should be using it.

brave crypt
zinc grove
#

does anyone know why my model imports with a local rotation from blender? id like to have it at 0,0,0 by defalult but idk what to do

safe canopy
#

Hey, I have an animation for starting jumping, for in air and the end of jumping. How can I join them? To make them play one after another?

safe canopy
zinc grove
safe canopy
frail dove
#

is there a simple way to translate animations from a mixamo skeletal mesh to another skeletal mesh?

#

I've heard of retargetting but it sounds extremely complicated

#

isn't there a more simple way

vague bane
viscid willow
lost wolf
#

Hello, maybe someone can help me with the issue.

I have a character I downloaded and I am using it's BluePrint as an actor in sequencer. The BP has a backpack with physics which looks good when he walks.

However, because of the collision, I can't animate a good walk cycle because he keeps resisting the landscape floor

#

I've turned off all collision in his blueprint parts but nothing is changing

#

I can add the animation itself to the sequencer but then I lose the backpack 🎒 physics

#

Wat do?

leaden harbor
frail dove
#

Is it right click on the animation -> retarget?

#

Cause that opens a menu where I have to select an IK retargeteter

#

but I don't have any

#

and creating one seems like the complicated step

#

Engine version is 5.2 maybe that's the catch

leaden harbor
#

haven't used 5.2 but in 5.4/5.5 generating the IK retargeter was also mostly done by unreal

frail dove
#

we're talking about that right?

#

creating an "IK retargeterer" and double clicking on it opens this

#

but I don't have anything such as "IK rig"

leaden harbor
leaden harbor
leaden harbor
leaden harbor
frail dove
#

okay thanks!!!

frail dove
#

this is the closest I have

#

and it's creating a control rig

near wagon
fading iron
#

Question for animated textures expert: I have an animated texture with different eyes on it, and I want each eye to blink at different times and frequencies (roughly every 4 to 5 seconds, similar to natural human blinking). However, the animation is limited to 16 frames. Is there a way to make each eye blink independently so that the overall result feels organic, even though they all share the same animated texture?

warm nest
#

Hello! What’s the best way to set up a per-bone collision hitbox (e.g., on the head) that reliably triggers overlap or hit events in Unreal Engine 5.6 when using a Character with a Skeletal Mesh? Should I use socketed collision components or rely on the Physics Asset? Also, how should I configure the collision settings to ensure it works correctly? For context, my playable character’s mesh is set to Custom… under Collision, with Collisions Enabled (Query and Physics) and the object type set to Pawn, not sure if this helps or not.

mortal lantern
#

Hello,

I am working on an Anim Montage with 2 animations in it. I was wondering if there is a way to blend between the 2 animations in the montage instead of just having them snap in place?

viscid willow
viscid willow
#

it’s a setting in the animation section of the import options. possibly under advanced

pulsar hollow
#

how to edit skeletal mesh pivot inside ue5?

thin fractal
#

Hi. For you what is the best value for animations? Like characterIdle, hands animations in FPP games etc.?

zinc bridge
#

Guys the node "Find Component By Tag" exist in UE 5.1?

minor flint
#

I have two assets, city sample and lake town of unreal engine,
I want to creat a random NPC movement for my cinematic animation of a booth, the problem is, I made a zone shape build zone graph, placed the BPmassCrowdAgent right beside the zonegraph, but when I hit play this white big sphere comes up the animation does not work, how do I fix it?

dull bridge
#

I wasn't sure where I wanted to ask this so figured here would work. So currently I am handling my character animation (weapon stances mostly) similar to Lyra's implementation with an FGameplayTagBlueprintPropertyMap and GameplayTags for whatever weapon is equipped. But I was just looking a the chooser tables and was wondering if it was even worth switching over to that handling.

I only briefly looked at it but I was thinking that it if I went with the chooser I would be continously querying to figure out weapon equipped whereas the FGameplayTagBlueprintPropertyMap just uses delegates when tags applied/removed. So any opinion on if I should go the chooser table route or just stick with the property map?

tired garnet
#

Why don't I see Additive Anim Type and Base Pose Type in Additive Settings?

ivory kettle
#

I am trying to set up a montage to only do upper body. I added the slots to the skeleton and updated the animation blueprint. When i select Upper Body in the montage, the whole thing is animated. When I select default or lower, nothing happens.

dull bridge
ivory kettle
#

Yes, see second image

tired garnet
#

Can I share unreal's third person character animations in the public, open-source repository?

inland nova
#

Hello

#

I need some help in UE

#

I am a beginner

#

My player plays an idle animation during walk and run

#

And I can't figure it out

tired garnet
inland nova
#

ok just a moment

tired garnet
#

And make sure that the gates are hitting(These small arrows )

ripe yew
smoky quest
little creek
#

Hey there
On an enemy BP we have the AI move to component to move from point A to B...
But a problem I have is, that Get Acceleration does not seem to work since AI Move To does not count as acceleration...
Is the ideal solution here to instead use booleans / tags or is it better to set up the nodes a different way?

#

I know how to fix it, just don't know which way is better

glass mirage
#

anybody able to offer some good resources for animation graphs? im trying to set up a transition between standing, crouching, and prone, and i cannot get the transition from crouch to prone to play at all, while stand to prone has no problem and plays even while crouched. im certain its an issue where ive incorrectly ordered the operations, but i cannot figure it out for the life of me
in order

  1. the overall state machine. it starts at standing idle, then transitions to prone via the two state options given, ProneToStand or ProneToCrouch
  2. the event graph for assigning my booleans
  3. the transition from Stand State to ProneToStand
  4. the transition from Crouch State to ProneToCrouch

if anybody has any good tutorials or references to find out how to solve my issue, i'd really appreciate it

near moth
#

Im guessing its in the player character

glass mirage
#

thanks for offering the help tho lol, its fixed now

viscid willow
viscid willow
severe sage
#

Hello! I'm working on dash animations using GASP. My issue is that when dashing from a standing position, it'll randomly choose a direction instead of going forward. Is the issue that I don't have an extra check on my CHT or is it the fact that my root motion anim doesn't have a running start that's causing this?

severe sage
inland nova
#

Hello!

#

My enemy stands up again after death

#

How can I prevent that ?

inland nova
tired garnet
inland nova
#

yes

tired garnet
#

Make an enum of zombie's state

#

And play standing animation only if its alive

inland nova
#

how can I do that ?

tired garnet
#

Right click on the content drawer, and choose to make en enum

#

Then create a variable of that enum in your zombie's character, or somewhere else where you hold its state

inland nova
#

hm, this is to hard for me

#

what if I just destroy actor after death animation ?

#

but then I need animation duration

#

how can I get duration of animation

tired garnet
#

Double click on it in content drawer

#

brb

severe sage
vestal zinc
#

hello everyone! Not sure if this is the right channel to ask this, but I'm playing around GASP to turn it into a FPS, I managed to put the camera on the right position, stop it from clipping in the wals by following an youtube tutorial on 5.6, and I also managed to remove the traversals that make tha character flip and managed to make the character follow the camera without you being able to see inside the character's neck. Thing is, when doing the traversals, if I look behind me, I can still see my character's neck, or rather the inside of it. That being said, how could I see, in BPs, when my character is performing a traversal, so I can limit camera movement after?

inland nova
#

Hello!

#

How can I restart level, when my character dies ?

#

here is a screen:

severe sage
inland nova
#

restart level

severe sage
inland nova
#

ok I will take a look

#

thanks

#

it's working, but I want to add a delay between death animation and restart level

#

I can't place delay node

#

probably because I'm in function

vestal zinc
#

wouldn't it be simpler if you just did the delay and the restart level on the level bp?

inland nova
#

how ?

vestal zinc
#

open the level bluprint, call your function and put the delay there, doesn't that work?

inland nova
#

I will try

#

I am a beginner

vestal zinc
#

me too hehe

inland nova
#

ok, there is no function in lavel blueprint

#

it sould be on the left under functions ?

devout bluff
#

how do i pause an animation when it's done rather than looping it?

severe sage
devout bluff
#

in the state machine?

severe sage
#

Yes, please. ALso, to double check, I'm gonna assume that your anim montage is not set to looping

devout bluff
#

where do i find the looping checkbox?

severe sage
#

If you open up your animation montage, it should be like in the screenshot from the previous message. This is how it looks when looping

devout bluff
#

i'm using paperzd, i have no idea what an animation montage is.

#

i'm sorry if i'm just dumb

severe sage
#

Are you using any tutorial for your project?

devout bluff
#

not really

#

i'm using a buch of different ones for all sorts of things

vestal zinc
inland nova
severe sage
# devout bluff i'm using a buch of different ones for all sorts of things

Sorry, I kept thinking of 3d anims. Have you looked at this official Unreal tutorial for UE4? https://www.youtube.com/watch?v=Af-jsQFlLFU

Here we enhance the original animation system into a functional state machine, which will allow for easier extensibility, should we want to add more animations at some point in the future.

▶ Play video
devout bluff
#

i'll give it a watch

#

i think i found the asnwer, thanks

severe sage
severe sage
#

Basically this (ignore my function name, just an example with what I had open)

inland nova
#

here is how I did it

#

but nothing happens

severe sage
#

Cause nothing is calling your death function. You need an event to start it. A Red node

#

What is the logic behind firing the Death node? Your character reaches 0HP. Where is that calculated?

inland nova
#

wait I'll give you a screen

vestal zinc
#

easiest way would to do it out of the function, like, just get every node you have in the function and rebuild it on the level BP, might not be the best approach but it would be simple

#

and have the event be Tick

severe sage
vestal zinc
#

that is totally fair

inland nova
vestal zinc
#

I mean, he could also just have the function run every tick right?

inland nova
severe sage
severe sage
vestal zinc
#

yeah, that is totally fair, especially since he already has the on damage event

severe sage
#

TIck does have its place in BP, but it's not a fix-all solution

#

It's jsut one of those things you get used to where to use it and where to not use it the more work you do

vestal zinc
#

InProg, you seem very knowledgeable, do you have any ideas on how to solve my problem? (I'm about to have a meltdown trying to figure it out)

inland nova
#

Its working now

#

Here is how I did it:

severe sage
# vestal zinc InProg, you seem very knowledgeable, do you have any ideas on how to solve my pr...

GASP is something I'm currently learning myself, but does this help? https://www.youtube.com/watch?v=_VPzcix2udU

Unreal Engine 5.5 brought a new gameplay Camera to replace the old camera system. Here's how to set it up for True First Person Camera in unreal engine 5.5 game animation sample project gasp.

Discord
https://discord.gg/pUseaEUZRM

5.6 updated version
https://youtu.be/LadZZDJzBWI

Official docs
https://dev.epicgames.com/documentation/en-us/unre...

▶ Play video
#

THere's also this, in case you haven't checked it https://www.youtube.com/watch?v=n_Y0dyTaYjE

In this tutorial I will show you how to set up true first person character using Game Animation Sample in Unreal Engine 5.5
I will cover issues that nobody is talking about how to fix. I will also show you how to set up a custom character including Metahuman.

Timestamps:
Intro: 00:00
Migrate GASP Files: 00:54
Enable missing plugins: 01:10
Creat...

▶ Play video
vestal zinc
#

hahaha So... to be fair, if you look at his 5.6 video, I have a comment there on how I solved some of the issues that happened haha I'm having the problem of when doing parkour, I can see inside my character, I'm trying to figure out how to lock the camera when doing a traversal, or something similar

https://www.youtube.com/watch?v=LadZZDJzBWI

Unreal Engine 5.5 brought a new gameplay Camera to replace the old camera system and then changed it from 5.5 to 5.6 . Here's how to set it up for True First Person Camera in unreal engine 5.6 game animation sample project gasp.

Discord
https://discord.gg/pUseaEUZRM

Faq:
Q:The parkour doesn't rotate when jumping
A: sadly this is still broken
...

▶ Play video
vestal zinc
#

YES it seems to have what i need, thank you so much my dude!

#

and the answer was staring at my face, there is a freaking variable for when doing traversal LOL

severe sage
#

Glad I could help 😊

forest fractal
#

So for GASP how to fix the camera rotation to follow the head during parkour animation?

vestal zinc
#

so, what I did is to completely kill camera controls during the parkour animation (the second video InProg sent, now I'm trying to make it so you can move it to a maximum angle

forest fractal
# vestal zinc ops, nvm

Ahh alright and what about the rotating one? where its like rotating the player body? I cannot seem to find anything for that it just clips through the body

vestal zinc
#

ok, so, in the video that I sent, check my comment

#

actually, let me send it here

vestal zinc
#

you probably already have the rotation happening, so just go to the APB and change that setting

forest fractal
vestal zinc
#

animgraph

forest fractal
#

Ooh there it is

#

Thanks!

hidden drum
#

Hey all! So I created a SKM from my static mesh cloth here. I turned it into a cloth in UE, and applied it. When I simulate the level with the three dots then simulate the cloth works with my wind force. However, when I click the green play button, the cloth does not simulate. I tried force collision update and that didn't work. And when I tick on 'collide with environment' the engine crashes. Any ideas? Thanks.

smoky shell
#

It contains everything you could want to know about Inertialization without a long article/video

fast dew
#

question for the animation experts- i'm using pose assets in Unreal, but would like to use Blender to author the curve values, keyframe them, etc- is it possible to somehow set keys on arbitrary float tracks in blender, and then import them into Unreal? or should i write a custom script to handle this via json or something..

#

in unreal, i have this box checked on import, and i have two custom properties in Blender that have keyframes on them.. but I don't see any curves getting imported

fast dew
#

exporting the keys to json and importing them is an easy enough script to write, i'm more concerned by the hassle of having to have two separate assets to export/track and the potential for human error.. would rather it all just come in as the same FBX if possible

dawn kiln
#

does anyone know of anything that might cause root motion to be visable and working in an animation squence, but just compleatly crap out in a montage?

I have a sequence that has root motion and I know it works because I toggled it on and plugged JUST that sequence into my animation graph for testing. And it moves my character just fine as expected. But when I convert it into a montage and call it later the root motion just evaporates and the character sits in place.

my animation graph is set to take root motion from everything too, idk what could be causing this

fast dew
#

plugging a sequence into an animation blueprint doesn't prove you have root motion enabled, because an animation sequence cannot move the character capsule. you verify root motion is enabled by looking at the sequence, turning bone display on, and then looking at the root to see if it's actually moving or not.

#

if your root doesn't move, or if the root transform is red, you don't have root motion.

dawn kiln
#

I did both

#

and I have marker for root motion in the sequence, meaning the red line and everything

#

and when I plugged int he sequence and set the animation BP to "root motion from everything" the sequence alone moved the character capsule

#

its just when I try to run it as a montage it gives up

fast dew
#

yea i dunno, root motion via montage isn't that complicated- it either works or it doesn't. some things to check: make sure you have root motion enabled in the sequence with force root lock disabled. if you have those settings, and your animation for sure has root motion i have no idea

#

make sure you have a default slot in your ABP too i guess, otherwise your montage won't play at all

dawn kiln
#

the montage is actually playing it just doesnt want to move the character like it says it should based on my settings and how the lone seqence behaved

#

ya idk thats why this is driving me up a wall, from what I know this should just work

fast dew
#

should also check and make sure there's nothing weird about how your character is set up. try it in a sterile environment like a default third person project, maybe you have a rogue blueprint node somewhere forcibly setting your actor position or something

dawn kiln
#

thats a good idea lemme try "quarentining" it

#

but if that doesnt work im just assuming unreal is haunted

sharp garnet
#

i can anyone help me with the sequencer and the movie render queue, i have a sequence, and when i export it to a video mp4, for the first 10 sec, all object are not working as programed, but the cine camera actor is working>
note that everything the the viewport is correct but not in the export,
can anyone help me?

severe sage
cloud lava
severe sage
cloud lava
#

you made it in Unreal?

severe sage
cloud lava
#

did you check the root motion during the animation?

#

i mean the root bone

severe sage
#

The root animation does work. If I am running, it does react appropriately. But if my character is standing and I press the dash button, it'll pick a random direction. That's my issue. the stand-to-move

#

I did have some good results by forcing the forward dash animation if it's standing, but it feels hacky

cloud lava
#

a duct tape solution would be implementing a walk forward sequence before dashing like (standing -> walk -> dash) just enough sequence that the walk sequence is unnoticable

severe sage
#

What I did is similar, since it just forces the animation instead of going through the entire calculation

cloud lava
#

it might be because when you dash there is no directional input

severe sage
#

In that case, how would I go about adding in that split second directional input?

cloud lava
#

after the walk sequence you can put the beginning of dash animation. As for the walk sequence put a playback from 0.0 to 0.01

ivory kettle
#

I imported an animation that will not auto retarget. I am in the process of doing the retargetting, but I cannot select another pose for manny. I created a t pose asset, but the only option is default pose and nothing else in the drop down

cloud lava
#

@severe sage are you using camera-based movement or map-based movement?

cloud lava
#

while walking a character can turn using the mouse that is camera based, a character walking that can turn with A and D ignoring camera movement that is map-based

#

so you have 2 choices dash where your character is looking or dash where your camera is looking

severe sage
#

In that case, my dash is map based, since this is the dash destination calculation

cloud lava
#

what is this for?

#

its 0

severe sage
#

Oh, wait. No. That's supposed to be whether it moves or not

cloud lava
#

sorry i dont quite get it, whats the purpose of the second node

#

and the third node

#

its not connected to a variable to change dynamically so it just stays as 0

severe sage
#

I honestly don't remember 😅

#

I made this system several months ago, and moved onto a different part of the project

cloud lava
#

it was imported? cause it looks like it's missing a lot of variables

#

if you have the original maybe you could compare?

severe sage
#

If you're talking about the Set Members in Struct that was intentional

#

I'm mostly manually setting some specific values for the dash

severe sage
cloud lava
#

this is what i usually do when i want to move a character forward based on what he is looking at, use "get control rotation" with "get forward vector" instead of "get actor forward vector" to compute the direction the character is facing.

#

"get forward vector" converts rotation to movement and maybe your dash will recognize this as directional movement

#

cause what you are using appears to be camera based it might be the reason behind the randomness

severe sage
cloud lava
#

try dashing without moving your camera

severe sage
cloud lava
#

how do you want to move when dashing? for example if you want to backdash do you press S and Shift?

severe sage
#

Yeah

cloud lava
#

thats weird cause if you press S shoudn't your character turn back?

cloud lava
severe sage
#

So I need to change my system to be camera based, then

cloud lava
#

for example elden ring when you lock on the boss its camera based

#

if not its map-based

severe sage
#

Right, that is the kind of system I'm going for, but I don't have a lock-on system yet

severe sage
#

Yes. It still does the back dash instead of forward dash

cloud lava
#

sorry if im a bit sensitive here but have you tried the UE GASP?

severe sage
#

This is based on the UE GASP

#

Could be that when standing still there's not a back location to call, so it'll just pick on for no reason

cloud lava
#

then try pressing the middle mouse button during gameplay and check if the movement base changes

#

GASP has that feature

severe sage
#

No, it didn't change anything

cloud lava
#

damn

severe sage
#

I'll grab a clean version of GASP and check in it tomorrow, then

#

There's definitely something wrong, so I'm gonna start stripping it from scratch to figure it out. Thanks for your help

cloud lava
#

no problem

spring solstice
#

Excuse me gentlemen, I'm doing a True FPS character and I have a animation problem/question. I have a punch animation but it's only straight and I want to make a BlendSpace for players to punch on the direction based on Pitch and Rotation but I usually use Montages for single actions like punching, how can I do it? Is it possible to have BlendSpace Montages?

#

This is an example video: I've done a BlendSpace for the Flashlight hold but it's in the Anim Blueprint

sullen dagger
#

I want to do the metahuman animations that you see in the metahuman creator (like HappyA, Sad, etc), but I'd like to apply them to the character and have it appear in game, just not sure how, anyone know?

little creek
#

I've got a really weird issue
When exporting my animations to Unreal, the number of frames is multipled by 1000...

#

Or some ither massive number

silver cloud
#

hey does anybody know why my animation isn't moving in the Sequencer?

you can see the animation working on the right side of the video but it's not moving forward (it's a walk animation) even though root motion is enabled

any way to fix it in the Sequencer to avoid the need of scripting it in a blueprint?

rich trail
#

Anyone know how to fix this? Even if I do replace skeleton, it does not work. The animation does not play.

severe sage
# cloud lava no problem

Figured out what my issue is. Apparently, when dashing, it changes the state of the strafe functionality, so it feels inconsistent. I'm now looking into sorting it out. I thought it would have any change to the Wants to Strafe variable, but it does. Thanks for your help in debugging my issue ✨

severe sage
#

When making root animations for movement, what's the best solution to make sure the trajectory is accurate? I made some dashing anims from standing position, but it's not really going in the direction it's supposed to. Should I add in a longer start in the direction so Unreal understands where it should go?

spare adder
#

Hi guys, I haven't used the latest builds for a while now, mostly being involved in DCC-side work exclusively and not needing to go in. So I'm curious about the new animation tools. Do you still have to rig skeletons, or can internal unreal things like control rig now do it all within the engine? For example, if I want to animate a weapon, like a pistol discharging and the top moving back and forth. Do I need to rig it in DCC software?

dapper junco
#

Quick question for all the experts out there.

what are the best techniques for more immersive animation transitions.

When a npc is in the animation it looks good, but the actual transition is unnatural, for example turning, or running to walk. I know you can increase the blend time so the transition is not as jarring but is there anything else?

motion making seems to be a good solution for human characters, but what about creatures? such as animals. would love to hear your advice on this

neat lichen
spring solstice
#

Or BlendPose on Anim BP?

neat lichen
spring solstice
sturdy basalt
#

I want to make Cutscenes for the game. Creating animation using key will be such hard and for facial animation.

I'm using metahumans, so facial animation can be done by Epic's live link. there iClone for body animation but is there any other live link app for body animation that can be made by video and doesn't require a suit and is free. iClone is paid

restive hazel
#

ok i have an issue with retargeting, i created a character in blender, chucked it into mixamo for a quick skeleton, and trying to setup the re-targeter, now while most of the mapping seems to be fine I am getting this where my character is in the floor, i have change the target root bone but it is still in the floor? anyone else come across this know how to fix it?

inner blade
#

Hello guys, i have an issue with the visualization of the Pose search database. The problem is: I did an animation modifier to edit the trajectory of an animation to be able to create from a single forward animation a better coverage for this angles (45/90/135/180). In the first pic, you can see that the PSS is calculating the trajectory well (one is the original, forward and the other is the one i edit to get 45° trajectory) with the pink blue trajectory being drawn. However when i play the animation, the character si still going forward like the original motion(second pic). It looks like the changes never bake into the root motion. However, when i export the fbx inside Blender, I can see that the modified animation is working correctly and the character is going 45° from the original (third pic). Also when i open the modified animation sequence, i can see that the character is going at 45°. It looks like it is only in the viewport of the PSD. Any idea about why the PSD is not displaying the correct animation ?

signal marlin
#

Hi guys, i'm developing an fps game and i'm trying to implement a turn-in-place animation, I honestly like the result but I have a little issue: if you notice, when I move the camera left/right, even the feet start to move. I'm not an expert in animations, I've just used followed some simple tutorials, but I don't where to look at to fix the issue.
I precise that my character setup is composed by two skeletal meshes, one attached to the camera and one for the legs
I've tried to play with Offset Root Bone nodes, some settings fix the issue, but then the lower body starts to "lag" and doesn't follow the capsule.
Do you have any ideas?

spare kiln
#

can you make use of start/stop animations with motion matching or are you just using the idle animations?
If so how would one use the start/stop animation?

signal marlin
#

For the animations I use a chooser table, that selects the right motion matching database, in the video i'm just using the idle one, where i have the issue

left parcel
#

halp.
I tried to import a fbx that used a different skeleton than SK_Mannequin. It failed to merge bones, I canceled and all was good

but then I realized, hours later, that my animations were stiff. Something happened to SK_Mannequin and I don't know how to fix it
this was supposed to be SK_Mannequin, use specific animation, MF_unnarmed_jog_fwd (from the twin stick shooter template)

Any idea how to solve this?

left parcel
#

seems that the skeleton was ovewriten for the different one. How do I change it back?

zinc bridge
#

Hi guys i need to debug my animations, but how can i see , while playing, in which state my character is?

celest crane
#

Anybody run into issues where Virtual bones fail to update after a Skeleton refresh? (In this case were running a Mesh Merge operation thats somehow invalidating the VBs)

smoky shell
#

I specialize in building locomotion systems and wrote a Wiki covering the important parts.
You can learn how to build robust production ready locomotion systems as well as discover a lot of caveats with Unreal Engine's animation systems.
And learn how to maximize your performance for larger character counts.
https://github.com/Vaei/LocoTips/wiki

severe sage
#

Hello, I'm having this issue with my dashing mechanic where it's not really taking into account the trajectory the character is moving in before picking a dash mechanic. I do not have a preliminary motion in my anim that would tell which direction it's going in. Is that why it's randomly picking a direction, or could it be something in my BP? It's my first time working with root motion anims and making such a system. It's all based on GASP

sand vector
#

We just did the 5.5 -> 5.6 upgrade and have noticed that our Anim Choosers that output soft refs dont work anymore. We saw this post https://forums.unrealengine.com/t/chooser-soft-references-not-resolving-anymore-in-5-6/2563133 indicating other folks have the same issue - is this a bug that will get fixed or an intended change in the way choosers work? We were relying on them to reference lots of anims and load them async

Epic Developer Community Forums

I’m not sure anybody is aware of this but in Unreal Engine 5.5 Choosers would resolve Soft References for you. Since Choosers can’t output Asset (Soft Reference) but they can store them, it only makes sense that they would resolve them for us without us having to Async Load them given the fact they will only output a Hard Reference. This se...

severe sage
sand vector
#

misery loves company ahahaha

severe sage
#

That's for sure

onyx nacelle
#

Hey guys, I was trying to create a new Anim BP from scratch and I made a blendspace of some Mixamo animations for base locomotion. For some reason it looks broken. I put a video here for reference.

#

any idea why this might be?

severe sage
# onyx nacelle

Either you have root animation on or off, depending on what you're trying to do. If you want it to not use root motion animation, just open the anim and disable it from there

onyx nacelle
#

none of the animations had root motion on

severe sage
#

Try enabling root motion. And if you don't need root motion, you may need to redownload the anims off mixamo without it

#

It definitely feels like the root motion is involved because your character is has that additional movement added to it, and then snaps back to where it should be

onyx nacelle
#

i downloaded a pack so it doesnt give option for root motion

severe sage
#

Ah, ok

#

Outside of the root motion situation, I'm not sure

onyx nacelle
#

as soon as i add the root motion in ue, the animation breaks

#

but i dont want to use the standard animations cause everyone in their mothers using those 😂

#

i will try download each anim separate with root motion

onyx nacelle
limpid robin
#

Is it more performant to have an movable articulated static mesh parented to another static mesh vs. hard setting poseable mesh leaf bone positions? I need every ounce of framerate due to my game running in VR and having a massive amount of these entities.

marsh schooner
#

Does anyone know the purpose of Lyra having both an UpperBody and UpperBodyAdditive slot? Wouldn't playing an additive animation in the UpperBody slot have the same effect as blending an animation with an ApplyAdditive node?

ruby swallow
#

made an animation using control rig and when i combine it with another animation using composite or montage, unreal lags like crazy. It says that my control rig anim has 30 fps while the other one has 24. Could this be the reason, and if it is, how can I downsample my animation from 30 to 24fps?

#

seems like the issue is that when i add another animation (root motion in this case) to the montage, the frames increase like crazy - and it's not corresponding to the original amount of frames

smoky shell
worn marlin
#

do you recommend adding orientation warping and distance matching to zombie ai characters? just to make their moement more organic? thanks

viscid willow
# marsh schooner Does anyone know the purpose of Lyra having both an `UpperBody` and `UpperBodyAd...

Blending an animation sequence with apply additive requires the sequence to have correct additive settings. Depending on the animation it's not always appropriate to play the animation additively, one example is reloads. Because of how complex the animation can be, you get a much more reliable pose by blending the reload animation as an upper body animation. For instance an additive blend over the idle pose might look fine, but an additive blend over locomotion will be a lot less predictable.

A good use case for additive montages are shoot recoil sequences or hit reacts which are much more simple and more predictable for blending.

lusty aurora
#

Yes multiply it by -1

#

I think you are joking for asking this dumb question ❓

#

Neither

#

This sentence will fits with you

marsh schooner
viscid willow
sullen dagger
#

when I do bake to control rig on an animation, it puts a key frame on every frame, but how do I get back the original key frames and tangents I made? They seem to be lost

silver cloud
dry gust
#

how do I scale random bone? (by event with bone name) i have basic skeletal mesh character with animations

fading cloud
# smoky shell I specialize in building locomotion systems and wrote a Wiki covering the import...

I'm about getting into animations and was going through the pinned messages for resources.
Thanks for sharing!

On the same topic, what would be the best resources for beginners to get into animations, control rigs and procedural animation?

I'll start by going through this: https://dev.epicgames.com/community/learning/courses/2Lz/unreal-engine-animation-ecosystem-for-game-development/yp13/unreal-engine-animation-ecosystem-for-game-development-overview

Then I'll go over what @smoky shell shared.

Found also this in the pinned messages by @distant dagger, https://docs.google.com/document/d/19tZAFd6AG_78RtJBexL7fdT7CxJzy9Ni9N3qpguFPW8/edit?usp=sharing

Anything else?
I remember I once saw some good documented ALS project (apart from the original which I remember wasn't documented) - is it a good resource for beginners?

smoky shell
lilac crest
smoky shell
lilac crest
smoky shell
lilac crest
#

I couldn't do a deep dive, but for example, the Linked Anim Layer layer for ALS is pretty "heavy" relative to what it is doing

smoky shell
#

ALS looks pretty and my praise for it ends there

#

I haven't looked at it in a very long time (and wouldn't bother)

lilac crest
smoky shell
ashen junco
lilac crest
#

So anim graph nodes are ok. Are bp functions called on entry/exit/transition ok too?

ashen junco
#

In the Class Settings for Anim Instance, there's an option to warn about BP usage that can help you spot BP functions lurking in the anim graph when compiling.
That, and also Blueprint Thread Safe Update to run BP logic on worker thread, or the C++ equivalent NativeThreadSafeUpdateAnimation you can override

ashen junco
#

I could be wrong on this one

noble grove
#

Don't know if this is an unrelated question. I am making an FPS animation in Blender, ive got the Character(Arms) rig and a separate weapon for the weapon. I am making the animation with constraints between rigs and I don't know if when I export or bake the animations it will work fine for UE5.

#

The animation is this one, for example the magazine is in the gun rig and dont know. How I will make it work in UE5

onyx nacelle
#

you can export the reload animation, bring it to UE5 and in there just right-click and create animation montage from the reloading

#

i think thats the most simple way to go about it

#

Hello People, im working on some punch combos however i got this tiny issue, if i spam the punch button the anim montages dont play out fully, every click they play from the beginning which is causing this weird outcome. How would i go about making sure that no matter how much i spam the button it wont do anything unless the montage is done? I also want the ability for the character to be able to move while punch. (I seen a tutorial but there the person set it up so the character cant move mid combo)

hexed granite
#

Anyone how to disable these annoying messages on the far right side? Disable all messages don't seem to apply to them.
And what is this error?

#

the notifications also lag the shit out of the ue editor

weak spoke
#

Hey!
Anyone here experienced with Root Motion and Motion Warping?
I’m running into a strange bug I haven’t been able to reliably reproduce yet — but it happens regularly at random moments.
The animation doesn’t apply root motion or warp the character to the correct position — the character just stays in place.
The bug only goes away if I switch to a different animation that also uses root motion.
Any ideas what might be causing this?

onyx nacelle
#

also you sure that this animation was imported has root motion?

weak spoke
onyx nacelle
#

just trying to understand the whole situation

onyx nacelle
#

hmm

#

is it not something to do with the trace?

#

tbh i have no clue what this could be im not much of an expert just throwin in possibilities lol

weak spoke
#

The spheres aren't the issue — the bug can still happen without them.
They just define the location for the warp.
But you can also jump through the air with a fixed distance without using spheres at all.

#

I tried debugging it when the bug occurred. It looks like the warping just isn’t happening at all — as if it’s completely missing.

onyx nacelle
#

i mean this whole gameplay is beyond what i ever done in ue lol

weak spoke
#

Oh, I reproduced the bug! The problem is… I didn’t do anything special.

onyx nacelle
#

found it?

weak spoke
onyx nacelle
#

so what causing it

weak spoke
#

I'm suspecting this might be the issue — but again, according to the debug, root motion is enabled in the Anim BP.
Plus, root motion works fine from other sources!

onyx nacelle
#

i fixed my issue at the same time as u fixing yours lol

weak spoke
onyx nacelle
#

sorry im useless lol wish i could help

#

any idea why this trigger doesnt work?

#

character should stand up and go back to usual movements

weak spoke
#

debug with breakpoints F9

spare kiln
onyx nacelle
spare kiln
#

Any ideas what is happening here?

onyx nacelle
#

or do you have a blendspace?

spare kiln
#

I do use motion matching

#

So I do have Pose Search Database

onyx nacelle
#

never used that before so no clue how its different from anim bp

weak spoke
spare kiln
#

It chooses the animation base on the movement data, where I assume I have to chage something but I'm really not sure where to start here

onyx nacelle
weak spoke
#

so, your signal is lost somewhere, debug from the start

spare kiln
#

I think that something with the trajectory is off, maybe it gets the trajectory to the right but then switches to idle because of the trajectory of the feet and then switches back to the right loop but not sure

weak spoke
spare kiln
#

🙁

onyx nacelle
#

okay so it does work there

#

but does nothing in character bp

weak spoke
#

are you sure, that target should be the player character?

onyx nacelle
#

nope lol just checked

#

it gets owner of the animation

#

ah nvm was looking at something else

#

in theory that clear trigger doesnt have an input

weak spoke
#

Event ClearTrigger, where it is?

#

in which class

onyx nacelle
#

coming from an interface

weak spoke
#

Which actor implements interface I mean

onyx nacelle
#

its all set up in the character bp

#

of what it should do

weak spoke
#

wait what, so then why you use interface?

#

just use Custom Events

onyx nacelle
#

idk i folowed a video

weak spoke
#

create custom event

#

"an interface is a shared boundary across which two or more separate components"

onyx nacelle
#

okay so i got the interface added to character BP and an ACtor bluerpint

weak spoke
#

for example, you have 1000 items, and all of them could be picked up

onyx nacelle
#

the actor BP is an interactable object

#

where i call the button function if i want to trigger interaction

weak spoke
#

then you should use BPI_Item with PickUp function

#

oh, okay, then maybe you have other player characters on map?

onyx nacelle
#

no not yet

#

so basically this BP have a bed inside with animation and all

#

and on overlapping with the collision capsule i create a widget

#

and if i press E i make the character to sit on the bed by playing and animation

#

however it doesnt play the stand up animation and revert back to normal movement controls once i made it sit

weak spoke
# onyx nacelle

So, Trigger Sit and Clear Trigger are both implemented from an interface in PlayerCharacter? But Clear Trigger is not triggering in debug, right? And Trigger Sit is triggering

onyx nacelle
#

when i call the button both are triggering

#

for some reason the clear trigger doesnt play the animation though

weak spoke
#

this looks very sus

onyx nacelle
#

this comes beforehand in the trigger

#

so i switch to animation asset in there

#

thats why switching back to anim bp in the clear trigger

weak spoke
#

Try animation montages

onyx nacelle
#

i did

#

it has jittery movement

#

and transforms the character slightly to different location

#

eventho the montage plays well in the preview

weak spoke
#

You are not switching the animation asset

onyx nacelle
#

i had this using animation montages

weak spoke
#

What is Prison class?

onyx nacelle
weak spoke
#

you should use root motion

weak spoke
onyx nacelle
#

root motion messing up the animation (got them from mixamo)

weak spoke
onyx nacelle
#

i am playing it beforehand

weak spoke
#

try only animations, no logic after

#

does it work?

onyx nacelle
#

nope

#

ah one sec..

weak spoke
#

so, the event is not even triggered?

onyx nacelle
#

it triggers here

#

when i press E again

#

but nothing happens overall

weak spoke
#

right now there is no target

#

player char

onyx nacelle
#

that event has no input

#

or output

weak spoke
#

you should specify target

#

Like you did in Trigger Sit

onyx nacelle
#

yup still nothing

weak spoke
#

Wait what, where is the Interface icon on you Clear Trigger node

onyx nacelle
#

i replaced it

#

but still dont work

weak spoke
#

remove event in char

#

and create it from interface again

#

select event and make breakpoint

#

does it trigger now?

onyx nacelle
#

breakpoint there? or in the other BP

weak spoke
#

yes

onyx nacelle
#

yeah in this network nothing triggers

#

not even the first trigger

weak spoke
#

what

onyx nacelle
#

look i set it here fro example

#

thats the trigger sit event

#

that does go through

weak spoke
#

it will not trigger as i remember

onyx nacelle
#

animation asset

#

anim bp is the clear

#

nvm ignore me

weak spoke
#

some crazy staff is happening, i cant even understand now)

onyx nacelle
#

let me try do with montages instead

#

see if that changes anythting

weak spoke
#

you cant reach your anim bp like this

#

your ClearTrigger MUST be in your Character

onyx nacelle
#

it is in my character

#

im confused now lol

weak spoke
#

we can try voice chat...

onyx nacelle
#

can do if you dont mind

weak spoke
versed flare
#

So im using the sevarog character from paragon. Im trying to set up an execution using its animation soul siphon. But the slot it is on is default preventing it from playing using bp. How do i fix this?

#

If i switch the slot to something else it stops the animation from playing in the montoage. However any play animation bp wont work. Accept one that breaks animations.

onyx nacelle
#

its a bug but should work

versed flare
#

OH thank you i couldnt find any sevarog documentation

onyx nacelle
#

after that u can blend like this in the anim bp

versed flare
#

thank you!

last plume
#

When I change the CR for the Feet, close and re-open... they values are still red?

#

And the feet are not sticking:

last plume
#

Fixed the red, but the characters feet aren't sloped on the hill?

severe sage
severe sage
#

@smoky shell What is your suggestion for implementing walking on a beam without splines, and having the character snap to it so you need a conscious action to separate from it. This would be a good example: https://youtu.be/dKD9Z7_AmY4?t=113

FREE $15 To Spend On Any Products (no minimum spend) on WhatNot (New Users Only): https://whatnot.com/invite/mralancyoutube Awesome . ❤‍🔥 For God so loved the world that he gave his one and only Son (Jesus Christ), that whoever believes in him shall not perish but have eternal life. -John 3:16

▶ Play video
smoky shell
severe sage
#

For context, I'm currently working on a system for GASP that does not use splines, so it's trying to calculate jumps, walks and so on based on the shape of the mesh itself

severe sage
dawn kiln
#

Got a little bit of an open ended question for you guys.

Im working on a sidescroller but it uses 3d characters and such. How would you go about making a turn animation?

Meaning the character is running one direction and turns the other way. at a base line the character just spins around to face the other direction. Ideally I'd like an animation in there that shows the character actually turning that way.

would you use like root motion for that turn? or turn the capsule with a timeline or something to make it smooth? Kinda just looking for ideas of where to start

severe sage
# dawn kiln Got a little bit of an open ended question for you guys. Im working on a sides...

It really depends on the game you're trying to make: If you want something quick, snappy and responsive like Bloodstained - Ritual of the night, just set the rotation of the capsule between 0-180. You could then go further, and have it only flip like that when in mid air or in situations where you need more control, and for less intense situations you can make a short animation to add some life in there.

That said, Turn In Place anims should be something you look into for your character rig, since that's what you're basically looking for

dawn kiln
severe sage
#

What does the 2d example from Epic do? I know there's a template for it. I'm not saying you should do it that way, but it might clear up some things regarding the implementation and design logic. And based on that, change and design the system to suit your game

dawn kiln
severe sage
#

You can also play a montage when changing directions, basically forcing the anim to play the turn anjm

dawn kiln
#

Thats an idea since the montage would have to complete (outside of special circumstances) so the turn would be much more consistent

#

Thanks I'll take a look at that example and maybe start messing around with that "turn on input" thing i think I can math that out

But you helped me with the intital decision process thanks 👍

blissful glen
#

so i am very new (like no experience new) and am trying to learn some game development. are there any good websites or anything that i can get some free animations? i definitely don’t know how to animate. i’ve heard of miximo but i’ve also heard they don’t have the best quality of animations.

spare kiln
severe sage
#

@smoky shell Have you done systems in which you snap the player system to a specific point? Is there any advice you can give for predicting points like this for movement? ||https://youtu.be/IWghsfCZUFI?t=1690|| I added a video of Split Fiction into a spoiler tag, in case people don't want to see it

In this Split Fiction walkthrough for IGN, we show you how to complete the chapter Final Dawn.

00:00 - The Dropship
02:33 - Infiltration
13:15 - Gun Upgrade
19:10 - Toxic Tumblers
20:11 - Side Story - Kites
27:32 - Factory Entrance
29:06 - Factory Exterior
36:08 - Test Chamber
47:25 - Side Story - Moon Market
1:03:54 - Run and Gun
1:11:10 - The...

▶ Play video
smoky shell
severe sage
#

CMC?

smoky shell
#

It is a very natural transition that feels good, the one in split fiction is very predictable but it doesn't look like it feels good

#

CharacterMovementComponent

#

Good god why didn't they call it CharacterMovement

severe sage
#

Ah, ok

#

I'm guessing cause it's a component so people can jsut add it in there

#

I understand the ladder example, but when you have a character that can move across a beam side to side, you limit the lateral acceleration. But if you have your character stand perpendicular on the beam (like Spider-man perched on a ledge looking outwards, for example) do you nuke the forward acceleration?

smoky shell
#

I have barely played those games, didn't enjoy them, so not sure

#

Btw I completely remove the lateral acceleration, so they can't request to move the wrong way
The force I apply is directly to velocity

sullen dagger
#

I do not understand how to use a metahuman as a 3rd person character... when I assemble a metahuman, it gives a head skeletal mesh and body skeletal mesh. If I go into my 3rd person character blueprint and select the body skeletal mesh, only the arms and legs show and everything else is visible. I did see an option in the metahuman creator to "export combined mesh", but it also looks really weird, what to do?

Here is what the combined mesh looks like

severe sage
sullen dagger
#

how do you use different skeletal meshes together into one character? when they are separated by body (arms legs) clothing (chest) and head?

#

there doesn't seem to be an option to select multiple meshes for one blueprint character

#

I wonder if I have to create some kind of heirarchy?

smoky shell
#

Or rather, I would specifically have to make it affect rotation if I want it to

severe sage
#

No, that's good, since that's what I'm looking for

sullen dagger
#

well, I found out that I need to copy components from the blueprint metahuman creates over to the heirarchy on the left side of the mannequin blueprint, or something to that effect, I have arms legs and head now together but not the shirt still

#

Got the shirt in, had to set the animation class, and adjust the rotation and such, cant believe I got it all working lol

sullen dagger
lusty aurora
vale drift
vale drift
ivory kettle
#

I am having a retargeting problem with animations on the wrists. I have purchased animation packs from Fab and they look fine on the UE4/5 Mannequins. When I retarget them, some of the wrists, depending on the animation are twisted 360 degrees. When looking at the details of the original animation, the wrist seems to have a rotation of -180, but the animation looks fine on the mannequin

sullen dagger
# vale drift Hello! Were you able to resolve this issue? When do you encounter obstacles that...

No, was hoping someone could help me figure it out, the level is from the Game Animation Sample https://www.fab.com/listings/880e319a-a59e-4ed2-b268-b32dac7fa016 I am trying to experiment with using a metahuman there, still learning, any help is appreciated

Fab.com

This project showcases fully functional animation systems that are commonly needed in games. It is built using current best practices and can be used for learning or to help you kickstart your own creations.

Project Features

3rd person capsule driven locomotion, powered by Motion Matching, complete with walk, run, jump and fall states.
A simpl...

signal sedge
#

Hi, I'm trying to mirror from my animation blueprint. I have setup my mirror table and mirror all my left bones to the right bones and vise versa and also mirror my center bones to be the same and yet I get odd looking results.
This was done in blender exported to fbx and imported into ue

sullen dagger
#

Is there a tutorial anywhere on how to adjust the bone weights of a skeleton to fit a different mesh, like getting the mannequinn to fit a metahuman, for example

severe sage
sullen dagger
#

What's confusing to me is how to do all the retargetting with different body parts

#

since the mannequinn is one entire skeleton but the metahuman is always broken up into different parts (head, body, legs, etc)

severe sage
# sullen dagger Thank you, I'm experimenting with that, do you know of a good youtube tutorial o...

In this Unreal Engine 5.6 metahuman tutorial for beginners, MizzoFrizzo will show you how to easily set up your metahuman to be a playable third-person character.

Pitchfork has released their first game, Skyblocker! You can support what we do here at Pitchfork Academy by picking it up on Steam today...

https://store.steampowered.com/app/347492...

▶ Play video
sullen dagger
vale drift
sullen dagger
#

what specifically are you trying to do? If I figure anything out I'll let you know

vale drift
sullen dagger
#

oh

#

It might be a separate problem, I had the same issue when I changed the mannequinn to a different character in that sample, not another metahuman

vale drift
sullen dagger
#

If I manage to fix it I'll let you know!

vale drift
severe sage
#

Hello! In GASP, the player char hand IK will snap to the spline edge no matter what height it's at, but when I'm using a system to calculate the height without a spline, it's not doing that. Is there a specific feature in the GASP spline system that's snapping hand IKs to the correct location?

dense harness
#

I created some FPS arms in Blender and rigged them. Should I try to create a custom control rig in UE for them, or is there an easier way to use the default manny rig, but for the arms only?

charred zealot
#

I am trying to use some Mixamo animations with a Metahuman character. The character animation looks pretty good, but they move about 100meters upward. This only occurs during the Mixamo animation part of the sequencer timeline. Suggestions to fix?

ivory kettle
obtuse nebula
#

Hi! I want to learn animation and rigging. I'm unsure how to decide between learning in blender and in unreal. This is just for personal projects, not for getting a job or anything. Which method is easier / nicer to learn and use?

blissful glen
#

So Im trying to add a crouch animation from a pack I got on FAB into my locomotion graph but it isnt popping up in the asset browser does anyone know how to fix that?

#

The anim is showing up in the content drawer just not the browser in the locomotion menu

#

I think maybe I figured it out

#

ok yes I did fiure it out I had to retarget the asset it was the wrong skeleton

blissful glen
#

ok so now i have no idea what i did wrong but when i crouch and walk it continues playing the idle animation rther than the crouch walk anim. someone please help

#

nvm i got it again smh

dim wraith
#

Goofing around with this alien facial anim, blinks and lip pulse. 👾 (it's supposed to be looking at the player, when I hook the scripting back up).

sullen dagger
# severe sage https://www.youtube.com/watch?v=o23kQRj3zd4

Thank you, that tutorial was great, was able to get my metahuman run and jump animations looking clean. Just curious, have you tried yet doing any facial animations with the metahuman? I would love to also try to play some of the interesting idle animations like Happy/Sad etc that you see in the Metahuman Creator, but actually have it happen on the character in game

fleet gulch
#

I was wondering of Animation Blueprint Parent Child

I couldn't find any discussion regarding ABP with child parent implementation with player npc and enemy in one place, but they will only get into specific state when they are called

But on my experiment:

  • Using ABP Child means the ABP parent will control the AnimGraph, so you are only need to change things animation behavior on the parent side
  • ABP Child may only have retain their respective custom variable and montages if any

It's best used for similar skeleton, e.g

  • Grounded, Player, NPC, Enemy, with normal amount of limbs
  • Flying, Normal birds with 2 wings and 1 tail, Dragon with 2 wings and 1 tail with 4 leg have to be seperated

The Base parent will have to determine the standard of animation behavior

I have question in my case:
Is this like the best way to implement 1 player with many custom action, while the movement is pretty much similar to NPC and Enemies

  1. Should they fall under one ABP parent that mainly used for player?
  2. Should they be seperated?
  3. Should the enemy be seperated if they different way of movement?, e.g 4 way movement (enemy) vs 8 movement (player)
    4.Should the boss enemy be seperated from enemy base too?

Open for discussion 😄

severe sage
onyx nacelle
#

Hey guys, i am working on an interaction system for my project. It is nearly complete only minor fixes left. One issue is with the character camera, it doesnt follow the player fully when playing animation, stays at the same height.

misty grail
#

is it possible to use root motion anims and layered blend per bone for upper body anims?

when I set up the layered blend per bone my root motion stuff breaks.

grim star
misty grail
#

I tried setting the hit react as additive but it seems to only play a small portion of the animation

fading cloud
#

Hi all, would like to hear your input regarding creating animations.
What you like better, animating in 3rd party software or UE?
Is there some advantages for animating in Blender compared to UE for example, lets say as a beginner without prior knowledge in animations or experience in a specific software.

ashen junco
fading cloud
#

Thanks for sharing :D. Would you say that UE animation/sequencer tools has most of the crucial modern capabilities of 3rd party software? Did you come across some hard limiting functionalities? Maybe missing some very useful plugins that makes the process of animations faster or easier?

ashen junco
sage helm
#

Hello everyone,
How can i change the character speed in gasp and still get the animations to look right, when i go to the character movement in the cbp sandbox bp it has speed values for walk run sprint crouch and when i adjust those to my needs the animations get wierd.

bitter jasper
#

You could add a stride warping node to the ABP to see if that helps solve the issues though

#

Again, it all depends on how much you've adjusted the speed by

sage helm
# bitter jasper Depending on how big the change is; you'll have to re-auth the animations tracke...

i did have problems with the sprint speed adjustments
since i want the character at max speed of 400 meaning walking 200 and idealy sprint 400
which is a significant change (from 700 to 400) and according to u i need to re auth the animations? btw what does that mean ?
also i tired the stride warping node but i dont think i really understand how to set it up cuz i cant see much of a diff when i added it and played with the values.

onyx nacelle
#

this might be a dumb question, but why is my retargeted animations not showing up in the Anim BP? I have retargeted to the same skeleton just like any other animations that do show up.

onyx nacelle
#

nvm figured it out

#

anyone good with anim BPs?

#

I created an 'Armed' State in the BP, for when the character equips a weapon it will blend the corresponding animation on the upperbody with the locomotion state

#

Also set up a button in the character BP so can trigger when the character is armed

#

however it doesnt switch the state

bitter jasper
urban cove
#

Newer to unreal, which software would you guys suggest for animations? Im versed in blender but i dont know if its better there or here, is inverse kinematics simple?

bitter jasper
bitter jasper
open egret
#

would there be anything in my Player_ABP that could stop me from using a montage animation in my Player_BP while shooting? I feel it used to play.... anyway, i am using an AimOffset and Blendspaces - if there's something in particular i can screencap lemme know D:

viscid willow
open egret
#

no 🙁 I have no state machine or what have you for the shooting event

#

though to be fair, i dont THINK i did back when this did work... i haven't touched the ABP in ages

crystal siren
#

Did you find anything for this? I'm having basically the same issue right now. I've been trying to play with updating it on functions so it's a bit snappier, but it still lags signifigantly behind and breaks when I turn and then start moving.

spare kiln
#

That way you can activate/deactivate it as needed.

crystal siren
# spare kiln That way you can activate/deactivate it as needed.

I've set this up to modify the states when acceleration is detected, and this does help under movement conditions. However, I'm still trying to figure out why my character's weapon disjoints during turns in place. My weapons are socketed to the body with Attach Component to Component with snap to targets, but the sockets seem to "lag" behind the turn in place animation. Have you run into this issue?

crystal siren
#

also it looks like the root transform is making the model drift from the capsule over time which could impact gameplay

crystal siren
misty dagger
#

Isn't there a possibility to easily use 2 skeletal animations in an "additive" way** directly in sequencer**? Like: Layer one: Body animation, Layer 2: Tail animation, Layer 3, Ear animation. So that they don't overwrite each other?

#

something like "only animate bones of Tail 1-4 and ignore the other body bones" would do it aswell.

#

(i am lazy, and i would like to recycle tail animations :D)

fading cloud
misty dagger
#

you mean, select the controls?

#

HMm. that is not exactly what i need. I think. I animated the tail in blender

#

i just want to add my blender tail-animation on the character that uses a free idle animation.

#

HMM. But i could bake the animation to the control rig and then make that additive! at least, i hope. HM

#

wonderful. it greys out all animations, so my idle animation is not playing anymore.

misty dagger
#

ok this works: "bake animation to control rig -> copy all controller rotation keys from the tail animation in the sequencer -> undo -> this way the animations play again -> make an additive layer for the tail bones on my control rig -> paste the control rig keys in the new layer, works. But man thats a hassle. at least i now can control the influence of that animation and its speed.

white shore
#

Anyone know any projects looking for an Animator?

#

Its been months since I've found any gigs

viscid willow
dusk epoch
severe sage
open egret
viscid willow
open egret
#

I do, I've got my whole AO and such set up in derr

viscid willow
viscid willow
smoky shell
#

I like the blending you get with BlendPosesByBool anim node so made a static function that reproduces the same blending behaviour, to use for gameplay stuff and non-anim node animation stuff
Its nice that it takes specific blend times and has interp functions, without relying on VInterpConstantTo etc. with arbitrary durations
You can grab it here, don't have to clone the plugin can copy/paste into your own project
https://github.com/Vaei/SimpleLocomotion/blob/main/Source/SimpleLocomotion/Public/SimpleStatics.h
https://github.com/Vaei/SimpleLocomotion/blob/main/Source/SimpleLocomotion/Private/SimpleStatics.cpp

sand rain
#

Is it possible to use a single level sequencer to edit many animations? I have a few animations I need to make and I'm noticing that every time I need to either edit n existing one (like Lyra anims) I have to create a whole new level sequence for each one. Is there a way I can just load a bunch of animations and edit a specific one on my control rig at a time?

spiral sequoia
#

im trying to figure out a way to have independent layers in an animbp. example would be if i wanted the right and left arm to have their own animations based on what they are holding. im trying to figure out this LinkedAnimLayer thing, which does do whatever animations is in it, but is there a way to sync the animations with the main AnimBP? if i have a jog animation and i have the layer for the left arm be the same animations as the main body, when i set the layer it just starts the animations from the start, so they are out of sync forever. i also feel like i shouldnt be recalculating a bunch of stuff in these linked layers. im not super sure of how to set up the AnimLayerInterface. right now i have like LeftArm and RightArm to return a pose. i get the feeling im going to need an interface function for every state and to somehow pass through something from the main AnimBP to sync things up. is there an easier solution?

ashen junco
spiral sequoia
#

that works across linked layers?

#

i havent actually used them myself. ive used them when theyre in a project, but i havent done it from start to finish myself. the main takeaway is that -if- something is in a sync group, it is required to have all of the sync markers or else it doesnt work, right?

spiral sequoia
#

so is the best practice to have a blendspace for each linked layer and pass through things like speed/direction from the main animbp so they arent recalculated? i mean the blendspace still has to do the lookup. and for things like the jump start / loop / land stuff, is it reasonable to have a state machine for each linked anim layer? or is that what the interface is for "GetPose_Jump_Start", "GetPose_Jump_Loop" and just fill the main AnimBP with that?

onyx nacelle
spiral sequoia
#

well its going to have to be blended in ya, its more about how to tell it what to do without bloating the base class. the animation id want to blend in is unknown at the time and i wanted to avoid a ton of blends in the main animbp. i seem to crash if i do blends inside a linked layer, which is unfortunate because it makes me need multiple linked layers based on the situation, blending in the main graph even when neither layer will be used. im probably missing something. i see stuff about linked layers crashing when blending because of inertialization but not really sure what it wants me to do about it

onyx nacelle
tight zenith
#

question... I have a blend space here...

it goes from idle, to walk to hop.

#

but the problem is I never see my bird walking, it just slides and the animation is frozen

#

but the idle animation works when its not moving

vale drift
smoky shell
dim wraith
#

Rough test of Spring controller setup for cartoony hair sim. I did this before committing to the hi-res sculpt of this character. 😄

rotund panther
#

Hello, is there an Unreal Engine animator who can help me? I need an animator who knows how to create animations for a Diabloceratops. If you can help me, it would be appreciated. 🙂

rotund panther
#

I would need to walk, run, jump, bend down, sit down

misty dagger
#

hey i have this skeletal mesh using the same skeleton as my player character but the new skeletal mesh is stuck in a tpose when using animations,

#

animations and skeleton are from mixamo

#

how could i fix the new skeletal mesh to not be stuck in a tpose, new skeletal mesh was created by right clicking on the static mesh

wise kraken
#

Stupid question… how can I get manny and animations if I started the project without them

steep spade
#

Can I get some help on my aim locomotion animation?

Game is top-down fixed camera angle. Player holds RMB and the pawn should "fixate" on the cursor location.

My implementation works if the pawn is stationary, but the torso rotation is slightly off during WASD movement. If movement, then I calculate direction of movement relative to actor's rotation and play blendspace to move feet.

Attaching a video. You can see the red arrow no longer lines up with the target (yellow debug sphere) during movement at the 00:10 mark.
Also attaching a screenshot of the anim state. Not sure what else is relevant, but happy to share any other parts of the setup.

I've tried various setups using aim offset and layered blend. But for some reason, it feels like the blendspace is overriding or fighting the intended rotation.

#

I'll add: Game is multiplayer, during RMB hold I am Rinterping set control rotation based on the "look at rotation" to the target click. I am wanting to use control rotation to take advantage of the built in replication.

I have additional logic that toggles Orient Rotation To Movement & Use Controller Rotation Yaw based on if the pawn is aiming or not. This is so that the pawn will automatically turn in the direction of movement if aiming is not active.

sleek mantle
#

Hi, I want to create several animations in one asset for a game that will be made in Unity. How do I create these animations using Cascadeur?

limber flax
#

When doing IK I get a weird forearm roll that is off by about 90 degrees, does anyone know why or what is the proper way to fix this?

I tried to copy Manny's bone structure as best I could. It looks like his upper and lower arm bones have a Z that points UP and a Y that points forwards, then his hand has a Y that points up and a Z that points "backwards". I have a similar setup in T-pose, but when I try to do IK I get a forearm roll that is off by 90 degrees. In animation blueprints I could fix this with a manual roll of the forearm bone and then rolling the wrist bone back but now doing this same IK in control seems a lot less clean, and it feels like it's more of a hack no matter what. What's the proper fix for this?

limber flax
#

Maybe more what I'm realising is like...
I'm using a Basic IK and an effector that is my wrist that matches a specific position and rotation...
But it seems like my bones don't actually twist or rotate to match that orientation...
Is there a different type of IK that's meant to match/distribute the twist of the effector as well?

ebon granite
#

Hey getting back into UE and I need your opinions. I'll eventually need to learn animating. Is animating in UE advanced enough to consider it as a main animation tool nowadays?

sharp portal
#

Hello, i have an exported animation from fmodel at 28.33 frame rate ( i forced it to that in the source code as that's what its meant to be ). I need the sequence length to be 0.6 post import, however it is 0.57, as if the anim was 30 FPS. What can i ddo about this

static holly
#

I'm trying to import animation from Blender. The animation uses constant interpolation between frames to create an effect of jumping from one position to the other, but after exporting the animation interpolates for one frame anyways. Is there any way to fix that?

novel jetty
#

Hi all, I'm struggling with retargetting animations from Mixamo to a modified Mixamo skeleton with a root bone. I've used UE 5.6 to add a "root" bone to the Mixamo skeleton. Now I'm trying to retarget an animation from the original skeleton to the modified. My Op Stack has 3 features enabled, Pelvis motion, Root Motion, and FK. When I preview the retargetted animation, I see the root bone moving properly! However, when I click "export" suddenly, the exported animation sequence loses any movement of the root bone. There must be a setting I'm missing somewhere but I can't for the life of me find it. Anyone know what I might be missing?

covert orchid
#

I'm doing this on the Animation Blueprint but it doesn't update on multiplayer. like, the client that moves sees the animation and the server too, but other clients doesn't

bitter jasper
#

Hi all, anyone had major issues with Motion Matching (Pose searching specifically) and a scaled skeleton?

primal smelt
#

Does anyone know why my character's hair is grey rn but is black when in the metahuman creator?

severe sage
#

How do you nuke lateral movement? Setting the velocity to 0 still moves the character in all directions. Am I missing something? Nevermind, found out how to disable the X axis on the input

tidal hemlock
#

Not my custom control rig

thorny portal
#

Using ALS V4 UE4.26, when crouching the neck stretches, I already did retargeting options which helped a little but I’m still unable to fix this

ruby swallow
#

Why is this scaling issue still a thing when exporting from blender? Can't epic just create a fix that accommodates for this rather than having every single user set up a specific scale for unreal? Isn't blender big enough now to warrant this

ashen junco
#

You can set the unit scale to 0.01 in Blender, so that it matches Unreal's 1 cm unit scale

ruby swallow
#

still not sure how to fix it from blender. The issue is that the root bone is still either 0.01 or 100x. I've tried:

  • setting 0,01 scale in blender
  • above + scale up the model+armature
    I've tried every variation I can think of but it's still importing with a root bone of 99 scale
ashen junco
ruby swallow
#

haha oh god. i didn't do this the last couple of times. thank you ❤️

thorny portal
#

Anyone experienced with ALS and animations? I’m having some issues I can’t figure out if anyone’s interested in helping DM me.

rain solstice
#

In the Phat editor, how do I prevent these springs from clipping through the mesh?

#

Basically how to I create a blocking/collision volume?

ashen junco
rain solstice
ashen junco
rain solstice
#

I am using blender and I think the last time I tried this (been a while) I used a vert weight gradient do get a more natural compression look but the coil (which is steel and so it shouldn't defore) would shrink and flatten as the gabs between the coils would skrink. So it looked very off.

noble pelican
#

Where is Copy Curves in Retarget Pose From Mesh in 5.6?

#

Apparely it's "Remap Curves" in the retargeter now

covert orchid
#

hiii! how can I make the hand to follow the camera? because when I look down the hand doesn't follow and the flashlight is useless and I can't aim

mossy elm
#

does anyone know if Chaos cloth can collide with a movable static mesh in a level?

foggy nexus
inland heath
#

I need some suggestion regarding how to structure the animation system (its not using metahuman rig)
currently i am working in a project that has multiple game mode with very different animations
i want to have same base class for animation
and also the character is modular made up of different Skeletal meshes (main body and hair,shirt,pant,shoes)

thanks in advance.

covert orchid
covert orchid
#

is there a way to animate procedurally the picking of the objects? because right now I have it like this but I have to make an animation sequence for each item to change the fingers and everything. is there a better or easier way to do it?

white shore
#

You know any projects looking for a weapon animator?

stiff sigil
#

hey can anybody help me with problem? im trying to implement a blendspace Animation system for movement but nothing happing, im deadlocked on Idle for some reason, not shure if its the blueprint or the blendspace its self, anychance anyone can help me figure this out?

night rover
#

also why not use the speed instead

last patrol
#

I have an Animation BP with a control rig for the Foot IK. I then made child BPs from that for several enemies that share the same skeleton and I overrode their animations. When I load an enemy on the parent AnimBP, the foot IK seems to work, but when I set it as the child AnimBP, the FootIK doesn't seem to work. In the Enemy BP, I have it set up where on begin play, it chooses a random enemy from a datatable and sets the mesh and anim instance class. Why wouldn't the Foot IK work on the Child AnimBPs

slow brook
#

anyone have any idea on how I can turn the metahuman rig that I get out of UE and put into Blender into something I can actually animate cause at moment I defo cant as the bones all look like this

cunning ibex
#

Get rid of those and start rigging again

#

Easy way

slow brook
#

thing is if I do that in UE I'll have to mess with trying to retarget animation from the blender rig to the metahuman rig

cunning ibex
#

Ooh I thought you want to animate in blender

slow brook
#

i do want to animate in blender

#

but I have to take the animations then into UE and well that is where issues may occur

cunning ibex
cunning ibex
cunning ibex
# stiff sigil

Another thing make sure you set Speed and Direction use precision

keen coral
#

is it possible to retarget a partial skeleton onto a larger one? My use case: I have the UE MannequinXR skeletons + hands, and I wanted to retarget those skeletons onto a larger Manny skeleton. MannequinXR only contains hand_l/r downward, but the larger skeleton has the full body

last patrol
#

I have a control rig for the foot IK for a skeleton that is shared between several enemies. All the enemies have the same animation blueprint and I change the animations depending what enemy spawned. The problem is that the control rig has weird effects on some of the enemies. Some have the feet slightly below the ground and another is like their feet are moving up and down. Does it matter what is selected mesh in the control rig?

#

some of the enemies seems to be fine with the foot ik

#

I just refreshed the mesh to another enemy in the control rig and it seems like the problem is fixed for that mesh, but it causes problems for others... seems like the only solution would be to duplicated the control rig for each unique enemy

spring solstice
#

Hey folks, how do I transform a socket in animation sequencer? I have a generick pickable object with a SK attached to my MainHand_Grip socket and I want to rotate it but I'm being unable to find a way.

small widget
#

What's better for AI. Motion Matching or In place?

languid ether
#

hellooo im a bit of a beginner and trying to animate a custom metahuman character i made. the animations from the control board aren't affecting the face rig at all. i think it might have something to do with the post process anim bp but if i remove it it breaks other things... help would be brilliant thank you!! i need to hand this project in this weekwhycry

languid ether
faint oracle
slow brook
#

Anyone know if thats right for the character direction thingy ??

#

my issue is when I have these in my Blend space

#

actually never mind

spring solstice
limpid robin
#

Is there a difference in performance between using a poseable mesh and manually rotating parts vs. just using static meshes and rotating those?

restive bison
#

i have a question is making this animations needs the weapon to be a part of the mesh ? since i am not an animators i usually make the weapon as a blue print actor and use a socket and i was having a hard time making a custom equipping or unequipping animations instead of using mixamo animations as i used to do

#

and this animations in the video have a lot of attaching and detaching of the weapon and make this using sockets i felt kinda hard or not logical

steady viper
#

the bone's parent is the hand bone

#

Also I'm not sure where in the video is the weapon being attached and detached, if you mean the act of putting the weapon on your back, you can either animate the weapon bone in the locomotion cycles, or a simpler and better way would be to attach the weapon to your spine bone in the case of this spear in the video

wooden oar
#

<@&213101288538374145>

spring solstice
#

If I want to, for example, rotate a knife in the middle of my hand, CS2 style, I'll need to animate the virtual bone with the SK_Knife offset in mind, or there is a way I keep the virtual bone in the middle of the hand like where my old Socket is?

rain solstice
#

Is there a way to adjust the clipping view of the PHAT editor? When in Lit and Unlit view mode there's a ton of clipping in the editor. The only mode I've not experienced this is in wireframe mode.

#

Thiis is when I am not in Perspective Mode btw

cedar meadow
#

is there a way to make a character mesh not jerk around when turning Use Pawn Control Rotation off? With it on the code in the image doesn't work (camera doesnt tilt) but with it off it works, however the character mesh starts twitching/lagging when moving the camera

#

or maybe is there a way to add rotation to camera even with Use Pawn Control Rotation on?

#

you can see that hands and just the whole body twitches around when turning with Pawn Control Rotation off but that's the only way i know how to get the camera tilting on mouse movement to work

spiral sequoia
#

is it possible to use Linked Anim Layers for things like "RightArm" having its own layer, "LeftArm" having its own layer? it seems like the only way to link layers is to link all of the nodes to the same instance. i guess im not understanding how to link an anim instance class to a Group

viscid willow
spiral sequoia
#

ya but i mean... link anim class layers only takes a class, not an FName for Group or anything. do i need a new interface class for each separate layer?

cosmic zodiac
craggy cedar
#

Hey I have an issue, I am trying to play an anim montage on my character but it doesn't work. I have have animation blueprint with a slot defined and it's using the same slot on my animation montage. I try to trigger it from C++ and there is no issue trying to trigger it but it never plays. Am I missing something?

        if (UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance())
        {
            if (AttackMontage)
            {
                bIsAttacking = true;
                const float MontageLength = AnimInstance->Montage_Play(AttackMontage, 1.0f, EMontagePlayReturnType::MontageLength, 0.0f, true);

                if (MontageLength > 0.0f)
                {
                    AnimInstance->Montage_SetEndDelegate(OnAttackMontageEnded, AttackMontage);
                }
            }
        }```
native umbra
#

Initialze Animation Blueprint isn't getting called at all, any ideas as to what might cause this?

simple vapor
#

hello, I tweaked my physics asset a bit to be more realistic and now I can no longer ragdoll my characters that use said material, anyone know what could be causing this?

eager yarrow
#

Hi, I’m working on a pawn that can flip and walk upside-down, and I want the head to rotate relative to the camera look direction regardless of orientation. I know this problem has likely been solved many times before, but I dont see much documentation for this. Anything will help, thanks!

native umbra
#

Nobody has ever been able to figure out how to pose a character in the editor without creating a super custom system, is that right?

#

Like there's no way to do it outside of sequencer I mean, still with IK and the like?

dawn kiln
#

Ok I need help with something pretty basic. Im making some AI for my game and right now I just have a basic task that makes them play their attack animation on loop for testing reasons.

Is there any reason this task would work on all my enemies OTHER than 1 of them? They are all configured the same from a master BP their animation graphs have the default slots and everything I cant for the life of me figure out whats wrong with this one specific enemy, if theres anything else I should keep an eye out for I'd appreciate the help

dawn kiln
# gentle lake show the code

its messy because this is just debugging stuff, but there isnt much to show.

This is the task that makes them attack
and theres actually no logic on the enemy itself right now since im just testing some attack stuff through this task

#

and again it works on everyone else except 1 and they all pull from the same parent class and everything

gentle lake
gentle lake
#

where are you getting this value ?

dawn kiln
#

they enemies have a few variables on them for storing their coresponding montages so thats coming out of the enemy reference this task gets

#

and yes that variable is filled on the enemy im trying to get to play

gentle lake
#

as far as filled is your sure it's the correct one ?

dawn kiln
#

yes

#

ive tripple checked

gentle lake
#

how did you check ?

dawn kiln
#

I opened up the enemy's BP and made sure their variable is set to the montage I want, I even went as far as to fill all the other variables with the same montage just to be extra sure

#

this one enemy just wont play montages for some reason

gentle lake
#

these are different enemy types ?

#

is it the same bp for each enemy ?

dawn kiln
#

they are different individual classes, but they all pull from 1 master class and right now they might as well be the same cause im doing early testing for all of them

#

and the attacking part is something they all share

gentle lake
#

does it play ?

dawn kiln
#

as of right now yes

dawn kiln
#

no it doesnt play on this one, I thought you were asking if it was just hard coded montages rn sorry

gentle lake
#

no if you set the montage to a hard coded value

#

?

#

is what i'm asking

#

instead of pulling from the variable

#

does it play the correct montage ?

dawn kiln
#

that.....does work wtf

gentle lake
#

then the variable is fkd

dawn kiln
#

but again this set up is the same for all of them so far why would just this one guy be having a problem

gentle lake
#

idk i have no clue without looking at it

dawn kiln
#

they all use the same variable rn, they all pull from the same parent, and have no main logic on their graphs rn since they are WIPs