#animation
1 messages · Page 72 of 1
Hello, does anyone know what On State Interrupt it's referring to? The only thing that mentions "Interrupt" is Transition Interrupt on the transition rule, but it doesn't seem to be what I'm looking for.
I need to call a function when the state machine deactivates my state
Is there somebody that migrated the 5.7 GASP character to his own project? I tried to migrate it but I got these errors
if you open those it will tell you where it fails!
then you can see whats missing in your import
but tbh, learn from the sample project and try and replicate only as much as you need, the project is pretty nice but keep in mind it is more likely a technical demo which passes for a single player game if this is used by max 4 characters, if you need more then that, learn and nativize most of the functions.
Strangly its one of the plugins debug function.
I guess thats the right way that i should go
in GASP 5.7, is there a way to do a visual override for the character without using the GameAnimationWidget?
Is that Main source build?
5.7 doesn't have that.
hey there, my character keeps disapearing when an animation plays, it happens when is in an Animation blueprint
5.5.4
I guess they've scratched that idea or something.
Does the State exit work for you?
Show your anim graph and screen recording.
Sadly it doesn't, for some reason it doesn't get called. ADS loop can stay on for several seconds, but the StateExit doesn't seem to be called. I can double check that though
Ok i can't do screen recordings but i figured out that it shrunk so much!?
hey guys, whats the best way to use PunchEnd Notify? I don't want my attacks to be interrupted by spamming the click button, however i do want the hit reacts to still interrupt any attack animations.
What are you trying to implement in that case?
Do you have any additive animation applied?
Seeming as how i have no idea what that means, no. all i have is IK bones but it doesnt solve the fact that it shrinks
At least, send a screenshot of your anim graph.
can u show ur anim setup
@onyx nacelle
Set ADS boolean to false when it stops ADS'ing. There's ADS boolean to attempt start/stop ADS'ing, and there's one to know that the animation loop is running
for now, i havent added the others yet!
is it this animation that makes it disappear or others?
same problem with my bear trap i made
What happens after the State Machine node?
with the idle
do u not have a destroy actor by any chance in ur character bp after calling an anim?
What's connected to your Output node in the main graph?
Merry Christmas everyone!, i actually need a refresher, using ragdoll physics i forgot on how to solve the root joint after sim, i remember there was an easy approach to solving but i dont remember honestly, im using mover and do have a ragdoll movement mode, i detach the skeletal mesh to not conflict with the phys simulated skm, looking inside the anim graph the pelvis when simulating is all over the place, simulating in component space sort of.
now for me im thinking of maybe creating an anim node, that takes x and y of the pelvis and do a trace to align it with the ground, in theory this shouldnt propagate if done carefully. maybe im overthinking it.
nothing is in the event graph!
the reason i need the cs pose to line up is cause i feed the pose into the PH node to match and recover
Main Anim Graph.
your state machine should be cached
and that should be driven in your output pose
No, it's not necessary.
just the state machine node
i find it easier to keep it tidy
caching is great, allows to implement lodding and other stuff which is highly suggested!
I'm no expert but the AnimBP shouldnt destroy your actor after an anim. Imo you should look into the BP for the actor or character to find why its disappearing.
I'm guessing theres a destroy actor somewhere that is triggered after an action or anim.
usually if ur animbp is wrong character just goes into T pose
additives can cause that
check your animation assets
this the most stable i got ragdoll to look in anim
but as you can tell the pelvis is fixed
do u want ur char to ragdoll always?
no
im testing
thats why its in that pose
so what you want ragdoll for? death? or falling?
falling, i need to be able to recover doing a PoseSearch
there is problems doing that tho
i have a ragdoll on death
but very simple setup
also for some reason my camera being pushed around idk if thats from collision
on your character collision config disable the camera channel
ah nice, thanks
maybe primasticadev can help? he has very similar ragdoll effect
when character falls or stumbles it ragdolls
The first 1,000 people to use this link will get a 1 month free trial of Skillshare: https://skl.sh/prismaticadev10222
Hello dear viewer! Today we have a feature-length special that covers EVERYTHING you need to know about physical animation in Unreal Engine.
Physical animation can just be some extra sauce on your cake, or it can be integral ...
@barren fiber might be helpful
thats a little bit different
Is the mesh playing the animation in ABP preview window or is it absent as well?
I guess it depends on what you mean under "easy way".
I remember from Epic's livestream 8 or 9 years ago that they would just do the trace from pelvis and adjust the capsule location with the sweep, that was it.
Do you simulate the physics just by calling the Sim Phys function or you have Phys Anim component applied?
Ah, wait, I see.
What do you have set here in Mesh Component settings?
everything is working but its just microscopic
How can I set visual override on 5.7 GASP? As you can see I foudn this componenet which allows me to set it - however on play, it doesn't work
oh noooo
i missed that one
but is that related to cmc at all?
im using moverf
i sim the physics on the skeletal mesh, detach the component and have the capsule follow the components pelvis transform, with adjustments afterwards i reconstruct the pose in component &root space relative to the capsule which allows me to posematch that reliably
thats how mover side looks
that was enabled btw
although update kinematic from sim maybe?
but i wont go back now, since ive got it working
Could it be that you’re using Blender and have exported the mesh and the animation with the wrong units setup?
FIXED!!! turns out i had to rename my Armature!!
You renamed your Armature node to something different than “Armature”?
no it was done in blender, sorry about this 😭
i am attempting again to migrate the updated UE 5.7 GASP to natively use a MetaHuman skeleton and mesh instead of live retargetting the UEFN Mannequin
i took my MetaHuman Mesh, edited the skeleton to add the missing bones from the UEFN Mannequin and then run retarget, but I'm missing something because the retargetted animation does nothing with the bones I added, they just stay at world origin... those bones are attach, lk_foot_l, ik_foot_r, ik_hand_root, ik_hand_gun, ik_hand_l, ik_hand_r.
anyone with some ideas on what to do? or want to make some quick cash and setup a proper UEFN Mannequin -> MetaHuman retargetter for me that includes those extra bones?
I think if I can get the proper retargetting config and get those bones moving as they should, then I will have GASP switched over to MetaHuman
just to explain why I'm doing this: live retargetting is fine and doesn't impact performance too much -- it's just the authoring of OTHER animations that's the reason I want to switch.. it's a huge frustration to author animations using the UEFN Mannequin that then get retargetted to my MetaHuman characters. It's taking way longer to nail the precision because of the difference in dimensions
Auto-retargetter doesn't know anything about the auxiliary joints - you have to edit the retargeting assets and add them to Pin Bones op in Op Stack.
ah, you think all of those bones just need to be pinned and that would be enough?
Well, in case of "attach" that should be copied from the source as this is specifically keyframed bone.
The IK joints just contains the character's limb motion in the root space, so they need to be pinned to the target FK.
ok sorry new-ish to retargetting in Unreal (plenty of experience in Maya/Houdini), so you're saying pin those IKs to the target FKs, and then what about "attach"? should it be part of the FK Chains like Root is?
also, thank you so much for helping out so much here, I really appreciate it
Yeah, right, it could be retargeted as a single-node chain.
i did this for pinning the ik bones
Correct
@velvet jasper I am definitely still doing something horrendously wrong. so close but so far haha
this is what my test metahuman skeletal mesh looks like with it's skeleton with the ik and attach bones added. but now i am confused that if i go to Skin -> Bind Skin and look at the bones I added, how am I getting what appears to be weight painting but then the bone has a note that says no vertices are weighted against it
dont reskin
just add the bones, they dont need to be weighted
this looks horrid 😄
that's just the mocap skeletal mesh provided in the MetaHumans/Common folder, haha... I'm only using it for the initial retargetting because it's almost the same size as the UEFN Mannequin
ok well i haven't done anything yet, that was just what happened from copy and pasting the bones from the UEFN mannequin... maybe that's part of my problem? don't copy/paste the bones, just create them from scratch?
it actually use the same skeleton as a regular metahuman, I had to add the extra bones
honestly, what i recommend, its a one time setup, prep your main mesh properly your meta human one and add all the required bones for a game ready rig, then retarget adjust the posing in your retargeter to look natural, no matter the size of your skeleton it should work. then use these retargeted animations
inside your skeletal asset you can then configure how animations do affect your rig!
import one anim at a time, ive done this iteratively since the proportions of UEFN manny around neck regions etc are a bit wierd
yeah, I mean my ultimate goal is to get GASP converted over to use MetaHumans natively, and then for my game I'm just going to have one male body and one female body for the two main characters... they will share GASP animations, and then have a small bit of differences with walking animations and such
yes
retarget those once to the humanoid rig and from there on it should be fine
new GASP animations that come can be retargeted afterwards using the same configured assets
i must add that after modifying the rig the pose drivers break so they need to fixed afterwards aswell
awesome, thank you
ok that is MUCH better, getting closer. now I still need to fix "attach", "ik_hand_root", and "ik_foot_root" not moving. do I maybe need to pin those to root?
once i get this working, i'll share it with anyone that wants it
IK roots need to be pinned to the root bone, yes.
dont look like it
fixed
trying it now, thank you!
@barren fiber it's soooo dang close now. all that's going on now is that my ik_root_hand, ik_root_foot, and attach bones are not moving with the root, should i unpin those and do something with Root Motion with them as well?
@barren fiber and @velvet jasper it APPEARS to work correctly if I set have 4x Root Motions in the Op Stack
- root to root
- root to attach
- root to ik_foot_root
- root to ik_hand_root
it looks good but is it wrong? going to break somewhere down the line?
Oh that's not how it's supposed to be set.
glad I asked, haha
Actually, the IK roots could be left as is, they would follow the root anyway because of the hierarchy.
"Attach" joint, as it is animated in the source, should be retargeted as a single-joint chain.
OR, in theory, you can add a secondary Pin Bones op, set the **attach **bone for both values and set the **source **as the skeleton to copy from.
I'm not sure why my ik bones aren't just following the root though, they do if I use those Root Motions in the Op Stack, but dropping that since it's wrong...
I have both a Root and an Attach chain set in both the metahuman the UEFN IK setup, then in the Retargeter I have the FK Chains setup as in the 2nd pic
Technically, you don't need a Root chain as you have Root Motion op that does the proper root motion retargeting.
As for the attach one, you don't have the translation mode set.
ok i'll try removing the Root chain, and ahhh ok on the Attach one
this seems like a dumb question, but all the other chains as setup by Epic don't have translation modes either -- in the case of "attach" would I want Globally Scaled?
Because they're set of joints that rotate - arms, legs, spine, etc.
The attach joint is a **single **techincal joint that has a **translation **animation first and foremost.
As for the mode, I don't think it would matter much as there's no data it could operate with to apply the corrective math.
Personally I'd just pick "one-to-one".
got it, that makes sense. i set Rotation Mode to "One to One" and Translation Mode to "None"?
I'm getting strange issues now the ik bones sticking way out in front of the skeleton and the attach bone never moving. ugh. sorry to keep going back and forth folks. I definitely want to share this work on GitHub or something. it's a hassle to get it figured out
I just explained that you need to have your translation mode set.
Have you changed the "skeleton to copy from" in the IK Pin node?
If so, revert that.
oh no:D
do 10x
make super sticky
sorry, I was assuming you meant the Rotation Mode since Translation Mode doesn't have "One To One". see pics
and the other pic is what my Pin Bones setup looks like currently? i need to change that?
"Absolute", yeah.
Pin setup is correct.
and leave Rotation Set to One to One or put it back to None?
thanks to both of you so much for all this help, i'm 100% putting this up on GitHub when it's all together
Doesn't matter.
ok awesome, so that fixes the attach bone, now just need to fix the ik_hand_root, ik_foot_root, etc... those are sticking out from from the body and not actually pinning to the exact location of the bones they are supposed to be pinned to
Show your Op Stack once again.
result looks like this right now: root, attach, ik_hand_root, and ik_foot_root are all moving correctly it seems, but not the children of the ik root bones
Pin Bones should be the last operation.
Movement from Root Motion right now additionaly might drive those IK joints after they are pinned.
i just thought about that 2 seconds before you posted, i thought "ah, surely I need to order this stack"
it LOOKS perfect now. i hope it is. i'm going to try to retarget all 1,400 animations from GASP to the medium normal weight MetaHuman. if it all goes well, I'll post it on GitHub. @velvet jasper and @barren fiber I'll give both of you a big thank you in the project. Especially you Dan, you're so amazing, dude
thank you so much, this has been incredible
i'll let you know how it goes
@velvet jasper and @barren fiber -- it's ALMOST there. Looks like maybe still an issue with the "attach" bone or something causing the mantling to look a bit weird and then the traversal climbing is busted. I'm digging around trying to figure out what happened. any ideas?
here's an unlisted YouTube I just uploaded of what I'm seeing:
https://youtu.be/T-OPZEGOU00
seems to be some sort of issue with the attach bone, it's not behaving like it did in the original
i got it looking like the original by removing "attach" from the Retarget FK Chains, and then adding another Pin Bones to the Op Stack with it coping the "attach" bone from the source skeleton.
so that's giving a correct looking result on that one animation (still need to retarget all the others again), but is it a correct/good solution?
Yup. What’s your concern?
Are you sure that this boolean should be controlled by animation?
I’d say that’s more character input related.
In fact there's 2 booleans for it. One saying that player is holding the button, and the other saying that all blends have finished, so ADS is actually running
It turned out ok, I was just hesitant about knowing if what I did was correct, but it seems like it was. I got everything retargetted and it's almost correct, the only noticeable issue now is that the legs kind of jitter weirdly when running. i'm trying to figure that out. i'm about 99% of the way there now
so here's one idea -- if I were to just keep the UEFN Mannequin and do live retargetting in GASP like normal -- is it possible to CONDITIONALLY do live retargetting per animation based on the current character skeleton and the source skeleton of the animation?
The Pose Search Schemas can take multiple skeletons, can I just add my MetaHuman skeleton in there and then somehow in the Generic Retargetter blueprint, I just test to see IF retargetting needs to even happen?
That would solve my overall problem in a more scalable way with a lot less complexity...I could keep the UEFN Mannequin for GASP animations that get live retargetted and then author my other animations per character using their respective MetaHuman skeleton and have the setup avoid live retargetting those specific animations
I'm having trouble with POSE search not finding the Turninplace database asset even though it's selected in the chooser in my GASP project. Does anyone know why?
Not sure this is the right place to ask but have the mannequins always been facing Y-Forward? I thought things needed to be X-Forward when you imported them. I ask because I made a character in blender facing X positive, imported it and everything is fine but this small difference between the mannequins and mine has me second guessing...
Hi everyone, I am struggling to fix an issue in UE5 and I was wondering if anyone has any idea on how to fix it.
I have made a double barrel shotgun and animations for it, the shells are a part of the rig.
For some reason the imported animations keep the shells in the rig "t-pose" even though if I preview my fbx in an empty Maya scene - they are animated. I tried removing animation compression and this gave me no results.
Scale is also correct, it is scaled exactly to the human mannequin character.
I also tried nuclear option - reimporting everything from scratch - no avail.
Sorry if this is a wrong channel to ask, but any help is appreciated
hey need help finding reference footage i saw on YT shorts, it was bodycam footage of a man getting shot, what made it different from some of the others was the man kept standing up after being shot and after a couple seconds standing he fell. this is related to my work on ragdolls and making them feel alive this is why im gathering reference to study/research how the human body reacts under certain conditions controlled or uncontrolled. thank you, send this to the dms if you can dont share it here!
for weapon models your root would usually be where it is going to be attached. you shooting yourself in the back. you not exporting the root bone right?
I am, you can see it going bottom left on the Maya screenshot. Actual animation works fine, just shells for some reason are not animating
yep still, the root bone would typically be your attachment point
your case gun rig base
Yep, that is how I have it set up and that part works
havent touched maya in awhile, for exporting animations i dont remember
your issue only happing inside unreal or other dccs aswell??
What's dccs?
Maya, Blender whatever
I only tested in unreal, I could try importing to blender, but I don't know blender good enough
Animation is fine in maya
Also the shells are skinned to said bones, I can wiggle them in unreal
Also that happens to the trigger, but I don't care much about the trigger since you can't see it
Animation is baked in the fbx, when I import it to Maya it shows a key every frame for the shells
Toggle on "Use T0 as Ref Pose" option during import.
That way UE would use the zero frame as the ref pose instead of the ref pose stored in the mesh data in your DCC.
Animation import or skeletal mesh?
Ah, wait, you don't even have the animation data.
Sorry, I'm quite new to this, what do you mean?
I have a mesh skinned and imported as skeletal mesh, with skeleton that seems like has all the necessary bones and weights assigned. Then I made an animation, actually two, an Idle and a recoil from a shot. Both of them imported as animations, they work mostly but not the shells, on both of them
Also a trigger on the recoil/shot animation is not animated, I don't have it animated on idle obviously but I can test that too
Can you check in the asset preview window, if you select the shell joints in the Skeleton Tree tab:
a) Do they move in the imported animation?
b) Do they move by manually dragging the gizmo when selected?
They don't move in the imported animation. As they should be slotted in the barrels. They move if I move the bones in the sk preview
I think it might be related to the namespace.
Can you show me how your skeleton looks in UE?
Oh, I have never considered that
What's the hierarchy?
The namespace problem, I have not checked for that
Technically, IIRC UE removes the namespaces during FBX import but I'm not 100% sure.
The tree om UE
Yeah, and your animation file contains the namespaces prefix. UE might fail to map the joints.
here is me wiggling the shells
Is it export settings in maya?
Here are the FBXs if that helps
Yeah, I guess you have to remove the namespace usage from the loaded reference in your Maya animation scene.
how do you see the namespace? Asking to learn 😄
You see the difference
yep!
riffing off of what i posted earlier about conditionally applying/changing live retargetting in GASP, is there a good approach to get both the skeleton for the current animation and the skeleton of the current mesh in an animation blueprint?
I've figured out how to change the retarget setup on demand as a test, now I'm diving into how to change the live retarget setup based on the skeleton of the animation... since the pose search schemas can support multiple skeletons
Hyperlink to Compatible Skeletons feature docs
https://dev.epicgames.com/documentation/en-us/unreal-engine/skeletons-in-unreal-engine#compatible-skeletons
I merged with the root, re-exported, same result, I dont know what to think at this point
How does the resulted FBX look?
that's REALLY interesting, thank you. i'm looking it over
Could you drop it once more?
Yup.
Thats crazy!
I mean, It's logical.
UE reads the fbx, sees the node named Trigger, tries to match it with the joint, fails to do that as it's the mesh information, ignores the rest.
Naming convention is important.
You probably have some info regarding the import process in the UE's Output Log.
I renamed meshes, reimported the animations as new assets and it worked
I see you are in the housemarque, if you ever visit Stockholm - I buy you a beer!
no seriously thank you, if I had any hair left I would be pulling them out right now
Glad to help.
I have this stuttering issue with GASP 5.7 & networking. It wasn't here, but was somehow introduced. I went back to a previoud build and the lag isn't present - so I thought it was how I added my custom characters. But no, I re-added them onto the older project and there was no lag. Anyone have any clue what I did to cause this?
Is this actually evaluating bones each frame? are these budgeted/interpolating? What drives smoothing here? What net mode is this?
does "the older project" have identical settings?
I went through and checked stuff, and found the culprit. I just need to assess and see if I can resolve this. I changed the statetree for the AI.
does this mean that it just overrides everything with the single frame idle pose anim? Is this like a snapshot? How do I make or select that single frame exactly? From sequencer? Is there any tut you know of that shows this by chance; it's quite hard to find this as the results are usually some generic popular tutorial that's unrelated.
Additionally (for anyone reading), I had my sequence editor open with the manni in the viewport and accidentally pressed CTRL+R. It removed the manni, I dunno where it went - I didn't save but reopening the editor did nothing, it's just gone.
Hello, I'm having a lot of issues with using aim offset in combination with other animations. On its own, it works fine-ish, but the moment I introduce new animations, it looks wrong. I was looking for how people go about fixing these issues, and decided to look at Lyra, but realised that it has literally the same problem. Notice that the reload animation by default moves the left arm towards the hip to take the clip out of thin air; when looking up, the arm will move the same relative direction, so when the player is looking up, the arm will go not down, but in front. Same thing with looking completely down -- the arm will go behind the character.
How does one go about making it go roughly to the pocket? I thought about setting up some control rig similar to this video (https://www.youtube.com/watch?v=uuFWqFExlW4), but before diving into that I wanted to see how people usually go about it.
However, that's not the only issue I have with aim offset. When I change weapons (or removing them altogether), I have to change my AO as well. However, if my character ADS upwards, and then toggles to unarmed (or the other way around), then it's too bad. Right now my AO toggle is pretty simple. I only have 1 AO active at a time, so it doesn't interpolate between previous and next AO which obviously makes it hideous, but all things considered it doesn't sound like the transition is going to be even remotely good at sharp angles like this.
Does anyone else have that many issues with using AOs?
Learn more like this: https://www.udemy.com/course/procedural-animation/?referralCode=F8D7BF87E66A29B4942D
Discord community for UE dev/procedural animation: https://discord.com/invite/YaEQ8DZWuv
Quaternion multiplication in depth: https://youtu.be/CRiR2eY5R_s
Also I just realised that part of my awful transition is related to the fact that AO is using idle as the base pose, but I have an animation that plays for transitioning from one weapon to another, which makes it even worse. Looking at Lyra, it looks like they do transitions using montages instead of integrating them into ABP, which makes AO work immediately on top of idle instead of intermediate transition, I believe that should make the transition not to be hideous
But looking more into Lyra I don't see how animation montages would help considering that they should be completely overriding the upper body shadowing idle pose the AO bases on top of. AO is applied after this section I posted
Honestly the exact question i came here to ask.
I can play the AO with the weapon, if i'm already playing the base weapon animation. can't manage to inject the transition dynamically from unarmed/weapon lowered to AO/ADS AO properly.
The reload issue applies to more other cases like attacking. What I do is I put attack animation montage in UpperBody slot for it to blend with the locomotion, which then results into bad blending with AO on big angles. Maybe attack animations have to be additive for them to blend with AO nicely or something? I don't know
What's your node order?
Like "Locomotion Cache -> Montage Slot Node -> Aim Offset"
Yes
btw I use fabrik here because otherwise the gun that I attach to ik_hand_r would fly across different poses on interpolation, that's another issue I had with using AO, so I ended up doing this which fixed that
Does your AO poses move the IK's aswell?
Ah yeah, they do, otherwise the gun wouldn't move.
Yes, it does, since I apply FABRIK to ik_hand_gun and ik_hand_l based on hand_r and hand_l after AO
Looking at Lyra, the anim-layer method does seem more logical for upper-body animation/montage/AO blending, rather than having a switch on enum or any similar simplified methods.
Is it more favorable than a chooser table? A chooser table could output a struct with the relevant data per weapon type.
I'd suggest to move IK solving before the Aim Offset, so AO processing wouldn't affect IK joints placement, or rather keep the IK solving correctly and apply the adjustments to the final pose.
Hi! is there any way to edit the animation rate scale using a curve in a montage?
im trying to add some wait time in the middle of a heavy attack animation but couldnt figure it out
The IK solving is meant to solve issues to ik_hand_gun introduced by AO due to the lack of bone structure on the ik_hand_gun, which makes it linearly interpolate from two points with no IK.
Running the IK before AO would result into just moving the ik_hand_gun a little bit based on that vector and rotator used for procedural animations.
My AO animations drive the ik_hand_gun and ik_hand_r for it to look correct in different poses, so AO will always affect IK joints.
or rather keep the IK solving correctly and apply the adjustments to the final pose.
I didn't get this bit though. Can you elaborate?
The IK solving is meant to solve issues to ik_hand_gun introduced by AO due to the lack of bone structure on the ik_hand_gun, which makes it linearly interpolate from two points with no IK.
I'm referring to this
Animation Montage, TimeStretchCurve.
I remembered seeing this from Vaei a few months back and lost the link, i'll look into it thanks! 
Hi!
I was actually attaching the weapon to the character using a socket. I used a Locator in Maya and exported it to Unreal so it can have a socket location to attach a weapon at. So basically this is meant for animations where the axe only needs to follow the socket its attached to but my animator said to make the weapon animate nice, Unreal needs to play the animation of the axe as well. This makes things complicated - first to attach a weapon to a socket and then playing the axe animation on top of character's. Isn't it better to get te axe and character in a single mesh?
Just saw it thankss
Axe animation should come from the character’s weapon joint. That way the only thing would be left is to simply attach the mesh.
If the character is supposed to carry the weapon all the time, technically, these meshes could be merged, like the character can contain the weapon and you hide and show the weapon joint when needed.
I see, you have a bit non-standard setup.
Technically, the weapon needs to be attached to the character's hand.
It could be a socket, but much better to have an actual joint or virtual bone, as you can manipulate with their transforms.
"ik_hand_gun" joint is basically a convenient origin point for controlling both of the hands simultaneously.
It's not supposed to be used to represent any visual stuff. You use it for the skeletal control, not for the actual in-game attachment.
And you won't need to worry about the weapon "falling out of the hand" because it would follow the hand by default.
Interesting, I didn't know any better, so that's why I ended up doing what I've done.
Do you have anything to read about virtual bones? I haven't seen anyone talking about them. I've seen Lyra using them, but that's it.
I don't want to attach to hand_r because I might want to take my hand off the gun, and I don't want the gun to follow the hand in that case.
However, I don't think that attaching my gun to something else is going to fix other things, but I'm interested in learning how to properly attach the weapon with some flexibility in mind
take my hand off the gun
Where the gun would go in that case?
It might be held by the left arm for a few seconds
I'll refer to offical docs, as usual:
https://dev.epicgames.com/documentation/en-us/unreal-engine/virtual-bones-in-unreal-engine
Oh, thank you 😄
However, what do you think about other issues?
Other issues like what? Like switching the holding hand?
Switching, reloading and attacking. @prisma palm mentioned that as well -- switching from ADS back to normal, or switching between weapons results into bad blending
Here's a clip on how the AO/IK nodes order affects the final pose:
There's two preview assets attached to the character for visualization - one to the FK hand, other to "ik_hand_gun".
I see. However, the issue isn't caused purely due to IK. If I remove all IK from my ABP, it'll still have most of the problems. If you look at Lyra example, I don't think they have any IK for hands going on there, but you see that the reloading is off when the player isn't looking forward
Here's a quick simulation setup I've did.
Here I have the Idle sequence player, which then gets cached and feed into the Layered Blend node.
After that, there's two montage slot nodes, where DefaultSlot have highest priority.
Pistol Shooting animation is Mesh Space Additive, because I want to add it on top of the Idle (e.g. locomotion). Playing Additive animation through a montage slot node is enough, no need for Apply Additive node.
Then, there's sub-graph with FABRIK nodes, Aim Offset Player node and Inertialization node.
I have a custom event which simulates the weapon switching, where I stop the current running montages, trigger the DefaultSlot montage and after 0.25 delay (montage blend in time), I change the Idle anim asset and AO asset.
The respective anim graph nodes uses the Anim Node Function called on update, which detects the change of the asset variable and blends in to the new one through inertial blend.
Now thinking about it again, since we have a delay, the asset blending is not important for the Idle animation (it'd be hidden under the playing montage) but required for Aim Offset switching as otherwise you'd see a pop.
Pistol Shooting animation is Mesh Space Additive, because I want to add it on top of the Idle (e.g. locomotion).
What about the base pose type? Is it Skeleton Reference Pose or what?
What slot do you play Pistol Shooting in? ActionUpperBody? Can you show the LayeredBlendByBone settings?
What do you enable Inertialization on? I haven't used it much, so I don't have the feeling or the right understand on what should/should not use it.
Interesting setup, I'll try that in combination with virtual bones and see how it works on my end
In case of the shooting animation, the zero frame from the animation itself was enough as it matches the idle pose.
Just ActionSlot. I think the setup is a bit confusing, but I just wanted to show that you can simply play additive animations through the montage nodes.
Docs on what is the inertialization:
https://dev.epicgames.com/documentation/en-us/unreal-engine/animation-blueprint-blend-nodes-in-unreal-engine#inertialization
What do you attach the weapon to though? You don't do that on ik_hand_r, but you don't do that on hand_r either since it's in the hand, not inside the hand. I guess you have a socket for it? But what about having different weapons? How do you handle that?
I've added the "weapon" joint to the right hand bone through the skeletal editor.
Re-oriented the joint so it would match the defaults Y+ forward, X+ side.
Inside the ABP, I've manually modified the transforms to get the correct's gun placement.
Different weapons means different joint transforms. How you gonna provide it, that’s up to you.
Ideally, you’d pose the weapon during animation process, so the weapon position would store in the character animations.
yoooo Dan! Thanks man! It did work. Cheers!
In case you wonder what does the scale do, it's just a hacky way to hide and show the weapon.
Makes sense, thank you
why not use the leg ik node to solve ik?, even for hands
id try it it really gives good results
Because that's what I've used.
why are you so defensive always
why not use leg ik, was not like, heey this guy using fabrik, more like try it out
or maybe there is a reason you choose not to
trying to find out
This was very informative! Thanks Dan. 
There was no reason, I simply didn’t use that node.
Yeah, using single Leg IK node would give the same result but easier to setup, right.
But in the context of my original message that changes nothing. That’s it.
is there a way for character to move with along the blenders root ? instead of snapping back
Do you want your character to stay within the capsule or you want to drive the capsule with the stop drag?
to move this much forward when stopping
or as much as i set in blender
so i guess the second option
Well, if you want to 100% follow the root motion, you'd have to pick "Root motion from Everything" mode in your anim class and turn on root motion for the stopping anim.
Or trigger the stop animation through the anim montage instead.
If you need a bit more flexible solution, you need to turn on "Force Root Lock" as well on your anim asset, then add Offset Root Bone at the end of your anim graph.
This node would still extract the root motion and interpolate the offset between the actual character location and root motion animation.
After that, adjust your CMC settings to kinda replicate that drag.
if this is GASP and using mover you can decide when to extract root motion using curves in your animations
start stops pivots blend in rootmotion and you get a nice feel
it depends on how you want to approach it really, ive seen cases where a start stop would trigger a montage, to get the steps in and mitigate foot sliding.
this seems a bit advanced ?
thank you for this, I will look into it
Whats a GASP btw xD sorry for these rookie questions
Gameplay Animation Sample Project. thats what youtube calls it and everyone just goes with it
Epics MM sample project
the parkour one
naaah, mine is just a locomotion ive got from FAB, as well as my own animations
tho i will look into his channel !
That being said, do attack animations that move you forward have this ?
Usually, the attacks are being triggered through montages and have the root motion applied that way, since getting the root motion from montages only is the default option.
I see, need to look into it then
oh no
its not a youtube channel
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...
Huh,its free
yea
ok in game animation sample project we have a beautiful turn in place setup but want it to qwork like that of the lyra project is there a way to configire it like that with out writing the entire lyras turn in place system
by lyra style i meant if rotation exceeds certain threshold then then instead of accumulate rotate in that direction as per controller rotation yaw
tried using brach in the function get rotation Mode to return relase if yaw. abs more than 85 but character animation does not behave like that
i did the root motion from everything, works kinda fine, except that my char sometimes repeats the animations 2 to 5 times and keeps slidding forward
although im not holding any keys
Well, what's your transition logic?
Is the sequence player set to non loop?
Holy
Thats a lot
I mean, what's the logic to go out of stopping state?
what do you mean
if i dont do anything it should go to idle
And what’s inside the transition from stop to start moving?
Try running Rewind Debugger and see what kind of transitions triggers during stopping.
I wonder if the root motion requests acceleration.
How do you get acceleration?
perhaps this
How do you set that variable?
what do you mean ? in the variable panel on the left
What makes this boolean go true?
This is stop to move
Yeah, how does the blueprint know when you accelerate?
If you disable the transition from stopping to starting, would it still keep triggering the stop anim?
yeah
Idle to StartMoving is using the acceleration as well, right?
yeah
If you print string the acceleration value, is it non-zero during the stop animation?
Result?
Record your character with Rewind Debugger, switch to recorded data, then go to your ABP, pick your PIE character as the preview instance in the right upper corner, scrub the frames and watch live what’s going on inside the state machine.
Yeah, when you eject out of player and pause the PIE
now all of the sudden my char doenst loop
bu he doesnt move forward with the frame
would it be better to use "key" within the animation sequence ?
Key?
Use for what?
To move the root on animation end
You already have the root bone animated. Where and why would you add an additional keyframes?
Im just thinking how to overcome this
Try setting the transition blend times to 0, see if it would make the character to move that way.
nope, still the same
How does it look?
its supposed to slide forward a bit, but then stop
in this vid, after the repetetive slides, im not clicking anything
I think it’s the transition loop - the moment it blends to idle, it thinks the character accelerates but doesn’t move, so it goes straight to stopping state.
Do you have auto-blend set for other states?
Why 0,5?
i was playing around with them
if i increase to 1 sec, he still moves forward, only by cutting up the animation
🤣
My man
When transitioning out you still got acceleration so your logic things retriggers this state
Basically , stop blend stop blend
When PIE open the anim instance on a second window next to it at the state machine section, you know how to debug animation graphs?
no ☠️
guess i need to figure it out
You can also get your animtime through transition and drive the blend
But first lets figure out debugging
In top of the screen there is a drop down, black box, says something like preview instance
After pressing play
Btw pressing shift f1
You go back to your anim instance and set the preview instance
Then node links(white connections will glow up wherever it passes through)
Next time, maybe you catch me in one of the voice channels, im on there alot i can help you out with a couple things, i think what your doing anyways goes in the wrong direction
ok cool, will do
how come tho
hello, animators! I am not an animator but I would like your input on how you would 'equip' this backpack? Because right now, we pick up the backpack using a timeline and a socket from mannys rig. when it works it works great, but sometimes it bugs out.
In short what I'm doing using blueprints:
Disabling collisions. Timeline movement. Attach Actor to Component (Backpack socket).
How would you guys do this? Precomputed animation? If so, like, how?
https://www.youtube.com/watch?v=6PxbVsocwXA
Hi. I'm polishing my AnimBlendSpace3D. Can you provide the animations you used for your demonstration? I can't find any that clearly demonstrate the concept.
More precisely, both free and well-demonstrated*.
I'm not Drizzyyy, but as a suggestion, Paragon characters have animations for going uphill/downhill.
Hey, Sorry the Animations i used were purchased on Fab
This seems like a good idea
That was the first thing that came to mind, but I couldn't find them in the search. I'll double-check, thanks.
i love questions such as these and love solving stuff like this, but the only thing here we have to work with is a cube, only reasonable place that would be, would be the hands.
if you do have a proper backpack rig you can get fancy,
without having done the above yet, this is how i would solve it.
cause principally a backpack is nothing more then another actor we interact with.
similar to a handshake or traversal actions, warping characters to the correct positions is where we usually start, from there, once the scene is settled where interaction becomes connected, its time to solve the equipment, based on how smooth you may want this to be you may want to be working in multiple spaces but you dont have to.
you could use something similar to a sync transform which exists on your characters rig, that way you can match and check the backpack transform according relative to your character.
from there you play a synchronised sequence, in component space, the backpack skeletal mesh is attached to your character. so this anim plays in root space and should start at the pickup location. after that synchronised anim, you want the backpack to follow the leader pose, similar goes for the other way around.
any ABP experts in the house? I'm trying to do a simple root bone counter rotation so the character's capsule can rotate freely and the mesh appears 'locked' in place but I'm getting a weird (and very subtle) sway as the capsule rotates, almost as if the counter rotation is lagging behind by a frame. Is there some standard way to set this up that I'm missing? i've tried adding a tick prerequisite to make the CMC tick before the mesh/ABP but I can't get it to work
May I ask you why the Offset Root Bone node didn’t work for you?
I've tried the offset root bone node with it set to accumulate, setting the bone transform, and using the rotate root node, all 3 have the same effect, and they all lag behind in the exact same way.
Could you show how it looks and what’s your character BP setup?
offset root bone node, without controlling the solve is pretty useless
i personally dont use it but its a great node
if you want to see whats going on aswell youd check the debug
where red is your capsules forward and blue the offset
try with a pose to get a feel for it
incase too, you dont know how to enable debug a.AnimNode.OffsetRootBone.Debug 1
I have enabled they
not working?
also back to this here, i know the issue i played a little with it
mine dosen't have animgraph
zero out the root motion infront of it
nono you do
thats where you put the node in
on the left side you see your character
ohh, sorry , mine have animgraph
feed local pose into your animgraph
connect it to CR
also you dont need override root motion
im pretty positive your CR doesnt output any
there we go!
yeah , thanks , i try to understand better with my case , locomotion + mover on my character
no worries happy holidays!
btw do you have a background in coding?
Happy new year!🎉
do you mean c++ ?
yea
I am used to be an embedded software engineer for 10years
thats great to hear how is your math skills, especially 3D, trigonometry?
I think it's ok to me for 3D , trigonometry , i just have a bit confused about martix math
If I get confused, I can use the Livelink component to simulate some 3D mathematical operations.
oh okay thats nothing to worry about, it becomes quite simple once you understand the conversions into different opperating spaces
you interested in TA or more gameplay and animation is a side thing to solve to get the game going?
yeah , i spent a lot time to understand the whole UnrealEngine system
that means generalist or do you thrive to become a tech-anim
oh okay 😄
well to me its everything
sorry , i have to delete my words😅
its okay im not offended in any way
TA's i meet nowadays are becoming worse and worse by the minute not understanding core concepts anymore
thats partly epics fault and their big anim eco system
I am learning anim now , i don't know much it so far😅
for me i wanted to point out to you, that CR is a bad way to solve procedural adjustments, its not a shippable solution for games and introduces alot of issues, fidelity wise, swimming delays and runs poorly.
i wanted to suggest solving this in an anim node i highly do recommend that
gotcha , i know about CR setup, but haven't do lots testing for combining CR+Animgraph yet
stat anim 1 shows the performance of the CR
id check according to your budget if this works out for you
OK, i will learn more cvar when i play more with animgraph
just use animation insights and actually profile it in unreal insights imo... the work is generally not even on the game thread so a stat output will not really show what is happening
also with CR I would say I find the cost of initializing them is a concern as well
thats what i do
stat anim works well for quickies and is reliable, most of the anim features i build i use cycle counters
i think its singlethreaded aswell
i sure do hope that witcher doesnt release using CR, given it was a tech demo i dont think they will
good news is you can use unreal insights to verify this as well... but yeah the initialization afaik happens on the gamethread. I don't know if it's something that can be safely done in a task or not
all i can tell is that 81 animnodes performing footplacement runs like that
cr:
second worse in anim graphs that really do kill performance, is any layered blend node
especially if parent spaces are important
this is still pretty high old values, this is anim
way to high
that is without cr btw
perform anim eval btw
better yet, this is how it should look:
use a profiler that shows the actual critical path to render the frame + tick
not this:
enable task,cpu and animation tracing in insights
i know
that would be post
not many know how to use insights, so stat anim is a first step
ok yeah, I think you are on to something here. The Component space. I changed the programming so it takes TWO socket inputs now, not just ONE (start + end position are now both sockets from manny) so it should work, and it does. now I can spin around as much as I want without it bugging out, because the Start and End are based on the characters rig, not like, some other value. thanks
Does anyone have any idea how to make root motion to work on a metahuman or if it´s even a metahuman related issue? In the first part of the video root motion is enabled and in the last part it is disabled. In the blueprints I play the attack montage and the metahuman Body component is connected to it.
The problem being the capsule does not move with the animation.
What’s your character BP hierarchy?
Like this
is the body the mesh being animated? or the mesh?
also every anim you have that has root motion enabled force the root to be locked
instead of this being body
change the mesh to be your body!
and attach all other components to the main mesh
So I make the Body the child of the Mesh?
also check your LODSync after and replace refs
you delete it
and change the mesh to use your body
this is my hiarchy
Mesh is my body(should be yours too)
Is there a way to import animation of skeletal meshes made from a static mesh, for example a card. I need to import it to play with a meta human
Does the hierarchy look correct now? How would I put the clothes on there? Now the mesh has only the arms and legs. Also I´m assuming I have to do something in these settings in the LODSync like you said?
yea!
put mesh here
Mesh*
bottom aswell
Mesh instead of body
it should play your montage now right?
????
It plays buut the capsule still doesn´t move. Also I put the clothes on him but the clothes stay still during the attack and then all the body parts go out of sync..
in your construction script
you do this here
I also acknowledge it is difficult to give a definitive answer without seeing all of my blueprint structure so I appreciate your help.
and then we going to check 2 more things, animation root motion enabled and force root lock
and in the ABP
Is that something that should exist already or something you make?
This is what it´s like now
you make that
meta human actor is not a good start aswell
Yeah, I'm using a single static mesh/ made a skeleton out of it to play with the Metahuman, but there's issue with the animations of the card when imporing to Unreal,
The animation for the card are made in Maya/Blender
there's issues when importing it to Unreal
Alright. Do you know any place where to research all this stuff you told me and specifically animating on metahumans? The official metahuman documentation is a bit lacking in my opinion.
I'm exploring the Internet...
what card?
not really any general animation applications apply to all, meta humans dont need special handling
Gotcha, so just the capsule not moving thing is specific to metahumans. All works fine on the manny.
shouldnt be too
if you hop into the chat we can have a quick look
sure I´d appreciate that
is someone able to help me over screenshare with setting up something in Cascadeur?
Anyone have any advice on the best way to tweak an animation after retargeting? Its a stylized character im targeting too and i just want to slighty tweak some of the movements
Hola, I wanted to get some different perspective on a problem I'm having and how to potentially solve it in a different way.
I'm currently building a project that uses static meshes attached to bones on the base Manny rig to represent parts of the body to achieve a purposely lowfi aesthetic and speed up asset production as I can't stand weight painting. However, the Manny skeleton has realistic proportions and I'm trying to stylise the characters a little more.
As a result I need to shorten some of the bones in the skeleton. I've been using the Transform (Modify) Bone node in my animBP to reduce the bone scale on the z axis, however there's two side effects that I need to remedy.
-
All subsequent bones in the bone chain are ALSO rescaled, is there a way to ONLY scale the specified bone?
-
The static meshes are also scaling to the bone sizes
Is there an easier way to do what I'm trying to do, or a way to fix the two issues I'm running into?
Control Rig could be utilized for changing the bone scale without affecting the children joints.
But that would also mean that if you scale the length of the bone that way, the rest won't squash and stretch accordingly, so you'd need to solve it manually by offseting the child joint with propagation (this is just a toggle) to children joints.
At least, that's the way that comes into my mind currently.
Attached components would inherit the scale of the joints.
Does the rig work in Control Rig Editor?
When you drop it to the level, is the mesh getting teleported to world's zero coordinates? I see that your gizmo is really far away.
What kind of tweaks are you talking about?
You either could apply the changes directly to the Anim Sequence assets by adding the additive keys to the joints or bake your animation to Control Rig (your proper own or rudimentary built-in FK Control Rig), do the changes in the sequencer, bake the result back into Anim Sequence asset.
Actually, the baking is not even required, if you create a driving Level Sequence for your Anim Sequence - that way any changes that you do in the sequence, would automatically be distributed to the linked Anim Sequence.
Here's how this option looks in Anim Sequencer Viewer.
Thankyou I'll try and have a play with that tomorrow!
Hello, I think I've replicated the setup that you've shown. It seems to work fine for shooting, but it causes issues with something more complex like punches. I made animation sequences to be additive with mesh space on top of first frame of the fist stance idle animation. Do you have any suggestion on what I could do for punches? I couldn't get reload to work either, it's roughly the same way it was, except that now I also get noodle wrists
Also, what do you do with animations that you use in ActionSlot? Do you make them additive as well or what?
Could you show your skeleton hierarchy?
Sure, there's nothing particular though. Right now I'm attaching the weapon to a socket on hand_r as I'm waiting for the artist to come back after holidays to add the bone. I've added virtual bones to check them out, but I haven't applied them yet as I'm trying to figure out this first
Seems to me that something is odd with the twist joints.
I mean, the anim logic seems correct, it's just the skeleton that breaks.
If you turn off the IK solving, would it make it look better?
I have no IK solving atm, I removed it to minimize the setup
If I remove AO, the noodle arms are gone though
Interesting. Could you the AO preview and the poses it uses?
Sure
Does the shown montages go through the Layered Blend node?
If so, what's the settings of it?
It goes through it, yes. It's playing on UpperBody
A sidenote - I'd make everything from "spine_03" to have 1.0 weight.
Will do
I believe I was copying some of Lyra setup, so that's kinda why I went for it
To be honest, I don't see much issues with the setup.
I'd advise to debug the twistjoints.
there is multiple ways to blend a chain of bones
either make them iterate through parentspace or component space
wdym?
What are you referring to specifically?
I did MeshSpaceRotationBlend because I had issues with rotation when blending with crouching and some actions like punching
yea
this then will align no matter what parent bones are doing
and is cheaper to run
Welp, sadly the problem appears when I plug in AO, blending upper and lower body doesn't cause any issues unless I AO
I can replicate that issue on my end, investigating...
Perfect 🙏
The layered blend has nothing to do with it.
Read the last 30 messages
It's correct that the character rotates left and right, it's a debug. What I'm saying is that the additive blending is off making my character wrists to become noodles
it makes sense
What do you think? What's the problem?
i cant reconstruct, but in theory we are trying to achieve the same rotation as is in the animation in mesh space
your clav and upper arm are not
so the spaces get funky
wdym?
give the clavicle and upperarm a weight of 1
I tried that, but it didn't help
you can join too
sorry bout the sneak in
got an issue i cant solve, so i found one here 😄
I'm gonna get some sleep then, you guys have fun.
Share the solution, if you get one.
Weird solution but it works.
Will try
Hmm, it doesn't seem to change anything
loweRarm
(I have the inertialization outside)
Alright, that does seem to fix it. I'll check out the reload
The reloading is still doing the same thing, e.g. the hand doesn't reach pelvis when it's looking anywhere but forward
yo
how you found my Linked?
is it on my discord?
it should not be, so if you can tell me how, i dont want people to find that here
Just popped up on my feed.
oh okay, world small damn
Hey All - When retargeting and using Auto Generate Retargeter, where does it save the retargeting assets and under what naming convention as I can never find them. Or does it just create retargeting assets temporarily to retarget the anims?
it only saves if you check a box i believe and then you can set where to save it
Ever since ue 5.6 updated the first person template
I am having trouble bringing back the floating arms first person models
I want to use a seperate mesh for lower torso and legs in first person
if there are ways to edit the default rig to only show arms/legs that comes with the sample, that'll help alot.
Hi all. Anyone know the best vid/tutorial for being able to swap between different animation idles/etc. depending on what weapon you're using (rifle/pistol/etc.)? Animation states have changed since I last worked in it and there's SO MANY videos.
As in, is it best to swap between Animation Blue Prints? Or build more states into one BP?
Right, so I know I can save out the retargeter as you've highlighted, but I'm wondering what it does if you just export the animations. I'm trying to avoid it creating dozens of new retargeters each time I want to retarget a new animation. But I can't see where it's storing them so I'm guessing (and hoping) it only uses a retargeter temporarily and doesn't store a new one each time.
you can reuse the same retargeter assets
yes the mesh goes to another location
it works in the editor
it also works fine in another level, but not in this one for some reason
Hey all..just getting into animation. Made my first blendspace etc. Need to make two animation out of one... I need to use idle animation..then twist the spine left make animation, right make animation.. when I use create asset I dont know what option to use. I tried from pose, and the animation was one frame... not sure how to do this...any help would be awesome
If you need like a straight guideline:
- Duplicate your idle animations two times, rename new assets accordingly.
- Open your asset, make sure your playhead is at zero frame, select and rotate your joint, press “Key” button at the upper toolbar, save.
This is a dirty but quick way to edit the assets.
Alternatively, you can edit your animations in the Sequencer by picking that option at the same Previewer toolbar.
You can either use rudimentary FK rig or your own proper rig if exists.
Created Level Sequence will be linked to the relative Anim Sequence, so any changes you would do there, will be pushed automatically to the linked asset.
thanks man..just had a friend walk me through the FK rig ...man oh man, this taught me how I do not want to do this
My UE5.6 - anim layers simply don't work? A separate layer isn't added to my sequencer when adding a layer. what's going on
can anyone please share any good step by step animation blueprint guides (ideally from newbie up to intermediate) they've come across? thanks 🙂
I tried to replicate your setup as closely as possible, but it's still bad. I have no idea why it might be happening. I tried to have the reloading animation as additive and not, but it's grabbing the clip from thin air regardless 😔
It does the same in my original setup as well. Because AO obviously shifts the whole pose and the anim logic doesn’t know anything about that the hand should reach the pelvis for the clip.
The setup needs to be more advanced if it’s important to keep both AO and original hand placement for a moment.
I’ve fixed that on my end, will do a runthrough when I get to my PC.
It looked like it's better on your end, maybe it just happened to do that at better angles or something like that. Also the interaction is always forward no matter the AO. Is there anything special about its setup?
I'll wait for the runthrough 🙏
The interaction?
The animation where the character presses something in front of them
Yeah, that’s because of used AO asset - for unarmed state the AO just makes the character’s head look around mostly.
In my example I’m showing possible blending between the chosen AO assets.
I see, makes sense
sooo does anyone know why my mesh disappears?
Here's the quick rundown on the additional setup I've did. At first, I'm showing the old setup, then the example of having IK solving after AO, then I'm adding additional nodes that makes the IK Post-solving works.
What I've added:
- "Hand IK Retargeting" node takes care of readjusting the IK targets after AO processing.
- "Layered Blend" node where I'm masking out whole left arm and slightly spine and head joints.
- Two curves to the Reload animation for the node automation.
"AdjustLeftArm" does two things - turns off Left Arm IK and blends in the left arm animation before AO in the mesh space.
"HandFKWeight" changes the value of the Hand IK Retargeting parameter, that's responsible to favor which hand should be the lead for the IK readjustment.
During pulling the charging bolt, I'm making the left arm to be the lead as it gives a bit more precise result.
I'm not saying that this is the best setup, there are moments where the joints might look broken but this is a video game so I personally wouldn't worry much about that.
It's really hard to say without the context.
It's unknown how does your rig work, what's the level you have, what have you done already trying to fix the issue.
Any additional details you could provide would be appreciated.
I found the problem
I had a PCG volume in the level and for whatever reason, the mesh didnt want to enter the volume and was breaking lol
Very interesting solution. I'll try it out soon, thank you for sharing
Hi again
so I have a car with a control rig.
How can I expose the control rig in "game" ? So for example you can rotate the wheels of the car while the game is playing
https://youtu.be/uefvEuoujfE?si=J9UYP_Kk6qPRbLFW
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I'm not very sure if I did it correctly
but I cannot see my rig yet
btw I don't want to have some variables, I wanna have the actual rig (shapes) show up on the car in game
is that possible
Well only if I export the retargeting assets. I’m trying to figure out if I just export the animations with auto generate retargeter does it create and save a new retargeter every time even for animations on the same skeletons?
No, that's not possible out-of-box, as these control shapes are editor-only proxies.
With couple of console commands it is possible to make visible the Draw Debug functions (e.g. Draw Line, Draw Rectangle, etc.) but not the CR asset controls.
hm. So any tips how to recreate that? Im building a car configurator and I wanted to use the rig controls to rotate the wheels etc
I'd say that you'd have to build your own control system linked to the Control Rig's control transforms.
Some sort of external interactive visualiser that would drive the CR elements.
Unfortunately, there's no built-in functionality to simply get the CR's controls interactable in runtime, that has to be done manually.
Control Rig visual shapes could be used though, as it's originally a bunch of static meshes.
If you show the plugin content in the drop-down selector and search for "control rig" keyword, you'd see all the source shape meshes.
Hi, does someone have experience with xsens products and livelinking their motion capture suit?
hello! i want to animate in blender using the manny rig. but my problem is if i move the gun IK it multiplies the movement since i want the hand IKs attached (child of constraint) to the magazine/grip but also keep the hierachy of the rig. how do i keep it from multiplying the movement?
hello, my rig is not showing up when the mesh is inside a blueprint actor? on the front is a BP actor and in the back is just the skeletal mesh
how to make the rig work with the bp actor
You won’t be able to see the rig controls if you’re using Control Rig Component.
They are only available if you’re working with the sequencer.
so what do I have to do? I just want that when I drag the car to the level, it stands on the ground properly and the wheels react to it and can be rotated.
Right now this only happens if I directly drag the rig into the level, but not with the BP actor
I'm stuck
hmm actually I think it works, but only when play is activated
Yeah, the rig itself would work during PIE/Simulate.
but when I Drag and drop it, it doesn't align to the road with the wheels. I have ot move it up or down with the pivot
and then it sits properly
basically I just wanna drag the BP into the level, make it sit properly on the road, and expose some variables to rotate wheels etc
That’s correct. Until you start the game, you’d just move the actor around.
You can turn on Surface Snapping.
what I mean is the following
I drag and dropped and clicked play
but the rear wheels are still in the air
I have to use the pivot to drag the car down and then it sits properly
why are they not aligning when play is active
it only aligned now when I drag it down
Does your CR have auto-aligning logic?
hmm I don't think so
Alternatively, in the BP itself move the CR component a bit lower down.
which BP? I don't have a CR component in the car BP as you told me that I don't need it
it works if I drag the skeletal mesh down, if that's what you meant
or what if I simulate physics?
hmmm ok that actually will not work with the dragged down SK , because when I click play ( with the camera starting right in front of the car) you can see the car popping off the ground
So you just dropping the mesh with ABP assigned that has CR node, correct?
yes
So it’s inside the BP actor.
Just dip down the mesh component relative to the root.
this makes my front wheel stuck into the ground and when I click play, you can see the car wheels popping out of the ground
I kinda fixed the issue by adjust the car position
and now I'm trying to make my variables work
and I'm close, but something is breaking
BeginPlay triggers only once when the game is starting up.
You probably would want to update the variable on tick.
I did
and it rotates
but it's glitching
Glitching how?
sorry for the phone capture, but I hope you can see 😄
not sure what is happening
Yeah, that's correct behaviour.
As you're changing the value inside the details panel, it reinitiliaze the actor everytime you do the change.
As a workaround, you can create OnAnimInitialized event from skeletal mesh component events and hook it up to the update logic.
That way everytime you do the change, the values will be pushed each re-init.
it is smoother now, but still it's like the whole mesh is glitching, not just the wheels
notice on the video how it's like the mesh is dripping down, if it makes sense
here check this
I also got plenty of those messages
Unfortunately, this is an issue with all of the components that's been created inside the editor.
You'd need to have a custom C++ class and create the needed components from there.
Like, if you change your base BP class to "Character" and do the same update logic with referecing the built-in Mesh component, you won't have that issue.
u are not showing everything, never seen something like that, what are u doing on the construction event?
it looks like something is fighting
I’ve explained what’s going on - each value change in the details tab during PIE/Simulate causes the internal construction script to rerun, respawning all the defined components.
It won’t be a problem if the components are initialized through C++.
I’m not sure if that’s the intended engine behavior but it is what it is.
does anyone know why when I add a root additive animation to a sequence it replaces the existing root motion instead of adds to it?
it's definitely additive and other bones add, just not root
Trying to recreate this if anyone wants to join https://www.youtube.com/watch?v=bYmiwbO5icc
Hello, fellow Garou...
I once went far out of my way as a gamer to find you these very lost clips. Here is my story: Around March 2010, I wanted to play a game where you are a werewolf, but didn't have luck finding one. I heard about a game called "Werewolf the Apocalypse - Heart of Gaia". The links died out in 1999, so I used http://tinyurl.com...
I replicated your setup, and the arm movement works like a charm. However, I can't get the IK solving -- the hand is wrong on any yaw/pitch except 0.
That's the first time I see someone use HandIKRetargeting. I tried reading official docs, and found out that it shifts which arm dominates the IK solving. As I understood, it somehow moves ik_hand_r and ik_hand_l based on FK counterparts, and that will affect the FABRIK inputs that are there towards the end.
I see how it's supposed to help here, but I don't think that I see it doing anything. I would expect the weapon to follow the left arm more strictly to make sure that it puts the clip exactly in the magazine and grab the slide with precision, but it's very misaligned. Removing HandIKRetargeting doesn't seem to change anything visual either, so I feel like I got some part of the IK wrong. I don't remember you showing the FABRIK setups at any point, so I pretty much did the usual (screenshot).
Do you see anything wrong with the setup?
what I'm trying to do is a pretty simple logic, I don't think I need to know C++ just to make a wheel rotation?
I'm not using the construction script if thats what you mean, I'm doing the logic in the event graph and theres screenshots above of the nodes
i tried to find the start of discussion, but could not, if this is true then ok, but i need to see it and also u are wrong, no c++ is required
i tried to find where is the start of discussion and see what u are doing, but i just dont see where it is, what screenshots do you mean
this is the logic in my car BP
and the wheels are turning, but it's like the whole car is shaking and glitching
while changing the value
and this is my anim bp
Steps to replicate:
- Create a Pawn BP
- Add Skeletal Mesh Component with ABP assigned
- Add a float variable and expose it
- Drag the actor to the level
- Start PIE/Simulate
- Select the actor and try to change the value of the variable in the Details panel.
Now do the same with Character class, that already has the mesh component. Observe the difference.
I wanna note that the end goal is to be able to change the value of that variable throught a widget
That should be working just fine.
yeah i have seen those, but i was talking about the rest, what is in the control rig, cuz what i see is some things fighting and that would most probably be in the rig
Hmm... maybe am I doing something wrong with the widget then?
is this what you ask for?
What is wrong?
it is not working when I'm moving the slider in the widget. Maybe i'm missing something
you gys will have a beer from me if we fix this, as I'm stuck on it for 2 days now lol
not sure, but i see this is modular rig so this changes things
what would change
how it works vs manual rig
but i need to know more
why do you use modular rig?
Control rig has nothing to do with this behavior.
I just followed a tutorial on how to rig the car and used some plugins
ok, so u dont know much about modular control rigs, if the setup is broken somewhere u would not even know?
but that is not the answer to the question, why do u want the modular rig. do u need it for some specific reason?
yes, so the car interacts with the road and so I can animate it in future
the rig is working when i'm moving the controllers
yeah, but i mean a specific reason it needs to be modular not regular
cuz i can tell it should just work, so either setup or even some bug
what ue version is this?
Introducing Ultimate One Click Car Rig Plug-In for Unreal Engine 5.4+ Which works just like it is described. Drag and drop it on your mesh and enjoy!
I also prepared tutorial on how to prepare car mesh for this control rig solution so you will have piece of mind with preparing your models.
Unreal Engine Automotive Masteclass: https://www.doubl...
5.6
and I followed this tutorial
ok, i need a break, i will be back
Is “Car Ref” valid in your widget?
uhmm I'm not sure. I used a Is Valid node , but nothing changed if that's what you mean
If you plug the Print String to false, would it trigger the printing?
you mean "is not valid" right ? It doesn't print it
Ah, plug the tick back.
ok we have progress, the glitch from the car disappeared, and there is only a little bit happening of shaking happening with the wheel
let me show you
FYI Win+Shift+R for screen recording
I found the problem actually
there was some fighting happening from the Finterp node , but i disabled it
and it works perfect now
thank you very much !
nice, great to hear
yeah, i didn't spot this, but FInterp is to interpolate things smoothly over time, but u set a constant 360 target, so rig was moving it to desired angle, but at the same time as this is rotation, FInterp was constantly trying to change it to 360, essentially rotate it to the same rotation, but fighting to do so along the way, thus those strange effects
if for any reason u would still want to use FInterp, u need to make it so its output is the only one controlling the rig variable for wheels
Hey I had a quick animation question regarding character animation. I have seen a lot of videos using upper body overlays like ALS, but then there is Lyra which switches linked layers with completely authored animations.
In production are both approaches viable? And is there common best practice/industry standard or does it come down to scope for number of weapons/stances, networking, & quality for choosing between the two?
Is there a specific way to play a montage on a newly created slot? i think i'm missing something. The prints are printing and i can't move between the prints so i assume the montage is playing, but nothing is actually happening.
Nvm, it was a timing issue, had to play it after the AO layer.
Hm, hard for me to say.
I see that the IK joint is going crazy.
Could you show me how you set the Hand IK Retargeting?
As for the FABRIK setup, it's the same on my end, except I solve from upperarm, not clavicle.
I showed that on the video on 0:10, or you want to see something else?
Ah, missed it for some reason. Yeah, looks fine.
Making it persistently prefer left or right arm doesn't seem to affect anything either
So it feels that it must be the FABRIK somehow, there's no other IK going on
Actually though, there's one thing that might be relevant. Anytime I compile the ABP while having FABRIK selected it gives me an ensure. I should've mentioned it earlier
[2026.01.05-17.55.48:664][ 14]LogOutputDevice: Error: Ensure condition failed: InPose.GetPose().IsValidIndex(BoneReference.CachedCompactPoseIndex) [File:H:\UE\UE_5.5_Source\Engine\Source\Runtime\Engine\Public\Animation\BoneSocketReference.h] [Line: 232]
Invalid Cached Pose : Name ik_hand_l(Bone Index (71), Cached (71))```
From the previous clip, I see you’ve recreated my internal “Flip Flop State” bool that’s not needed for the setup at all, that was just my logic for state switching.
Your variable is set to false which means the IK is disabled by default.
As for the ensure, that’s weird.
Could it be related to the debug view?
I believe so since selecting FABRIK gives you a gizmo for effector transform
I'll try removing it
You're right, removing it does make it do some IK, but very incorrectly
IK bones seem to get resolved in a weird position. One thing to mention is that my animations are driving ik_hand_gun and ik_hand_l, so it might be related to that. ik_hand_gun is constrained to hand_r, ik_hand_r is constrained to weapon_r, ik_hand_l is constrained to hand_l.
Do you do the same with your animations?
No, in my animations the IK joints were constrained to the FK counterparts.
Which ones specifically?
ik_hand_l -> hand_l
ik_hand_r -> hand_r
ik_hand_gun -> weapon_r
You can use Copy Bones AnimModifier and batch process the animations instead of doing this copying logic on the fly
Interesting, in my head, despite the name, ik_hand_gun had to be where hand_r is due to hierarchy and how Lyra has its animations. I'll try CopyBones and see whether it's going to help
hey, does anyone know if i can force character to rotate according to movement input while in root motion animation? I made a quick 2 attack combo and it works by adding 1 to an array to play next animation in the same montage after hitting a notify in the animation but it keeps the rotation that the first animation started with. Any ideas? I could send the blueprint code if it was needed
In the movement component, you can turn on and off the option “Allow Physics Rotation during Root Motion”.
That would allow any procedural capsule rotation to happen on top of the root motion.
Hi Friends!
I have a "kick" animation, but my mesh snaps location during play montage. I think I've traced the issue to an offset root bone in the anim sequence.
I think what I need to do is somehow move that animation root pivot to be under the mesh, but I don't know how to do that.
Is this possible in-engine or if not can somebody walk me through the steps in blender, or recommend a tutorial? Heck, I'd be happy for recommended search terms.
May I ask you what’s the source of that kick anim? Is it like comes bundled with the character or retargeted manually?
I mean, if you have access to the rig with this animation, it probably would be easier to fix it there.
Hmm, I tried to copy the bones before resolving the IK. If I do that before LayeredBlendPerBone for reloading, the ik_hand_l flies away regardless. If I do that before FABRIK, it doesn't fly away like that, but it's still not doing the IK correctly 🤔
@velvet jasper -
I'm learning mocap and recorded it myself. I can re-record it, but I would like to learn how to make these changes in post.
Well, In your animation file apply the additive adjustment so the pelvis would be above the root bone, which is usually located at zero coordinates.
How to do that is up to your rig.
I don't understand what you mean by "rig" exactly. I've imported an FBX into unreal and it created a Mesh, Sequence, Skeleton, and Phys Asset.
I retargeted the sequence to my cyclops skeleton.
Are you suggesting that I apply an additive within Unreal, or should this be done in Blender?
So it is retargeted from some sort of proxy mesh.
You can generate the root motion during the retargeting, if you tweak the settings of Root Motion Op in Op Stack of your retargeter asset.
If you don’t have the retargeter asset, bring up the auto-retargeter menu and save Retarget Assets instead of just the animation.
Edit the resulted asset afterwards.
If you want to follow my setup, I’d get rid of the Copy Bone nodes and bake the motion to the IK targets directly.
I don’t think those correctly work in your case.
I’ve suggested to apply the Anim Modifier to the animations specifically for that reason.
Oh, I see. I'll try applying it through AnimModifier
Now that I'm thinking about it, how do you go about using AnimModifier for that? I haven't seen anyone moving bones using AnimModifier
I can extract bone transform at a given time using ExtractRootTrackTransform, but I don't see how I would move anything
There’s build in modifier called Copy Bones where you define the bone pairs.
It’s the same logic as the Pin Bones op in the Retargeter.
Are there any tutorials anyone knows of that goes over using the animation nodes in say, a control rig blueprint, to do IK? I only know of one, but it's very brief and specific to one thing and doesn't really explain much. Otherwise every other video is about setting up control rig instead of actually doing something with it to influence an existing animation for example.
Nevermind, I see. So. I should add 3 pairs
hand_r, ik_hand_r
hand_l, ik_hand_l
weapon_r, ik_hand_gun?
hey there!, i usually dont recommend to try and do everything in Control Rig at all unless its not a feature already existing in engine provided an anim graph solution
Yup.
https://dev.epicgames.com/documentation/en-us/unreal-engine/rigging-with-control-rig-in-unreal-engine the official guides are pretty fleshed out here, albeit not in video form. There are many visual animations/etc too
and yeah I second the idea to consider if you actually need CR or not in a given anim graph... CR can be fairly expensive to init in my experience if you are targetting lower end hardware but profile first I suppose
for foot ik, there is the Footplacement node which does a pretty amazing job aligning characters to the ground, the leg ik is there to solve leg chains but aswell and i recommend can be used to drive arms aswell, provided you have ik bones to work with.
unsure if they are talking about runtime stuff or retargetting or whatever that is called now (using control rig in the editor only to modify other assets or animate things in the editor)
yea, for animating inside unreal, id create a control rig, not runtime tho
Control rig being the basis for UAF is a bit worrying considering how slow it is sometimes to init already but I assume it's not going to be doing as much with just typical blends
but I'm unsure if the CR vm is to blame or just some specific nodes
this im unsure about, you a well able to create something similar to traditional anim nodes in UAF called traits
oh well, I guess I should follow my own advice and profile it when it comes to that 😛
but epic fully focusing on CR implementations
I am going to bet that it will be a while before it gets feature parity with ye olden anim graphs but I'm not really using anything fancy personally
UAF right now, also dont feature physics
i hope their new CR physics is not the solution 😄
Alright, that fixes it, thank you
as far as UAF goes the performance is great
I haven't gotten a UAF workspace to not just instantly crash since I tried it last year so I am hesitant to bother with it until it's actually stable
I'm 100% fine with using relatively newer code features but binary assets and random changes never mix
which version you on?
i have a fix for that you can apply on main branch
so in my case I'm trying to keep the arms/hands locked into one place. The idle/run/whatever animations are not stable at all, so in my limited experience I have only 2 options - one is to manually edit/recreate animations, but there are a bajillion and that may be way too much labour. The other is using control rig to force a pose blended with every animation. As I said, this is pretty much the first time I'm going into animation at this level so I have no idea about performance or any other way that may be better. The least work for the best result is of course the goal like anytime.
5.7
you got access to source code?
yes, I am on a full source build with angelscript modifications among other things I have added (hazelights scripting integration fork, not mine)
but I would be surprised if they had to touch anim code for their changes
okay then in EvaluationVM.cpp there is a check causing the crash.
epic is kinda slow pulling changes in but i send you the push request in your dms.
adding one more blend is not a big deal here thankfully. The cost of animation graph work normally occurs on a task thread as well
this is if you want to start working with it, but there is no physics support whatsoever so i recommend staying in the regular anim framework
that's fine by me because I don't use unreal physics right now (insanely weird project). Just having a way to edit a physics asset for the skeletal mesh is all I need and I don't think UAF changes how skeleton assets work (unsure)
Funny that you can’t even access your control rig variables in the UAF graph.
in theory solving that issue you would fix your ik bones at your desired position then afterwards do a legik solve, to drive the armchain into said position. similar to how control rig has its controllers, in animgraph your controllers are the ik bones
you have to register your custom types with rigvm
Register the float?
but yet havent used CR in UAF.
not sure what your inputs are
float should be supported
can you send a screenshot?
If you go to input tab and try to expose the pins, it just doesn’t do it.
At least, in 5.7.
I’m not on my PC so I can’t send any materials.
yea ping me when you can provide a screenshot, it could be setup a bit differently in UAF, usually in Traits certain pins are hidden and need to be exposed in the node customization, but that said not sure how it is done since i don't work with CR's
but for custom structs and classes you want to access and work with you have to register them with the VM
That I’m aware of, yeah.
In any case, UAF is pretty raw right now and I don’t see much of a point to go deep into that since the things would change anyway.
I’d wait for the official materials on that when it’s ready.
well for me i look into these systems, to follow the development allowing me to sort of progress with it, instead of waiting for it to fully release, that allows me to also provide input aswell as help out.
Yeah, it’s fun.
yea 100%, it also comes with benefits helping here and there, you get to know more insight on internal projects aswell and what is planned for future engine releases and all i can say its about to get exciting, especially 5.6.
but then again also less exciting, cause the ultimate goal is a solution for everything so not really sure where TA jobs are going to be headed the coming years ahead
see that's where I lost you, I both understand and don't understand what you said 🤣
sorry im an autistic typer
😄
if you want we can go through this some time in a vc if comfortable, but in theory you just drive your ik targets to the desired position in component space
left node you drive your ik target and in the right one you solve that chain!
haha no I mean to say the whole contextual meaning that comes from experience. Since I've never done IK nodes, I dunno "which node comes where, how to place, what's the pattern" blah blah etc
sure! Would be very appreciative if we can do that one of these days!
oh no usually i fail to explain stuff properly, could think that im an idiot, i connect the dots differently in my head trying to explain stuff to others is challenging for me. luckily im not a teacher :D. everybody would fail the exam.
do this do that, boom boom bow, ez, why you failed? 😄
sure can do!
That’s crazy, if it works I’d be saved this and only this was the reason I scrapped my previous project. Ima try it in a moment. Thank you in advance 🙏
gg
It works! Holy shit i didnt know there were things like that regarding animations, been looking everywhere. Just need to tweak it to not take input from movement while in some part of a notify maybe so that while wind up animation ill be able to rotate and while attacking i would not. It also fixed attack rotation while im locked on with my camera to target. You're a savior
Get AIWaypointsComponent->YawToTarget using Property Access
Don't get AIWaypointsComponent to then get YawToTarget
that works for GET, but how can I SET the variable?
also my property is in my animation blueprint, so why is it complaining that it's not thread safe?
this seems too strict. is there no mechanism provided which can access object references from the animation thread?
ah, I can add AnimNotify events to sequences not just montages. that should work
Is that kind of locking you want?
pretty much, yeah! Just slightly more natural of course but I guess that's small adjustments later?
when I try to do it via keyframes, it's nearly impossible unless I remove ALL keys from everything, so there's clearly loads of IK going on that small adjustments get overridden more or less
I'm finding true first person is incredibly difficult to make work, I'm trying to play montages on the upper body when the spine bones are rotated to match my characters pitch
I really don't want to do FPS arms, how can I get a similar system to Dark and Darker
Right now I have a slot for full body, upper body, and each arm.
If I play the attack animations from the clavicle it's perfectly accurate to my crosshair. If I play from the spine_01 it gets messy and inaccurate the more I look up/down
Just thinking about it now, should I just play 2 anims, 1 on the spine_01 through spine-04 with a blendmask, then play the same animation on a branch filter at spine_05 so it maintains accuracy, is this crazy?
What kind of animation assets you have? What you're trying to blend together?
I'm making my own in place animations for medieval weapon attacks, sword/mace/magic staff
I basically want the accuracy of pixel perfect FPS arms with full body true first person 1 mesh
About the FP accuracy - here's the old gif from Crysis 2.
What they do there is that they have the 1P animset running on top of 3P animset. The spine joint is being rotated around the FP camera pivot.
Basically, they constrain the upperbody to the first person perspective, allowing to have a traditional FP anim setup and, if needed, blend to full body contextual animations.
At that point I should probably just use 2 meshes
I plan on having mirrors/water reflection
You can decide what should render where.
If you use the new First Person Rendering system, it automatically sets some rendering parameters, such as "Only Owner See".
Yeah I think games that I thought were true first person aren't.
Like Cs2 for example, and now I'm thinking Dark and Darker isn't either
I should 100% look into 2 meshes
CS2 you mean Counter-Strike 2?
No, that's still using separate FP mesh rendering.
From recent, BF6 also has a separate FP body mesh rendering.
You'll see a difference between FP animations and the shadow dropping from the character.
That's what I was trying to avoid, but I may not be experienced enough to pull it off yet
Speaking of FP and TP -- I use flying hands for FP and full body for TP, however, I want my TP to cast hidden shadow so that FP would see a shadow of their character, not the hands. The problem though is that FP hands orbit around camera, they end up inside TP mesh causing them to have contact shadow with it on sharp angles like when player looks down. For now I disabled TP shadows for FP, but I'd like to have it for consistency. How do you go about it?
Well, It's hard to say for me right now. I guess that depends on the setup.
Here's the very basic setup I've just did:
FP mesh and the camera marked for First Person rendering
Just tried to enable shadow on 3P, and the problem is kinda gone. Previously I had no AO, so the character would be always looking straight forward, but now it's mending as the camera goes up/down.
I'm not using First Person rendering for most FP things because it's not fixing clipping with objects, so I'm using a material function that does a little bit of WPO to put arms (and anything player is holding) above everything.
Previously I was using FP rendering, but it still suffered from the same problem at the time. Using that material function to affect WPO made it even worse, so I disabled hidden shadows at that moment
@velvet jasper Hey, sorry for troubling you again but you seem well aware of whats ue5 capable of. Im having another issue with animations. I had to enable layered blend per bone so that i could get the healing animation to work while walking but other animations like my attack animations are also layered and that makes it so no matter what i do only the upper body moves while the "attack" or my "dodge" animations. I would need to have the healing to be set as layered and the other ones not set.
im sure it has something to do with slots and it happens since all my anims are in default slot but i dont know how to fix it
maybe another animation blueprint?
If I understand you correctly, you want to have some animations to be played on upperbody, some on fullbody, correct?
exactly, i could send a vid of what i mean
will the content of the link fix my issue?
or at least help me fix it
oh yeah, adding a new slot, or just using the fullbody that already exists right?
Yup.
thats really helpful, thank you then. Hope it works
Clipping the objects could be fixed by reducing First Person Scale on the camera.
I'm doing a retarget of a run anim in Anim Starter between UE4 and UE5 skeletons and I see the neck of the UE5 skeleton (soldier in green gear) is sketching out more than the base anim in UE4 skeleton. At least to my eyes. I'm assuming that this is normal because UE5 has two more spines and one extra neck bones?
Looks fine to me, judging by the screenshot.
So this is me just learning more of Unreal Animation, especially in 5.7 with the new foliage system which is awesome. QUESTINO: How can I made my wind blowing in the trees look more smooth in the Output Rendering settings. It looks a little choppy/stop motiony. I rendered both at 24 and 60 and this was the 60 version....Granted I did slow it down a bit in the sequencer, but even when I render a normal scene the trees blowing still look choppy.
I seem to have hit a brick wall with this, it seems that using Sequence Evaluator node breaks the transition blending. See the Video. I am going from Stop(Distanced Match Sequence Evaluator) to Start, and instead of blending from Stop to Start it Snapps to start (See how to Arm Snaps).
Any Idea why this could be happening? Also attaching Code for Function bindings to Sequence Evaluator Node where distance matching happens.
!!!!!!!! YEAAAAA!!!!!!!!!
two windows and debug
This looks like #materials question as what you're asking is mostly about the tech art.
What is "ShouldMove" condition? "Acceleration > 0"?
Here, as you can see the transition is smoothing on the Debug View but If the Stop has Sequence Evaluator then snapping happens, If I switch to using normal Sequence Player for Stop it blends smoothly but I do need distance matching so Seq Eval it is.
Correct that bool is exactly the same as what you get with default 3rd Person Template iirc.
So the condition to Stop is !ShouldMove, right?
Yes
conditions isn't the issue I think cus it all works fine if no Sequence Eval is involved. As soon as some state wants to blend from a state that uses sequence eval the problem occurs, you can repo it urself if you want.
Try disabling Sync Grouping.
I added Sync groups in hopes to fix this problem, but I guess let me try disabling them again
Yup No luck, also disabled Stride Warping still no luck
On both?
yes
How does the Rewind Debugger look though?
Does anyone know any good resources for learning animating in first person, with both a first person and multiplayer mesh? 💀 I'm not finding very much
I'm particularly struggling with equipping weapons that appear in the first person mesh hand AND the multiplayer meshs 🤔 Atm i have a misaligned stick
And i just wonder about animating in both first and third person in general
those two things are completely separate, you could only replicate enough information to let the clients know that a player is holding a certain weapon and that it is firing or not. you need to do the animation completely separately from first person arms. unless you want to do true first person, or aim for a kind of hybrid where they share the same skeletal mesh. but one advantage of first person arms is that they are traditionally higher up so they are in the fov when compared to third person arms
Id like the hybrid really 👀 player animations being similar on both meshes will be really important for the game
And hybrid lets me make changes which make it look fluid af in the pov right
My problem atm is that with my current system, im spawning a weapon actor and attaching it to the owning players mesh component 🤔
Its attached to the third person mesh, which isn't quite aligned with the first person mesh (which isn't a problem except that when the player moves, the weapons isn't perfectly synced in the pov)
It ofc looks completely fine for another player though
what do you mean "isn't perfectly synced"
look into only owner see and owner no see
this will let you control if the mesh is rendered based on the scenes view target (which is awlays the pawn while possessing them in a typical game setup)
so for example the first person should only be visible to the "owner" here
note the term owner here really means if it's attached to smoething locally viewed or not really, not the replication owner
so, what was your solution in this? Place a new control for the arms in front of the char in control rig and then logic somewhere else to follow this location?
it looks to me like inverse kinematics using a target for each hand, and having it adjust the arm bones automatically to match the fixed hands. there are quite few youtube tutorials about it around
Ive realised that the way im spawning the weapon is probably the culprit? I spawn an actor and attach it to the player mesh 🤔
Might I need to alter the actor settings somehow?
Yea I'm thinking similarly. Could you link me one of these tutorials? It's weirdly hard to find a good one (as described in my original message way above)
apart from the transitioning logic which appears fine, btw was you able to fix it?
i saw you using an inertial blend node, using that normal blends will upruptly blend so that is something you should look into
i also do recommend the dead blending node over inertialization which does a great job for locomotion setups and is cheaper to process its pretty much the same thing just blending differently.
on the side note, montages also allow to be blended that way
again, for a noob level, these tutorials aren't quite enough. I've seen some of them already and they're either doing something different or they just run through nodes like diarrhoea and only experienced animators "get it". What @velvet jasper did in that video he posted, that's basically all I need to know 😛
Hello, I have been trying to layer some animations in sequencer. The animations in question, are exported from Maya and are localised to certain areas of the skeleton, things like head moves and gestures, but I want to be able to combine these with walking and locomotion animations.
I tried following this guide, but I cannot get the secondary animation to work with the assigned slot I created.
I feel like I am close, but if there are any ideas on how to achieve this desired result, please share
Epic Developer Community Forums
Is it possible to use multiple animation slots in sequencer to laye...
If you just simply want to have multiple animations overlapping and blending among them, that’s a “default behavior” of Sequencer. All you need to do is to adjust each weight of animation track. And, my post was to describe how to blend animations as filtering specific body parts in Sequencer. One thing that I’m not clear with your qu...
Is it possible to use multiple animation slots in sequencer to laye...
If you just simply want to have multiple animations overlapping and blending among them, that’s a “default behavior” of Sequencer. All you need to do is to adjust each weight of animation track. And, my post was to describe how to blend animations as filtering specific body parts in Sequencer. One thing that I’m not clear with your qu...
Bro this a detailed work issue
But you can Dm @balmy condor
Sorry for a late reply.
My solution doesn't involve Control Rig, this is just Anim Graph setup.
Hey everyone! I’m a game developer working on gameplay systems, AI, animation, and optimization. I specialize in bug fixing and problem solving. If you’re stuck on an issue, I can help fix it.or teach you how to overcome it yourself. Just DM me with your problem.
