#animation

1 messages · Page 72 of 1

barren fiber
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second

worldly anvil
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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

acoustic flare
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Is there somebody that migrated the 5.7 GASP character to his own project? I tried to migrate it but I got these errors

barren fiber
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if you open those it will tell you where it fails!

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then you can see whats missing in your import

barren fiber
acoustic flare
acoustic flare
radiant phoenix
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in GASP 5.7, is there a way to do a visual override for the character without using the GameAnimationWidget?

velvet jasper
granite gale
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hey there, my character keeps disapearing when an animation plays, it happens when is in an Animation blueprint

velvet jasper
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I guess they've scratched that idea or something.
Does the State exit work for you?

velvet jasper
worldly anvil
granite gale
onyx nacelle
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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.

velvet jasper
velvet jasper
granite gale
velvet jasper
granite gale
onyx nacelle
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what happens when u start moving

worldly anvil
granite gale
onyx nacelle
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is it this animation that makes it disappear or others?

granite gale
velvet jasper
granite gale
onyx nacelle
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do u not have a destroy actor by any chance in ur character bp after calling an anim?

velvet jasper
barren fiber
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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.

granite gale
barren fiber
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the reason i need the cs pose to line up is cause i feed the pose into the PH node to match and recover

velvet jasper
onyx nacelle
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and that should be driven in your output pose

velvet jasper
granite gale
onyx nacelle
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i find it easier to keep it tidy

granite gale
barren fiber
onyx nacelle
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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.

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I'm guessing theres a destroy actor somewhere that is triggered after an action or anim.

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usually if ur animbp is wrong character just goes into T pose

barren fiber
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additives can cause that

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check your animation assets

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this the most stable i got ragdoll to look in anim

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but as you can tell the pelvis is fixed

onyx nacelle
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do u want ur char to ragdoll always?

barren fiber
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im testing

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thats why its in that pose

onyx nacelle
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so what you want ragdoll for? death? or falling?

barren fiber
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falling, i need to be able to recover doing a PoseSearch

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there is problems doing that tho

onyx nacelle
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i have a ragdoll on death

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but very simple setup

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also for some reason my camera being pushed around idk if thats from collision

barren fiber
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on your character collision config disable the camera channel

onyx nacelle
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ah nice, thanks

barren fiber
onyx nacelle
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maybe primasticadev can help? he has very similar ragdoll effect

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when character falls or stumbles it ragdolls

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@barren fiber might be helpful

barren fiber
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thats a little bit different

velvet jasper
# granite gale

Is the mesh playing the animation in ABP preview window or is it absent as well?

velvet jasper
velvet jasper
# barren fiber

Ah, wait, I see.
What do you have set here in Mesh Component settings?

granite gale
barren fiber
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hehehehe

radiant phoenix
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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

barren fiber
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hehehe

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hehehehhe

barren fiber
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i missed that one

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but is that related to cmc at all?

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im using moverf

barren fiber
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thats how mover side looks

barren fiber
barren fiber
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although update kinematic from sim maybe?

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but i wont go back now, since ive got it working

velvet jasper
granite gale
velvet jasper
granite gale
neat olive
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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

velvet jasper
neat olive
velvet jasper
neat olive
velvet jasper
neat olive
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i did this for pinning the ik bones

velvet jasper
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Correct

neat olive
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@velvet jasper I am definitely still doing something horrendously wrong. so close but so far haha

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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

barren fiber
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dont reskin

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just add the bones, they dont need to be weighted

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this looks horrid 😄

neat olive
# barren fiber 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

barren fiber
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doesnt the mocap one come with simplified skinning

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no corrective bones

neat olive
# barren fiber dont reskin

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?

velvet jasper
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Oh wait

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Do the opposite.

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Sorry, my bad.

neat olive
barren fiber
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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

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inside your skeletal asset you can then configure how animations do affect your rig!

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import one anim at a time, ive done this iteratively since the proportions of UEFN manny around neck regions etc are a bit wierd

neat olive
barren fiber
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retarget those once to the humanoid rig and from there on it should be fine

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new GASP animations that come can be retargeted afterwards using the same configured assets

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i must add that after modifying the rig the pose drivers break so they need to fixed afterwards aswell

neat olive
# velvet jasper Do the opposite.

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?

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once i get this working, i'll share it with anyone that wants it

velvet jasper
barren fiber
velvet jasper
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fixed

barren fiber
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seems like root motion is not being tracked

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retargeted

neat olive
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trying it now, thank you!

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@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?

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@barren fiber and @velvet jasper it APPEARS to work correctly if I set have 4x Root Motions in the Op Stack

  1. root to root
  2. root to attach
  3. root to ik_foot_root
  4. root to ik_hand_root

it looks good but is it wrong? going to break somewhere down the line?

velvet jasper
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Oh that's not how it's supposed to be set.

neat olive
velvet jasper
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Actually, the IK roots could be left as is, they would follow the root anyway because of the hierarchy.

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"Attach" joint, as it is animated in the source, should be retargeted as a single-joint chain.

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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.

neat olive
velvet jasper
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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.

neat olive
neat olive
velvet jasper
neat olive
velvet jasper
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Have you changed the "skeleton to copy from" in the IK Pin node?
If so, revert that.

barren fiber
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do 10x

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make super sticky

neat olive
velvet jasper
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Pin setup is correct.

neat olive
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thanks to both of you so much for all this help, i'm 100% putting this up on GitHub when it's all together

velvet jasper
neat olive
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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

velvet jasper
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Show your Op Stack once again.

neat olive
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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

velvet jasper
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Pin Bones should be the last operation.

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Movement from Root Motion right now additionaly might drive those IK joints after they are pinned.

neat olive
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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

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thank you so much, this has been incredible

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i'll let you know how it goes

neat olive
neat olive
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seems to be some sort of issue with the attach bone, it's not behaving like it did in the original

neat olive
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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?

velvet jasper
velvet jasper
worldly anvil
neat olive
# velvet jasper Yup. What’s your concern?

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

neat olive
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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

dapper thistle
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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?

opal sun
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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...

sterile heath
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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

barren fiber
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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!

barren fiber
sterile heath
barren fiber
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your case gun rig base

sterile heath
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Yep, that is how I have it set up and that part works

barren fiber
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havent touched maya in awhile, for exporting animations i dont remember

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your issue only happing inside unreal or other dccs aswell??

sterile heath
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What's dccs?

barren fiber
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Maya, Blender whatever

sterile heath
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I only tested in unreal, I could try importing to blender, but I don't know blender good enough

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Animation is fine in maya

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Also the shells are skinned to said bones, I can wiggle them in unreal

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Also that happens to the trigger, but I don't care much about the trigger since you can't see it

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Animation is baked in the fbx, when I import it to Maya it shows a key every frame for the shells

velvet jasper
sterile heath
velvet jasper
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Ah, wait, you don't even have the animation data.

sterile heath
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Sorry, I'm quite new to this, what do you mean?

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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

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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

velvet jasper
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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?

sterile heath
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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

velvet jasper
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I think it might be related to the namespace.

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Can you show me how your skeleton looks in UE?

sterile heath
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Oh, I have never considered that

velvet jasper
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What's the hierarchy?

sterile heath
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The namespace problem, I have not checked for that

velvet jasper
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Technically, IIRC UE removes the namespaces during FBX import but I'm not 100% sure.

sterile heath
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The tree om UE

velvet jasper
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Yeah, and your animation file contains the namespaces prefix. UE might fail to map the joints.

sterile heath
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here is me wiggling the shells

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Is it export settings in maya?

velvet jasper
sterile heath
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how do you see the namespace? Asking to learn 😄

velvet jasper
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You see the difference

sterile heath
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yep!

neat olive
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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

sterile heath
velvet jasper
sterile heath
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let me try

neat olive
velvet jasper
sterile heath
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yep

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it now matches with the names in the SK

velvet jasper
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Ah, yeah

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Well, you have a name clash here - meshes are named the same as joints.

sterile heath
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is that a thing?

velvet jasper
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Yup.

sterile heath
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Thats crazy!

velvet jasper
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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.

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Naming convention is important.

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You probably have some info regarding the import process in the UE's Output Log.

sterile heath
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I renamed meshes, reimported the animations as new assets and it worked

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I see you are in the housemarque, if you ever visit Stockholm - I buy you a beer!

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no seriously thank you, if I had any hair left I would be pulling them out right now

velvet jasper
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Glad to help.

radiant phoenix
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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?

next python
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does "the older project" have identical settings?

radiant phoenix
spare adder
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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.

worldly anvil
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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?

worldly anvil
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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

worldly anvil
prisma palm
worldly anvil
velvet jasper
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Like "Locomotion Cache -> Montage Slot Node -> Aim Offset"

worldly anvil
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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

velvet jasper
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Ah yeah, they do, otherwise the gun wouldn't move.

worldly anvil
prisma palm
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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.

velvet jasper
primal venture
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Hi! is there any way to edit the animation rate scale using a curve in a montage?

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im trying to add some wait time in the middle of a heavy attack animation but couldnt figure it out

worldly anvil
# velvet jasper I'd suggest to move IK solving before the Aim Offset, so AO processing wouldn't ...

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?

worldly anvil
velvet jasper
prisma palm
idle maple
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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?

idle maple
primal venture
velvet jasper
velvet jasper
# worldly anvil The IK solving is meant to solve issues to ik_hand_gun introduced by AO due to t...

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.

worldly anvil
# velvet jasper I see, you have a bit non-standard setup. Technically, the weapon needs to be a...

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

velvet jasper
worldly anvil
worldly anvil
velvet jasper
worldly anvil
velvet jasper
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There's two preview assets attached to the character for visualization - one to the FK hand, other to "ik_hand_gun".

worldly anvil
velvet jasper
# velvet jasper 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.

velvet jasper
# velvet jasper Here's a quick simulation setup I've did.

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.

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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.

worldly anvil
# velvet jasper Here I have the Idle sequence player, which then gets cached and feed into the L...

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

velvet jasper
# worldly anvil > Pistol Shooting animation is Mesh Space Additive, because I want to add it on ...

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

Epic Games Developer

Animation nodes that blend multiple animations together based on a set of criteria.

worldly anvil
# velvet jasper Here's a quick simulation setup I've did.

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?

barren fiber
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hehehehe

velvet jasper
# worldly anvil What do you attach the weapon to though? You don't do that on ik_hand_r, but you...

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.

idle maple
velvet jasper
barren fiber
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id try it it really gives good results

velvet jasper
barren fiber
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why not use leg ik, was not like, heey this guy using fabrik, more like try it out

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or maybe there is a reason you choose not to

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trying to find out

prisma palm
velvet jasper
solemn vector
velvet jasper
solemn vector
#

or as much as i set in blender

#

so i guess the second option

velvet jasper
# solemn vector to move this much forward when stopping

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.

barren fiber
#

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.

solemn vector
solemn vector
solemn vector
barren fiber
#

Epics MM sample project

#

the parkour one

solemn vector
#

naaah, mine is just a locomotion ive got from FAB, as well as my own animations

#

tho i will look into his channel !

solemn vector
velvet jasper
solemn vector
barren fiber
#

its not a youtube channel

#
Fab.com

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

Project Features

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

solemn vector
#

Huh,its free

barren fiber
final orchid
#

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

solemn vector
#

although im not holding any keys

velvet jasper
#

Is the sequence player set to non loop?

solemn vector
west harbor
west harbor
velvet jasper
solemn vector
#

if i dont do anything it should go to idle

velvet jasper
#

The condition to go to idle

solemn vector
#

Sidepane:

#

inside

velvet jasper
#

And what’s inside the transition from stop to start moving?

solemn vector
#

L and R are the same

velvet jasper
#

Try running Rewind Debugger and see what kind of transitions triggers during stopping.

#

I wonder if the root motion requests acceleration.

solemn vector
#

i guess stop moving part

velvet jasper
#

How do you get acceleration?

solemn vector
#

perhaps this

velvet jasper
solemn vector
#

what do you mean ? in the variable panel on the left

velvet jasper
solemn vector
#

This is stop to move

velvet jasper
solemn vector
#

from Event Graph

#

perhaps something here

velvet jasper
#

If you disable the transition from stopping to starting, would it still keep triggering the stop anim?

solemn vector
#

yeah

velvet jasper
#

Idle to StartMoving is using the acceleration as well, right?

solemn vector
#

yeah

velvet jasper
#

If you print string the acceleration value, is it non-zero during the stop animation?

solemn vector
#

wait hol up

#

i just saw a Complier result

velvet jasper
#

Result?

solemn vector
#

aaand nwm lmao

#

its said this

#

this was on loop, but it still doesnt work

velvet jasper
#

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.

solemn vector
#

what do you mean by switch to recorded data

#

just this ?

velvet jasper
#

Yeah, when you eject out of player and pause the PIE

solemn vector
#

now all of the sudden my char doenst loop

#

bu he doesnt move forward with the frame

solemn vector
solemn vector
#

top right

velvet jasper
#

Use for what?

solemn vector
#

To move the root on animation end

velvet jasper
solemn vector
#

Im just thinking how to overcome this

velvet jasper
solemn vector
#

nope, still the same

velvet jasper
solemn vector
#

still slidding for no reason

#

want me to record ?

velvet jasper
#

So it’s sliding.

#

Have you turned off root motion?

solemn vector
solemn vector
solemn vector
# solemn vector

in this vid, after the repetetive slides, im not clicking anything

velvet jasper
#

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?

solemn vector
#

pretty much the same on everything

velvet jasper
#

Why 0,5?

solemn vector
#

i was playing around with them

solemn vector
#

if i increase to 1 sec, he still moves forward, only by cutting up the animation

barren fiber
#

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?

solemn vector
#

guess i need to figure it out

barren fiber
#

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)

barren fiber
# solemn vector no ☠️

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

solemn vector
#

how come tho

tidal moon
#

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

fleet sable
#

More precisely, both free and well-demonstrated*.

velvet jasper
barren fiber
fleet sable
barren fiber
# tidal moon hello, animators! I am not an animator but I would like your input on how you w...

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.

fast dew
#

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

velvet jasper
fast dew
velvet jasper
barren fiber
#

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

limber veldt
#

yeah , let me have a try

barren fiber
#

you press `

#

then the command above

#

the one below esc on american keyboards

limber veldt
#

I have enabled they

barren fiber
#

not working?

limber veldt
#

yes , didn't show up

barren fiber
#

that is pretty wierd

#

in animgraph viewport does it look like that?

barren fiber
limber veldt
#

mine dosen't have animgraph

barren fiber
#

zero out the root motion infront of it

barren fiber
#

thats where you put the node in

#

on the left side you see your character

limber veldt
#

ohh, sorry , mine have animgraph

barren fiber
#

does this one here work for you?: ShowDebug ANIMATION 1

limber veldt
barren fiber
#

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

limber veldt
#

it shows up now

barren fiber
#

there we go!

limber veldt
#

yeah , thanks , i try to understand better with my case , locomotion + mover on my character

barren fiber
#

btw do you have a background in coding?

limber veldt
#

Happy new year!🎉

limber veldt
barren fiber
limber veldt
#

I am used to be an embedded software engineer for 10years

barren fiber
limber veldt
#

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.

barren fiber
#

you interested in TA or more gameplay and animation is a side thing to solve to get the game going?

limber veldt
#

yeah , i spent a lot time to understand the whole UnrealEngine system

barren fiber
#

oh okay 😄

#

well to me its everything

limber veldt
#

sorry , i have to delete my words😅

barren fiber
#

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

limber veldt
#

I am learning anim now , i don't know much it so far😅

barren fiber
#

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

limber veldt
#

gotcha , i know about CR setup, but haven't do lots testing for combining CR+Animgraph yet

barren fiber
#

id check according to your budget if this works out for you

limber veldt
#

OK, i will learn more cvar when i play more with animgraph

next python
#

also with CR I would say I find the cost of initializing them is a concern as well

barren fiber
#

stat anim works well for quickies and is reliable, most of the anim features i build i use cycle counters

barren fiber
#

i sure do hope that witcher doesnt release using CR, given it was a tech demo i dont think they will

next python
# barren fiber i think its singlethreaded aswell

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

barren fiber
#

all i can tell is that 81 animnodes performing footplacement runs like that

#

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

barren fiber
#

that is without cr btw

barren fiber
#

better yet, this is how it should look:

next python
barren fiber
#

not this:

next python
#

enable task,cpu and animation tracing in insights

barren fiber
#

that would be post

barren fiber
tidal moon
median notch
#

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.

velvet jasper
median notch
#

Like this

barren fiber
#

also every anim you have that has root motion enabled force the root to be locked

barren fiber
#

change the mesh to be your body!

#

and attach all other components to the main mesh

median notch
#

So I make the Body the child of the Mesh?

barren fiber
#

also check your LODSync after and replace refs

barren fiber
#

and change the mesh to use your body

#

this is my hiarchy

#

Mesh is my body(should be yours too)

fickle canyon
#

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

median notch
barren fiber
#

put mesh here

#

Mesh*

#

bottom aswell

#

Mesh instead of body

barren fiber
median notch
barren fiber
#

you do this here

median notch
#

I also acknowledge it is difficult to give a definitive answer without seeing all of my blueprint structure so I appreciate your help.

barren fiber
barren fiber
#

and in the ABP

median notch
# barren fiber

Is that something that should exist already or something you make?

#

This is what it´s like now

barren fiber
barren fiber
fickle canyon
# barren fiber ????

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

median notch
# barren fiber you make that

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.

fickle canyon
barren fiber
median notch
#

Gotcha, so just the capsule not moving thing is specific to metahumans. All works fine on the manny.

barren fiber
#

if you hop into the chat we can have a quick look

median notch
#

sure I´d appreciate that

wraith violet
#

is someone able to help me over screenshare with setting up something in Cascadeur?

sleek crystal
#

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

spare pulsar
#

Hi

#

does anyone know why my mesh disappears when I drop the rig in the level?

hollow mesa
#

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.

  1. All subsequent bones in the bone chain are ALSO rescaled, is there a way to ONLY scale the specified bone?

  2. 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?

velvet jasper
# hollow mesa Hola, I wanted to get some different perspective on a problem I'm having and how...

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.

velvet jasper
# spare pulsar

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.

velvet jasper
# sleek crystal Anyone have any advice on the best way to tweak an animation after retargeting? ...

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.

hollow mesa
worldly anvil
# velvet jasper In case of the shooting animation, the zero frame from the animation itself was ...

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?

velvet jasper
worldly anvil
# velvet jasper 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

velvet jasper
#

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?

worldly anvil
#

I have no IK solving atm, I removed it to minimize the setup

#

If I remove AO, the noodle arms are gone though

velvet jasper
#

Interesting. Could you the AO preview and the poses it uses?

velvet jasper
# worldly anvil Sure

Does the shown montages go through the Layered Blend node?
If so, what's the settings of it?

worldly anvil
velvet jasper
#

A sidenote - I'd make everything from "spine_03" to have 1.0 weight.

worldly anvil
#

Will do

#

I believe I was copying some of Lyra setup, so that's kinda why I went for it

velvet jasper
#

To be honest, I don't see much issues with the setup.
I'd advise to debug the twistjoints.

barren fiber
#

either make them iterate through parentspace or component space

worldly anvil
worldly anvil
#

I did MeshSpaceRotationBlend because I had issues with rotation when blending with crouching and some actions like punching

barren fiber
#

this then will align no matter what parent bones are doing

#

and is cheaper to run

worldly anvil
#

Welp, sadly the problem appears when I plug in AO, blending upper and lower body doesn't cause any issues unless I AO

velvet jasper
worldly anvil
velvet jasper
#

The layered blend has nothing to do with it.

barren fiber
#

whats the issue?

#

oh it goes up

worldly anvil
#

Read the last 30 messages

barren fiber
#

i just watched the first video

#

oh simple

worldly anvil
#

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

barren fiber
#

it makes sense

worldly anvil
#

What do you think? What's the problem?

barren fiber
#

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

worldly anvil
barren fiber
#

give the clavicle and upperarm a weight of 1

worldly anvil
#

I tried that, but it didn't help

barren fiber
#

hop in public bool

#

lets have a look together

barren fiber
#

sorry bout the sneak in

#

got an issue i cant solve, so i found one here 😄

velvet jasper
#

I'm gonna get some sleep then, you guys have fun.
Share the solution, if you get one.

worldly anvil
worldly anvil
velvet jasper
#

loweRarm

worldly anvil
#

(I have the inertialization outside)

#

Alright, that does seem to fix it. I'll check out the reload

worldly anvil
# velvet jasper loweRarm

The reloading is still doing the same thing, e.g. the hand doesn't reach pelvis when it's looking anywhere but forward

barren fiber
#

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

velvet jasper
barren fiber
simple zinc
#

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?

barren fiber
zinc skiff
#

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.

sick glen
#

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?

simple zinc
# barren fiber

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.

barren fiber
spare pulsar
#

it works in the editor

#

it also works fine in another level, but not in this one for some reason

night ruin
#

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

velvet jasper
#

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.

night ruin
summer jewel
#

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

pale kindle
#

can anyone please share any good step by step animation blueprint guides (ideally from newbie up to intermediate) they've come across? thanks 🙂

worldly anvil
velvet jasper
worldly anvil
worldly anvil
velvet jasper
worldly anvil
#

I see, makes sense

spare pulsar
#

sooo does anyone know why my mesh disappears?

spare pulsar
#

when I drop the rig into the level, my mesh is not there

velvet jasper
# worldly anvil I tried to replicate your setup as closely as possible, but it's still bad. I ha...

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:

  1. "Hand IK Retargeting" node takes care of readjusting the IK targets after AO processing.
  2. "Layered Blend" node where I'm masking out whole left arm and slightly spine and head joints.
  3. 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.

velvet jasper
spare pulsar
#

I had a PCG volume in the level and for whatever reason, the mesh didnt want to enter the volume and was breaking lol

worldly anvil
spare pulsar
#

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

odd token
#

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This is a story about:
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spare pulsar
#

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

simple zinc
# barren fiber you can reuse the same retargeter assets

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?

velvet jasper
spare pulsar
velvet jasper
# spare pulsar hm. So any tips how to recreate that? Im building a car configurator and I wante...

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.

misty dagger
#

Hi, does someone have experience with xsens products and livelinking their motion capture suit?

olive lily
#

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?

barren fiber
spare pulsar
#

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

velvet jasper
spare pulsar
#

I'm stuck

#

hmm actually I think it works, but only when play is activated

velvet jasper
spare pulsar
#

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

velvet jasper
spare pulsar
#

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

velvet jasper
#

Does your CR have auto-aligning logic?

spare pulsar
#

hmm I don't think so

velvet jasper
#

Alternatively, in the BP itself move the CR component a bit lower down.

spare pulsar
#

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

velvet jasper
velvet jasper
# spare pulsar

So it’s inside the BP actor.
Just dip down the mesh component relative to the root.

spare pulsar
spare pulsar
#

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

velvet jasper
# spare pulsar

BeginPlay triggers only once when the game is starting up.
You probably would want to update the variable on tick.

spare pulsar
#

and it rotates

#

but it's glitching

velvet jasper
#

Glitching how?

spare pulsar
spare pulsar
#

not sure what is happening

velvet jasper
# spare pulsar

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.

spare pulsar
#

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

velvet jasper
coarse sinew
# spare pulsar

u are not showing everything, never seen something like that, what are u doing on the construction event?
it looks like something is fighting

velvet jasper
scarlet mantle
#

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

warm harness
#

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...

▶ Play video
worldly anvil
# velvet jasper Here's the quick rundown on the additional setup I've did. At first, I'm showing...

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?

spare pulsar
spare pulsar
coarse sinew
coarse sinew
spare pulsar
#

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

velvet jasper
spare pulsar
#

I wanna note that the end goal is to be able to change the value of that variable throught a widget

velvet jasper
spare pulsar
coarse sinew
# spare pulsar

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

spare pulsar
#

Hmm... maybe am I doing something wrong with the widget then?

velvet jasper
spare pulsar
#

you gys will have a beer from me if we fix this, as I'm stuck on it for 2 days now lol

coarse sinew
spare pulsar
coarse sinew
velvet jasper
#

Control rig has nothing to do with this behavior.

spare pulsar
#

I just followed a tutorial on how to rig the car and used some plugins

coarse sinew
spare pulsar
#

the rig is working when i'm moving the controllers

coarse sinew
spare pulsar
# coarse sinew yeah, but i mean a specific reason it needs to be modular not regular cuz i can ...

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...

▶ Play video
#

5.6

#

and I followed this tutorial

coarse sinew
velvet jasper
spare pulsar
velvet jasper
spare pulsar
velvet jasper
spare pulsar
#

let me show you

velvet jasper
spare pulsar
#

there was some fighting happening from the Finterp node , but i disabled it

#

and it works perfect now

#

thank you very much !

coarse sinew
# spare pulsar I found the problem actually

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

jovial brook
#

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?

prisma palm
#

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.

velvet jasper
worldly anvil
velvet jasper
worldly anvil
#

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))```
velvet jasper
#

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.

velvet jasper
worldly anvil
worldly anvil
#

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?

velvet jasper
velvet jasper
#

You can use Copy Bones AnimModifier and batch process the animations instead of doing this copying logic on the fly

worldly anvil
sonic swift
#

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

velvet jasper
steep spade
#

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.

velvet jasper
#

I mean, if you have access to the rig with this animation, it probably would be easier to fix it there.

worldly anvil
steep spade
#

@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.

velvet jasper
steep spade
velvet jasper
#

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.

velvet jasper
worldly anvil
#

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

velvet jasper
spare adder
#

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.

worldly anvil
barren fiber
next python
#

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

barren fiber
next python
#

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)

barren fiber
next python
#

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

barren fiber
next python
#

oh well, I guess I should follow my own advice and profile it when it comes to that 😛

barren fiber
#

but epic fully focusing on CR implementations

next python
#

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

barren fiber
#

UAF right now, also dont feature physics

#

i hope their new CR physics is not the solution 😄

worldly anvil
barren fiber
next python
#

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

barren fiber
#

i have a fix for that you can apply on main branch

spare adder
# barren fiber hey there!, i usually dont recommend to try and do everything in Control Rig at ...

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.

next python
#

5.7

barren fiber
next python
#

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

barren fiber
#

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.

next python
barren fiber
#

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

next python
#

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)

velvet jasper
#

Funny that you can’t even access your control rig variables in the UAF graph.

barren fiber
barren fiber
velvet jasper
barren fiber
#

but yet havent used CR in UAF.

barren fiber
#

float should be supported

#

can you send a screenshot?

velvet jasper
barren fiber
#

but for custom structs and classes you want to access and work with you have to register them with the VM

velvet jasper
#

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.

barren fiber
#

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.

velvet jasper
#

Yeah, it’s fun.

barren fiber
# velvet jasper 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

spare adder
barren fiber
#

😄

#

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!

spare adder
# barren fiber sorry im an autistic typer

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

spare adder
barren fiber
#

do this do that, boom boom bow, ez, why you failed? 😄

sonic swift
scarlet mantle
sonic swift
worldly anvil
#

Don't get AIWaypointsComponent to then get YawToTarget

scarlet mantle
#

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

spare adder
#

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

main iron
#

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?

velvet jasper
main iron
#

I basically want the accuracy of pixel perfect FPS arms with full body true first person 1 mesh

velvet jasper
main iron
velvet jasper
main iron
velvet jasper
#

CS2 you mean Counter-Strike 2?
No, that's still using separate FP mesh rendering.

main iron
#

Ok, I'll definitely be doing a lot more research in that direction

#

Thank you

velvet jasper
#

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.

main iron
#

That's what I was trying to avoid, but I may not be experienced enough to pull it off yet

worldly anvil
# velvet jasper From recent, BF6 also has a separate FP body mesh rendering. You'll see a diffe...

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?

velvet jasper
#

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

worldly anvil
# velvet jasper Well, It's hard to say for me right now. I guess that depends on the setup. Here...

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

sonic swift
#

@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?

velvet jasper
sonic swift
#

exactly, i could send a vid of what i mean

sonic swift
#

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?

sonic swift
#

thats really helpful, thank you then. Hope it works

velvet jasper
gloomy bronze
#

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?

velvet jasper
white flower
#

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.

vague osprey
#

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.

barren fiber
velvet jasper
velvet jasper
vague osprey
# barren fiber

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.

vague osprey
velvet jasper
vague osprey
#

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.

velvet jasper
#

Try disabling Sync Grouping.

vague osprey
#

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

velvet jasper
#

On both?

vague osprey
#

yes

velvet jasper
green token
#

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

scarlet mantle
# green token Does anyone know any good resources for learning animating in first person, with...

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

green token
#

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

scarlet mantle
next python
#

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

spare adder
scarlet mantle
green token
spare adder
barren fiber
#

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

spare adder
balmy condor
#

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.

https://forums.unrealengine.com/t/is-it-possible-to-use-multiple-animation-slots-in-sequencer-to-layer-animations/427244/4

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...

Epic Developer Community Forums

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...

velvet jasper
raw pilot
#

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.