#animation

1 messages · Page 74 of 1

velvet jasper
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In that case, try Stride Warping.

cedar schooner
velvet jasper
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Additionally, you may try Offset Root Bone node.
It'd need some automation, but it actually does a cool thing where it would find the difference between the root motion and character speed and do the interpolation between the difference. For both translation and the rotation separately.

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Foot Placement node would allow you to lock the feet when it's not moving and interpolate back when it does. Does the feet planting/ground alignment as well.
Both of these nodes are used in GASP (although, in 5.7 iteration they did a Control Rig version of Foot Placement node), if you need like a real usage example.

cedar schooner
quasi gate
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anyone know how to get default slot working on it's own

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I've got an anim montage that I want to play full body on it's own so I don't need another slot

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but the issue is it's just not playing the anim

velvet jasper
quasi gate
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it's triggered on an overlap using play montage and this is the anim graph. I don't want to blend with it being a full body, just want it to play the montage

velvet jasper
quasi gate
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it's inside default slot but I don't want it to blend

velvet jasper
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And what’s your blend settings?

quasi gate
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in the anim?

velvet jasper
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If you don’t want to have any blending, you have to set the Blend In Time and Blend Out time to zero.

But you say it just doesn’t play, right?

quasi gate
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yeah it doesn't play with blend times @ 0

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wait no nvm

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so it was not triggering the anim due to previous checks in the bp node before the play

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issue is now the notify inside isn't firing

velvet jasper
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Have you checked that with the breakpoint/print string?

quasi gate
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yeah

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thinking it might be something to do with starting section but idk

velvet jasper
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I don’t see any additional sections in your montage.

quasi gate
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it was the montage node

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for some reason it was just being dumb as hell and not firing the notify

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so I had to handle it in the anim bp

velvet jasper
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Was it a custom animnotify class or a skeleton notify?

hot sonnet
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Hi, I have some basic knowledge of Unreal Engine, especially cinematics. Lately I have been experimenting with Unreal by combining GASP and a custom FPS animation workflow to build a realistic shooter style project.

I had a couple of questions:

1.How can I integrate a custom MetaHuman or any custom character and replace the default GASP character without using the UI setup method?

2.Is there a good way to create a demo like this one? I followed the Infigma Games tutorial, but they are using a custom rig that feels very different from GASP. Do you have any advice or tutorials that could help me achieve a similar result using GASP?

Here is the demo video:
https://youtu.be/MHbRrJmqqwg?si=CpCt6hokywJY9xn4

And here is the Infigma Games tutorial rig video:
https://youtu.be/o2aKQKpEVc0?si=Nv-BoiqxclOsg3AA Any advice would be awesome, thanks!

Just an update of my progress.

I added the Realistic Assault Rifle Template by Infima Games to my True FPS personal project. I'm glad I was able to overcome the challenge of adding the body to the animated arms. What you see here are two separate skeletal meshes, the high-quality FPS arms and a body that is using motion matching to help keep th...

▶ Play video
granite gale
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hey everyone, so i transfered a couple stuff from Third person template to my game which is first person and now the blendspace or something is having troubles because the walk/run thing wont work and i tested it in the blendspace and it looks like it works but it doesnt within game, any idea??

velvet jasper
# hot sonnet Hi, I have some basic knowledge of Unreal Engine, especially cinematics. Lately ...

Those are complex and broad questions, that it would take quite a while to answer, especially the second one.

GASP is built completely around UEFN character.
To make the animations work, you'd have to either adapt your character to be similar to UEFN skeleton (having the traversal joint), then retarget all the animations and rebuild the MM assets with the retargeted assets in mind.
Or build your character BP that would have UEFN mesh is ticking the animations but hidden, MH mesh is visible and just copies the animation from UEFN mesh.

velvet jasper
granite gale
velvet jasper
velvet jasper
# granite gale how do i see that?

Start PIE, switch to ABP window, select your PIE instance in the top-right corner drop-down menu, right-click at the desired node connector pins and select Watch this value.
Ground Speed is a declared variable so it could also be seen updating in the Anim Preview Editor tab, when Edit Selected Instance selected

granite gale
hot sonnet
velvet jasper
granite gale
velvet jasper
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Does the connection lines glow red after the character validity node?

velvet jasper
granite gale
granite gale
velvet jasper
granite gale
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its now using the walking anims!

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thank you DanDiamond!

primal venture
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Hello, I am preparing the groundwork for a project and I have a question. My goal is to replicate the mechanics of the shield from the latest Doom, including throwing, blocking, parrying, and reflection. My question is whether to use the first-person or third-person template from Unreal because of the animations, as I have only found full-body animations and I am not sure how complicated it will be to adapt them to the first-person.

velvet jasper
primal venture
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i've been thinking about retargeting them the fps arms or changing the skelmesh and hide the torso bones

drifting urchin
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Anyone used this node before? The slot returns active when I check it with "Is slot active" using the same anim instance reference, but the node doesnt seem to do anything. Im trying to cancel either a right or left hand layered animation when player send a different input. Clearing out the "slot node name" field cancels everything, similarly to having "should stop all montages" checked on the initial play montage node. Been looking for a solution for about and hour and found this discord

velvet jasper
drifting urchin
velvet jasper
drifting urchin
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brother you may have saved me, im trying to call stop slot from my player blueprint with a ref to the anim bp lemme redo this

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cool anim btw

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what is this dynamic montage node you're using? still having no effect for me but im calling play montage from the character BP

velvet jasper
drifting urchin
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i was looking in visual studio at the function and "stopSlotAnimation" only works if the montage is transient, does that change anything?

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essentially if it isnt transient stop slot will fail

velvet jasper
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I'm checking the sources.
Looks odd, shouldn't work that way.

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Yeah, it doesn't work if the actual montage asset is pushed.

drifting urchin
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lmao that is infuriating

velvet jasper
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Alternatively, you can put your slots in their own groups and use "Montage Stop Group by Name".

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But in that case, the montages would play independently of each other.
So if you don't need auto-cancelling previous montage when you trigger one of them, that should work.

drifting urchin
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Let me try that and see, thank you for the help man

velvet jasper
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Or just use "Montage Stop" function and feed in the same montage asset.

drifting urchin
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@velvet jasper setting the groups did the trick, that busted node was giving me a headache for 4 hours. Thank you so much 🙂

granite gale
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so i am using Behavior tree and is there a way to make montages loop until told to stop, im trying to create a stunned thing where a monster is stunned and cant move, i am just struggling on the stunned loop thing!

drifting urchin
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yeah you have to set the animation to loop in two places

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1 sec

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could also do it through the animBP for the character but if just for play montage you check here and here

velvet jasper
cursive trout
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hello, i want to make AAA series animation, can someone suggest sources?

velvet jasper
sinful light
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Hi, noob question: I have recorded face and body animations. On the body animation there is an audio track. I used a clap and mouth pop for time sink.
I can obviously trim the processed body and face animations in sequencer, but how do I create a new sound object for the trimmed audio track?

sinful light
# velvet jasper New sound object?

Maybe wrong choice of words, but I know I cannot export the trimmed the audio in the sequencer, so I’m looking for an easy way to do so.
I the end I want my trimmed animations (which I export as separate Animations sequence objects) in sync with the audio I trigger with it.

sinful light
velvet jasper
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#audio might be a better fit for this topic.

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Waveform Editor can also save the changes to a separate asset though.

sinful light
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@velvet jasper thanks for the info, I think I will trim both the source video footage and audio externally first and then convert it to motion capture animations and add the matching audio.
It would be a nice feature though, even non-destructive, to be able to match the cuts and trimming of the animations with the corresponding audio in sequencer and be able to store it in some way when exporting the edited animations to new animation sequence files

velvet jasper
sinful light
winged jacinth
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Hi all, this is about animation compression (I think), I import a long camera move as an animated box in fbx format and child a camera to that.
I sometimes find that the camera move is a little 'twitchy' and when trying to diagnose why is would not be smooth in UE, I'm thinking this may be animation compression.
How can I effectively disable this?
I went a little too gung-ho changing a bunch of indexes to ACF NONE, and corrupted my 5.1 engine and needed to re-verify the whole build.
So now I'm trying to be a little more sensible about what settings I should change!
Am following and will provide screenshots to help diagnose my issue - thanks!

velvet jasper
winged jacinth
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Here's a preview At 5 seconds, if you look at the (currently black) hills in the distance, they slightly stutter. Like it's just my hardware struggling...
This might be pedantic? I'm going to add 3d labels in post and they will respect the original camera move so they'll have smooth motion on top of the rendered frames.

velvet jasper
winged jacinth
velvet jasper
winged jacinth
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Thanks I will look into that too, I must not be able to do that or I'm dumb for using a childed cube as a needless interim object.
I've been working like this for about 5 years and it's just an increasing annoyance as I become more and more familiar with everything.

spring harness
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To elaborate on the second question - most vehicles will have multiple suspension options that affect the height and track width. If the skeleton can be swapped while using the same actor and movement component, I’d prefer to go that route

spring harness
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regarding the control arms, a few trucks will use both twin I-beam suspension and leaf springs

velvet jasper
# spring harness To elaborate on the second question - most vehicles will have multiple suspensio...

Example of the Control Rig setup for the suspension could be seen in the OffroadCar assets from Vehicle game template.

And yes, Control Rig could work dynamically.
If you call “Import Skeleton” during Construction Event instead of using “Import Hierarchy” button in the editor, you’d get the actual list of joints from the assigned mesh.
Then it’s up to you to make the logic adapt to these changes.
Or you also could do a Control Rig and AnimBP setup for each mesh and just change the anim instance along with the mesh when you swap the suspension.

cursive trout
# velvet jasper What kind of sources and what do you mean under “AAA Series animation”?

hello, sorry i didn't get the notification. I'm creating a model in Zbrush, then i want to make good cinematic trailer or a series for adventure (Kinda arcane or LoL cinematic) im architect i mostly understand the design rules and base points but i don't know animation and VFX, i have tried to solve this with Houdini but it was so hard for me, so i decided to switch to unreal engine 5.

Thanks for replying.

velvet jasper
cursive trout
velvet jasper
cursive trout
dense ibex
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Is it possible to disable only rotation for root motion with Mover, but still keep location?

dense ibex
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I have some attack animations which have the character trust forward a bit, and if I chain them together, I want the character's rotation to auto correct itself towards its locked on target. Right now I'm setting the characters orientation intent in the Produce Input function override to get my character to rotate, but it doesn't work when playing a montage with root motion.

velvet jasper
dense ibex
velvet jasper
shut sphinx
velvet jasper
shut sphinx
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like this ?

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i was actually adoing ik before the ik node that why it didn't work in the first try

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i'm now facing an other problem
its start twitching and jittering when its attached

obsidian hill
atomic fossil
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Hi, hello
Can someone help me with Retarget Animations?
I'm trying to use some animations from GameAnimationSample but idk why my skeleton disappears while playing the animation.
I guess is something about the root, but dont know for sure

fast blade
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I created a ABP template for battle units. I wanted them to have a generic Notify for inflicting damage. Since now skeleton is assigend, you cannot pick them in the node browser.
So I just copied it over from another ABP ... and it works.
But does this bear any risks?

velvet jasper
velvet jasper
fast blade
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it just felt like a weird hack.

velvet jasper
atomic fossil
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Retargeting Problem

shut sphinx
frank raptor
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Hello (I hope I can ask this here. If not, I am sorry)

I want to start learning animations in UE (never animated before). What are the best resources to watch how to animate in UE?

velvet jasper
frank raptor
rancid hollow
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Hi, I have a car animation sequencer that has x and y transform key frames. I wanted to get the Z value based on the roads/terrain. The cars have physics enabled, and in the sequence, they have the static mesh component simulate physics. I was hoping on hitting play, the cars would get to z value based on collision with the road and continue moving along, but that is not happening. They hit the road and bounce a bit and stop. How can I fix this?

velvet jasper
worldly anvil
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Hello, does anyone know how to apply breathing from idle to another animation while preserving some bones position? I have a pilot pose that I want to give some life by using existing idle animation, but its hands would slide away from the controller, so I would like to have them there.

IK would be the way to go, but I don't see an entry point for me to start any logic for that since the animation I want to get the hand position from is an additive one, so I don't think that I can save its original hands position to then IK it back after additive

frank raptor
normal wharf
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Hi, I bought the asset with animations, but when imported animations have "empty keyframes"... I mean animation has 270 frames duration but the last keyframe of proper animation is in ex 95 frame. How can I get easliy rid of the rest of frames?

velvet jasper
# rancid hollow Hi, I have a car animation sequencer that has x and y transform key frames. I wa...

You sure you want to use physics to solve that task?
You could try to do a line trace and adjust the mesh position based on the hit result.

Rotation could be acquired from the hit normal, but that wouldn't work good with the single trace for the car.
Simple uphill/downhill adjustment could be achieved from two traces from the front side and the rear side, if your terrain is not that complex
Here's the example math logic setup.

Otherwise, you'd probably have to do four traces from the wheel locations, make a trigonometry plane and adjust the mesh based on the math calculation.
LLM might give you a better explanation for that.

velvet jasper
rancid hollow
worldly anvil
worldly anvil
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However, that makes the IK bones stay where they are in breathing, but I would like to have them to be where they are in the sitting animation

velvet jasper
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Create a duplicate of your sitting pose, make it non-additive, pass the IK targets only.

worldly anvil
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Will try

velvet jasper
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Or, make your breathing to be additive and the sitting pose to be the base.
That makes more sense to me, to be honest.

worldly anvil
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Hm, it feels like duplicating the breathing would be better considering that I would like to re-use it for multiple animations

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However, what would be the additive settings on my breathing? LocalSpace, FrameFromThisAnimation 0?

velvet jasper
worldly anvil
# velvet jasper For example, yeah.

Brilliant, that worked, thank you very much once again 😄

UPD: I also had to isolate fingers in the LayeredBlendPerBone for them not to move on the controller

plain tangle
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Does anyone know how to fix this?

charred plinth
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hi, does anyone know the transition rules for left, right, backwards movement? cuz i am totally stuck, i have the idle to forward transition rules.

arctic fern
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So when changing the animation slot for a montage, for some reason the animation is stuck in an a-pose for any other slot other than the one it was originally created with. Any particular reason why this is happening?

velvet jasper
velvet jasper
arctic fern
velvet jasper
velvet jasper
worldly anvil
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Hello, does anyone know whether it's possible to transform bones using anim modifier? I want to scale down a bone on a certain set of animations, and I don't really want to place those curves by hand. I also could make a normal curve, and then scale in ABP, but I'd like not to do that

velvet jasper
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This also might be useful when you do the changes to the bone tracks.
You can cache the pelvis in the world space, apply the changes to the root bone track, then apply the cached pelvis transforms relative to the new root animation.
That way you'll preserve the original character movement.

kind pollen
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Hi, I need help with my ladder system in Unreal Engine (Blueprint).

Problem:
When I press E near the ladder, the character starts climbing automatically
and keeps moving up/down without pressing W or S.

What I want:

  • E only to enter/exit ladder mode.
  • W to go up, S to go down.
  • No automatic movement when entering the ladder.

Here is my current Blueprint (screenshot attached).
What is the correct logic to handle this?

velvet jasper
kind pollen
velvet jasper
tulip compass
charred plinth
velvet jasper
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Actually, wouldn’t it be easier if you use the blendspace?

signal marlin
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Hey guys, have you ever had to deal with Offset Root Bone node when using a custom gravity vector on the player? I found out that if the param "Max Rotation Error" has a value > 0, starts to behave weirdly, as you can see in the first video, it seemes that the root bone rotates in uncontrolled way.
In the second video i set the rotation error to 0, and fixes the problem, but of course i don't have root offset anymore
Do you have any ideas? Even changing the source code of the node

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Just for context: in the video the player is walking on a vertical wall; if walking on the ground everything works fine

desert zenith
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question, if my rig doesn't have a pelvis, will that be an issue for retargeting?

velvet jasper
velvet jasper
timid pendant
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I am very new to animations and am trying to get a basic understanding of both the absolute basics (literally how to play an animation on button press) and some of the best practices to be following when setting things up for eventual harder stuff (state machine handling, blend spaces, insert thing I probably don't know exists)

Would anyone be willing to go over that with me? or alternatively, does anyone know a great guide for it?

desert zenith
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i want to retarget some anims that were on manny to my rig

velvet jasper
desert zenith
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bending the arms to match manny resulted in broken elbows and some weird wobble

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so i chalked it up to my models being built too different

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especially since the neck manny had also was two bones for some reason

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i had deleted both ik rigs but this was what i meant

velvet jasper
# desert zenith

Retargeting Op Stack would have to be adjusted as well.
Seems like the Pelvis Motion op is missing the pelvis joint assigned, that's why it glued to the air.

desert zenith
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strange cause it didn't give that warning when i assigned source to pelvis and target to spine_001

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for pelvis settings on the retarget asset

velvet jasper
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Could you send me your FBX file for testing?

desert zenith
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sure will take a bit

lyric shadow
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can someone help me figure out why my alembic file breaks in unreal only when it has textures on it

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the one thats just a Grey mesh displays the animation fine but as soon as I put texture files on in maya and bring it to unreal, it turns into this weird jacked up cube thing

spring harness
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- trying to pause an animation on a specific frame from a gun blueprint
- every YT result is about animated pause menus

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Found a SetPosition node - is that what I need?

next python
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you could also just reduce the playrate to some very small value and return it to normal after a bit

spring harness
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It’s an open bolt SMG - right now it just has a single cycling animation, but if the trigger is held after it’s empty then the bolt should stay closed

next python
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that honestly sounds more like a montage section would be beneficial here

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you could have a montage section for the bolt going front to back and then you could just set the next section to that

spring harness
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I’m guessing it splits an existing animation into steps?

next python
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yep, and each section can decide how to move to another section. It's generally nice to only need 1 asset to represent the chain of states here but you could definitely get away with just having separate ones too

spring harness
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Good to know

next python
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this is pretty open ended I guess. You could probably just move the bolt bone around with math if you really wanted to etc

spring harness
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That’s actually what I tried at first - couldn’t get vinterp to work properly in an anim blueprint

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But I have the animation now, and if a montage will work then that’s what I’ll do

velvet jasper
# spring harness It’s an open bolt SMG - right now it just has a single cycling animation, but if...

Logically, staying closed bolt sounds like a state of the gun rather than action.
So it’d be reasonable to have some sort of state switching as a base, then override it with the fire animation (in other words, have a montage slot after the state logic).

It could be a state machine setup or simple blend by bool, where you switch between the ref pose and the sequence evaluator with the closed bolt frame inputted .

Procedural solution also would work.

signal marlin
signal marlin
signal marlin
velvet jasper
signal marlin
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These are the settings for Root Bone, Rotation mode and Max Rotation Error are set at runtime, but you can consider "Accumulate" and "60 degrees"

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The settings for Steering nodes are basically the same as the ones in GASP

wanton ice
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[FOR HIRE] 3D Animator | Blender & Unreal Engine

Skills: Character Animation, Rigging, Hard Surface/Mechanical Animation.

Engine: Full integration with Unreal Engine (In-engine sequences).

Style: Realism, Stylized, Game-ready assets.

velvet jasper
signal marlin
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So do you think the issue is in the Steering code? What should I change?

velvet jasper
signal marlin
dusk oak
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I have a strand groom (test) with a cull mesh over it. Is there a way to get the mesh to animate like the hair? Using the hair skeleton, or some kind of deformer etc? I'm new to UE5 so I don't even know if it's possible in the first place - and what other options do I have in that case? Thanks for any answers.

north pivot
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I'm trying to figure out how to make looping animation smoother. I keep on having this slight pause at the end of each loop. I've changed starting and ending keyframes to use cycle for their pre and post infinity curve options. I've also tried using loop interpolation option in a baked animation asset. Neither one helped. How can I fix this?

In the attached video, I'm animating body, upperarm_r and upperarm_l for now. Arm curves are a bit flatter, but I exaggerated the body curve a bit while testing things with this loop issue. You can see how body rotation pauses at the end of each loop and it's pretty obvious (it's also very obvious with arms).

haughty trench
heavy trout
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heyy guys, how can i fix control rig for legs if i use modular rig? if i connect this control rig now my animations are not working anymore

severe sage
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Hiya. I have a question regarding GASP, and how it uses the attach bone for traversal anims: I'm currently trying to make a swing anim, and looking at getting the root motion animation for testing. I'm getting this result, despite the attach bone being adjusted to snap to where the hands are. Added a video to show how the root bone is actually being adjusted, but it's not being reflected in the animation when it's playing. Am I missing some bit of info?

velvet jasper
heavy trout
velvet jasper
# heavy trout I need to create another control rig?

Either edit the one I’ve mentioned above (or just use it, if your character has matching UE5 skeleton) or create your own solution that adjusts the IK targets based on line tracing and applies Full Body IK to the character.

heavy trout
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I just copied the ue5 character foot ik to my skeleton and all fixed, thanks again🙂

severe sage
heavy trout
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@velvet jasper exist some option to add smooth to this control rig? Because when i walk upstairs or downstairs, my character is moving up and down too fast, looks like a jump, instead of smooth step

velvet jasper
heavy trout
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Ok

velvet jasper
heavy trout
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Ok thanks 🙂

velvet jasper
south yarrow
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Can anyone tell me what I should be looking at to fix this issue?

I'm using the default mannequin animations and the standard UE skeleton on a test character with different proportions, but the animations are strangely scrunching parts of the body. I did my best to weight paint the bones similar to how the Mannequins are done and the mesh seems to deform well enough normally, just not with the standard animations.

velvet jasper
# south yarrow Can anyone tell me what I should be looking at to fix this issue? I'm using the...

This is because the animation is authored for Mannequin mesh, so the joints are being translated where they were originally in the animation.

So if the proportions are different, you have to change the Translation Retargeting settings for your skeleton.
If you open the Skeleton Tree tab and click the gear icon, you’ll be able to turn on “Show Retargeting Options” checkbox.
Then, if you right click on your pelvis, you’ll bee able to recursively set everything to “Animation Scaled” mode.

south yarrow
velvet jasper
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But if the Relative works you, that’s fine.

south yarrow
severe sage
median notch
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I’m trying to make a sword that is attached to a character’s hand, then gets thrown, flies independently, and is caught again in gameplay (not Sequencer-only cinematics).
I understand that Unreal can only bake animations from bone-driven motion, not from constraints or actor transforms.
My confusion is:
– what is the minimal correct setup for the sword (static mesh vs skeletal mesh)?
– does the sword need its own Actor Blueprint?
– how do you convert constrained motion (when attached to the hand) into a bakeable animation?
I’ve tried animating while constrained, but nothing is considered “animated” and there’s nothing to bake.
What is the correct Unreal workflow here?

velvet jasper
# signal marlin Ok I noticed that it actually happens when I look down while walking
  • If your sword doesn't contain any moving parts, then it could be added as the static mesh.
  • Pivot point of the mesh should be correct.
  • Character mesh's skeleton ideally contains the weapon joint (or, at least, the socket added in-engine) that would represent the weapon's pivot point relative to the palm.
  • Weapon mesh component attached to the character mesh component via weapon joint/socket.

The throwing sword might be "faked" by spawning a separate projectile BP that would have a sword mesh that constantly spins and the actual sword in hands simply hidden.

EDIT: Haven't noticed that I didn't select the user above for the reply. Sorry, Lory.

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I'm not sure what you mean under "converting constrained motion".
In a nutshell, if your character has the weapon joint, in your DCC you'd parent constrain the sword mesh one-to-one to that joint for preview and pose the joint as desired.
Then, you'd repeat the same process in-engine. The character's joint would contain all the needed information where the sword should be.

velvet jasper
median notch
median notch
north pivot
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I just created a walk cycle and it's not very smooth. So, I'm trying to figure out how to smooth things out. One weird thing that I noticed on some of the bones is that some of my curves have sharp tangets and I can't seem to smooth them out (tried smart, cubic, etc). Is that just a visual bug or would that actually contribute to the stiffness/jitter that I'm seeing?

Btw. looking for tips on how to smoth things out as well.

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My animation looks like claymation at the moment, lol Not the effect I'm going for.

velvet jasper
north pivot
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Yeah, both roll and yaw curves ended up these oscillating tiny values.

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Removing these curves didn't appear to alter anything, so they were inconsequential.

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After much tweaking. Not perfect, but much better than before.

acoustic flare
# north pivot I just created a walk cycle and it's not very smooth. So, I'm trying to figure o...

I would find some reference to look at for a walk and try to focus solely on the body to begin with, if you look closely at the hips you have sort of a sharp drop right as he steps, and I believe some sharp rotations, this does two things:

  1. makes the legs pop since they'll be straight when landing, bent when the body drops then straighten up again in a short time frame.
  2. affects everything up the hierarchy too, so having a sharp motion on the hips makes that sharp motion continue up the spine and to ex. the head.

Try to smooth out the motion of the core of the character first, the classic way to imagine a regular walk is that the hips go in a smooth sideways "8" path, once you have a smooth core motion you'll find the rest becomes easier

north pivot
north pivot
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Smoothing out curves definitely helped with knees popping.

tight basin
#

Does anyone know what Animation Modifier Epic used to generate the ⁨contact_l⁩ and ⁨contact_r⁩ curves for the GASP animations?

I can't find anything default in any of the custom Modifiers. None of the default epic ones provide anything like this.

vast canyon
#

If you've got one single bone (a weapon bone) on your custom skeleton and you want it to follow exactly to the hand_r bone on the mannequin in the IK retargeter, how do you do that? Do you just add it into a right arm solver for the whole bone chain or can you do a single offset retarget?

velvet jasper
tight basin
velvet jasper
late jasper
late jasper
#

anyone?

velvet jasper
#

Do you have another UE5 process accidentally opened at the background?
What does the Output Log say?

tight basin
# velvet jasper https://www.youtube.com/live/i27eY7LbRzc?si=0tn5XooHedZI4qM- Timecode is 1:25:5...

This is AMAZING! Great memory, thanks Dan

...Although, the typical epic response is really frustrating to hear...

we just has like an internal script that ran, analysed the anims to place these. We would like to ship this one day... Something Dan has been working on. How to analyse Anims in batches...

..

...New internal tools that aren't in the project now, but someday will be ... Contact curves generated with this ...

😒

velvet jasper
tight basin
late jasper
#

and happens when I copy the files too, not js moving them

velvet jasper
late jasper
#

said it's a common unreal bug

tight basin
# late jasper

I occasionally get that for lots of other uassets when file is read-only and my perforce ticket has expired. Would double check basic things like that first, or whether another app has it opened.

late jasper
velvet jasper
#

Not a good practice as it doesn’t solve the redirectors but if it works for you and you haven’t encountered any potential errors, that’s fine.

fair sun
#

hi there.. small question about Retargeting animations.:

I export a Model from Blender, using Auto Rig pro, to Unreal.
The Rig in Blender looks fine, has the UE5 preset set (correct amount of spine and neck bones), also applied UE5-Manny A-Pose as Rest Pose.

Import also worked fine, Mesh looks great in the Editor, too.

Now i am retargeting the mesh to the default UE5 Manny Skeleton, as Retarget Source and Compatible Skeleton... so i can use most of the Fab Animations from my Library.

Skeleton retargeting options are also set as described in many YT Videos..

But, when playing the Animation, the Character always looks like he is staring into the sky..

Can someone explain, why this happens?

#

this also happens with every of my other characters..

#

collective staring into the sun..

velvet jasper
# fair sun hi there.. small question about Retargeting animations.: I export a Model from...

Probably because the joint orientations are slightly different from UE5 Mannequin.

Compatible skeleton feature and Translation Retargeting are useful only in the case where your skeletons are actually compatible - it’s the same joints everywhere, plus proportional differences if any.

If the skeleton has been created separately and just follow the same naming conventions, that won’t be enough. Joint orientation similarity plays a big role here.

So in this case, the better way would be to do the actual retargeting.

velvet jasper
fair sun
#

The ABP is just running the Idle Animation as State machine result - nothing more..

The Armature produced by Auto Rig Pro, should be exactly the one of UE5 Manny/Quinn..

I currently more guess, the animation itself is off... (Generic NPC Animation Pack)...

velvet jasper
fair sun
#

checked with other animations now - they are fine.. so i guess it is the animation pack that has a problem with the UE5 Skeleton

vast canyon
velvet jasper
# vast canyon I am really sorry, I didn't understand what this meant.

In the Retargeter asset, there's an Op Stack - list of operators that evaluates the retargeting.
One of the operators you could use is the "Pin Bones" that allow you to map and constrain the joints (e.g. make the IK target joints follow corresponded FK limbs) either within the source or the target skeleton, or between them.

IK Rig solvers don't have that functionality.

severe sage
#

Hiya. I'm having an issue with GASP and I'm not sure what's causing this. As you can see, the animation plays out before snapping to the final position. Can somebody help me pin down why it's happening? I had this issue before, but it magically got fixed without me knowing what happened, and now it's back

severe sage
# velvet jasper Collision?

That could be it for this specific anim, but it feels more like it's starting the montage at 0, despite the start time working. Are there any curves GASP is using for movement besides just relocating the root location? If so, could those be involved somehow?

velvet jasper
severe sage
worldly anvil
#

Hello, I have an issue with my vehicle rig. I have a controller to affect the body rotation, but if I rotate root with all children bones, it'll affect wheels as well, but I only want to affect the vehicle cabin and its internals.

Right now I'm trying to rotate the root bone and the steering wheel, but applying same control rotation that I apply to the root bone to wheel has a different rotation: changing control pitch affect steering wheel yaw.

In the skeletal mesh editor it's rotating correctly, however, in control rig it's behaving differently.

Can anyone give some pointers on how to go about it? I don't deal with control rigs that often, so I'm pretty bad at it

velvet jasper
worldly anvil
velvet jasper
#
  • Root
    ---- Body
    ------ SteeringWheel
    ------ etc....
    ---- Wheel_FL
    ---- etc...
worldly anvil
#

Yeah, makes sense, I would need to ask my animator to do that. However, is there a quick way to do that without altering the skeleton?

velvet jasper
#

I'd say maybe rotate the root, then set the wheel joints to the initial transforms.

worldly anvil
#

That sounds feasible, but how do I reset wheel joint transforms in control rig?

velvet jasper
#

If you look at the Get Transform function, you'll see "Initial" checkbox.

#

That would return the initial transforms of that joint.

worldly anvil
#

Oh, yeah, let me try that

velvet jasper
#

Is that a Chaos vehicle?
If so, resetting to initials might affect the Wheel Handler, so that node should be placed after your Control Rig.

worldly anvil
#

It's not used in an actual gameplay, it's only for a cut scene, so no, it's not a chaos vehicle

#

That worked, thank you. I just need to do that for the remaining wheels

distant lion
#

I'm sure this is a knowledge issue, but I'm having trouble figuring it out. This code is firing but visually nothing happens. Am I doing something obviously stupid or am I gonna need to look elsewhere?

velvet jasper
distant lion
#

Yup. That was it. This is not the only montage I'm using, but it is the first one I'm generating. Totally forgot I had to do that.

#

Thanks!

severe sage
#

Heya, does anyone have a good idea as to why Epic always doubles up the traversal logic on pressing the Jump key? It works jsut fine with 1 instance on Started, so I'm curious why they made this redundancy

velvet jasper
severe sage
velvet jasper
#

In that case, the Triggered probably a redundant leftover, as the Started event has a corrected ongoing logic.

severe sage
#

I actually think it might be the other way around, where the Triggered event on is the correct, and the Started is mainly used for setting up the Jump Just Pressed bool and input updates, as the traversal action will only play once when it's started, so this would be the proper functionality overall, without any duplicated code

velvet jasper
#

Just a human error, that happens.

severe sage
#

Yeah, I was just curious, since I saw this setup since GASP 5.4, and thought there might be something more that I wasn't aware of. The comment box makes no mention of it. In any case, maybe it's helpful for someone trying to cut out some processing fat in their project

full crag
#

Any Blender users here? How do you properly export geo with animation into Unreal?
Haven't had any luck so far after repeated attempts.

steel tree
#

hello anyone know what thinsg rings command call to make it open

#

anyone know the command

distant lion
#

What is the purpose of the ControlRig node in anim graphs?

#

Actually no that's such a noob question, I definitely need more fundamental knowledge. Does anyone have a good tutorial on specifically the Anim Graph? I've been working on learning the Rigging process separately, and that's going well, but I do not understand the graph itself. Nothing I've found on YouTube goes into the detail I need.

velvet jasper
velvet jasper
distant lion
velvet jasper
distant lion
velvet jasper
distant lion
velvet jasper
#

And what are you trying to do with it?

distant lion
#

Multiple things but I'll pick one example I guess.

#

Make hands catch a thrown object. This kind of does that, and I've been working on improving my control rig to get better results, but I have no idea what's actually happening here, which makes it hard to turn this into transferable knowledge. What role does the Control Rig node play in the chain of events? Why do I need to use local-to-component? What's the use cases for tweaking those alpha values? Stuff like that.

#

Another example. How would this interact with a montage slot? Should that be placed before or after this?

velvet jasper
velvet jasper
# distant lion Make hands catch a thrown object. This kind of does that, and I've been working ...

What role does the Control Rig node is playing is up to your setup.
It might contain the whole IK logic just inside the Control Rig that you would control with your AnimBP, as you can expose as pins your controls/exposed variables.

Local to Component conversion is important because by default the anim graph works in Local Space - every child bone is relevant to it's parent, so are their transforms.
When we switch to Component Pose (also named as Mesh Space, in UE terminology), every bone's transforms calculated relative to the mesh component origin (basically, zero coordinates).
Now we know where would be the IK target relative to the floor. In this case, we can solve the inverse kinematics as we're able to independently place the end effector, without relying on any of the existing joints.

Alpha just responds to the how much this node should affect the input pose.
It also could be used for optimization - if you set the Control Rig node's alpha to zero, it would stop evaluating completely. Although, same optimization functionality could be implemented into the Control Rig logic itself.

Montage Slot, if the animation is not additive, would override the input pose with the injected animation.
So if you want your procedural animation to also affect your animation montage, it should be placed before the procedural nodes.

smoky shell
#

-# Forwarding with mod permission promise I'm not spamming

signal marlin
wise apex
#

Does GetMontageSlotNames exist? online it says that its a node but I cant find it

pale oriole
#

Little question about animation blueprint nodes
Im wondering if any nodes passed with alpha of 0 are optimized out effectively?
or is it preferred to guard the inactive paths with blend by bool/enums?

velvet jasper
next python
#

but it appears to be in an editor module

wise apex
next python
#

no, I mean it might only be available to call from an editor utility

#

it even says blueprint library in the picture

wise apex
#

oh so its only for editor stuff and not runtime

next python
#

I don't see anything that indicates the property doesn't exist in a cooked game though

#

so you could make a quick c++ getter thing I guess

smoky shell
#

FREE TOOLS

  • BlendPoseModifier: Applies a pose directly to the animation, using the equivalent of LayeredBlendPerBone and optionally ApplyAdditive Anim Graph nodes. Useful for adjusting the pose to hold a weapon, carry an object, etc.
  • BlendTransformModifier: Applies an FTransform directly to the animation asset, also with support for blend profiles. Useful for adjusting the orientation/etc. a weapon is held at.

Modifying animations to suit specific weapons in animation software is a time consuming and tedious process. I made this to help. It also gives me a better/consistent baseline to modify animations from if I do need to export to animation software.

Its part of the free SimpleAnimation plugin which has many useful tools for animation: https://github.com/Vaei/SimpleAnimation
I pre-compiled this similar to a plugin you get from Fab if you don't want to compile it yourself - download and add to your project or engine's plugins folder: https://github.com/Vaei/SimpleAnimation/releases/tag/release

worldly anvil
#

Hello, does anyone know how to reference a cached pose from main anim graph in an animation layer? I can pass it it as an input, but I wonder whether it's possible to get it without that step

velvet jasper
worldly anvil
worldly anvil
#

How do you guys go about transitioning stances when it comes to lower body? Upper body seems straightforward -- if there's a transition, just override it with whatever is in the related montage slot.

However, for lower body it's not as straightforward. If you're walking, crouching or jumping, you don't want to affect that with the montage.

I don't see how you can elegantly go about it. The way I'm structuring my ABP right now is me computing the base locomotion state machine that blends between staying in place and moving (standing and crouching), which I then optionally blend in with weapon idle using MakeDynamicAdditive and ApplyMeshSpaceAdditive which is driven by a bound function to the alpha ShouldUseItemLowerBody which checks for item animations presence, for character being crouched or moved, so that it wouldn't try to play lower body for the weapon when I have no weapon animations (which are dispatched like 0.2s after the transition starts to avoid it snapping before anim instance actually starts playing the montage), I'm crouched or moving.

Theoretically I could integrate my transitions using another MakeDynamicAdditive and ApplyMeshSpaceAdditive with similar condition, but it would check for some curve only transition animations have.

However, I wonder whether there's easier ways to go about it. I was looking into Lyra, and it has nothing like this since their leg positioning is the same across rifle, shotgun and pistol.

fluid hare
#

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#

$ê"foà)e"

#

$dc=

velvet jasper
#

Well, compute the bool output and plug it to your transition rule.

runic peak
#

Am I doing it wrong? I'm trying to use a aim offset, I added two poses for looking up and down but when I move the preview, he doesn't change the direction he's looking.

distant lion
runic peak
#

I'm not as experienced with animation as programming, so please be gentle with me.

velvet jasper
runic peak
#

I think I may have it again. Sorry, new to aim offsets.

velvet jasper
runic peak
#

I mean I resolved the issue. I'm just testing it now to make sure hands are still aligned when holding the gun.

near moth
#

Hey guys, Has anyone worked with chooser soft references?

fringe oriole
#

can someone please help me? I made a slightly updated version of a character rig, and the retargeting isn't working for it at all

velvet jasper
near moth
velvet jasper
velvet jasper
near moth
#

about 60-70 anims for each set

#

I was initially gonna go with anim layers

#

but they have an issue with sync groups not working across layers

errant hearth
#

Anyone knows why the character legs behave weirdly after it turns, when it runs. This is GASP integrated into my project:

fringe oriole
#

can someone help me please? I'm trying to paste flip the keyframes, but when I do, most of the bones seem to work fine, but the feet are just moving to the center axis, and not even moving in their mirror positions

#

why is that?

worldly anvil
#

Hello, does anyone know how to deal with blueprints nested categories when it comes to AnimPreviewEditor EditSelectedInstance?

It looks correct in Edit Default, but not in Edit Selected Instance specifically. Properties and Call In Editor functions defined in C++ work perfectly in terms of categories, but BP-defined ones specifically are bothering me

wind trench
#

hi! sry to ask... but im getting a really weird deformation on my modular mesh after import. Any other modular pieces i import, they all follow the anim perfectly, but somehow the elbows here get deformed??? why is that happening? 🙁
Hopefully someone here might know what it could be, cause im completly in the dark here.

distant lion
#

Super quick question, but I'd really appreciate it if someone could tell me how to make the "Fit" feature actually work the way you would think it would? As in, scale the horizontal and vertical gridlines to fill the available space instead of . . . this.

worldly anvil
distant lion
#

That was it, thank you.

distant lion
#

It's there in the graph section, obviously.

distant lion
#

When do infinities start applying? I have the opacity of a widget attached to a curve that infinities at 0 before it's started and at 1 when it's finished. These values do get maintained as expected after the animation is played forwards or backwards, but the widget always starts visible until the animation is played at least once.

velvet jasper
velvet jasper
severe sage
#

Hiya. Is there a way to make the Mover 2.0 component not feel floaty when jumping? All of a sudden, my character's jumps are really floaty

velvet jasper
severe sage
#

Right, so got my settings wrong. Thought falling deceleration only means the rate of accumulation of speed falling vertically, but it was what was causing the floaty feeling at the apex

distant lion
#

Can you make anim sequence assets directly in Unreal, or do they have to be imported. I can see a ton of ways to edit them but if you have a rig, can you make them from scratch?

solemn vector
#

Not sure if this is the right channel to ask, but has anyone got a good combat ability activation tutorial/guide?

#

As in number 1 on the keyboard actives this, number 2 activates that ability and so on

velvet jasper
distant lion
#

Awesome.

velvet jasper
distant lion
#

How often would I want that? I don't think I want to be damaging existing animation data I didn't make. If I did that I'd rather save it as its own thing.

velvet jasper
distant lion
#

I see.

velvet jasper
#

There also would be a sub-option to Unlink the Sequence.

frank spire
#

lil question, i feel very dumb now but it is what it is....i have a few weapons where i have a socket called "muzzleflash". this thing is sometimes attached to a recoiling part, sometimes a folding part, sometimes the weapons root bone. so i thought i could use the so called "mesh sockets" which are unique per skeletal mesh but fiddlesticks, they are on the skeleton and thus all other meshes. am i doing something wrong?

#

that doesnt seem to be true anymore apparently!?

barren fiber
#

the sockets exist on all skeletal meshes

runic peak
velvet jasper
# runic peak Why is there no subgraph option? I'm following this https://dev.epicgames.com/do...

This is outdated information, Epics probably still keep it for the archive purposes.

Here’s the up-to-date documentation on the anim graph linking.

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

Epic Games Developer

Modularize your Animation Blueprint logic by using Animation Blueprint Linking and Templates.

runic peak
#

Thanks!

velvet jasper
frank spire
#

yes, i am on ue 5.7, let me show you

#

@velvet jasper the skeletal mesh

#

the skeleton

#

so i cannot have these sockets at different locations in the bonehierarchy on other weapons

#

thats what i need, not a different transform but a different level in the hierarchy

velvet jasper
frank spire
#

not yet

#

but i would like to have a single shared skeleton

#

@velvet jasper eg. on this weapon the sockets are at different levels in the hierarchy, but i cannot share the skeleton between them because of that.

velvet jasper
frank spire
#

i only want to share the bone hierarchy but no the mesh sockets. and i cannot simply transform the mesh sockets because they are sometimes attached to animated parts, deeply nested into various branches of the bone hierarchy

velvet jasper
#

Mesh sockets are locked to the mesh you’ve added them.

velvet jasper
# frank spire the skeleton

In this screenshot, you have opened skeleton asset with the same mesh opened as a preview mesh.
That’s why you see the mesh sockets there.

#

If you pick a different mesh within same skeleton, you won’t see any mesh sockets.

frank spire
#

they do, i already tested that. and i cannot share the skeleton, then unreal fails regenerating the skeleton because of the sockets being in different places of the hierarchy 🙁

#

just in case, when i remove the mesh preview in the skeleton asset it still displays the sockets, if you mean that.

velvet jasper
#

Weird.

frank spire
#

and i tested also this:

  1. creating a socket in unreal on the weapon
  2. importing the SOCKET from a thirdparty app.
velvet jasper
frank spire
#

okay, that works somehow. i wonder why that doesnt work with importing a mesh, where the socket is already in the fbx file that gets imported

#

i must test further

distant lion
#

Would someone be willing to give me a rundown on what these do/their use cases?

distant lion
#

Does ANYONE know what on Earth this structure type is and where to get it? I cannot find anything about it online and there doesn't seem to be any nodes that have it as an output.

#

These are the only non-wildcard nodes that have this as an output, and there are 0 non-wildcard nodes that return any of those.

distant lion
#

Unreal's documentation for that is about as useless as the rest of their Struct documentation.

prisma palm
#

Don't look up documentation on the website, just view the source code

distant lion
prisma palm
#

It's used to identify the curve, as the name implies. With UAnimationCurveIdentifierExtensions::SetCurveIdentifier()

distant lion
#

This seems extremely useful but all the usages are input pins.

prisma palm
#

You create a curve identifier, then apply the curve you want to identify with the function i mentioned above, and then plug the struct.

#
FAnimationCurveIdentifier CurveIdentifier {};
FRichCurveKey RichKey        { Time,CurveValue };
UAnimationCurveIdentifierExtensions::SetCurveIdentifier(CurveIdentifier,Curve,ERawCurveTrackTypes::RCT_Float);
AnimationSequence->GetController().SetCurveKey(CurveIdentifier,RichKey);
distant lion
#

So . . . it's a runtime-only thing? You can't get the id of an existing one?

prisma palm
#

I'd bet you can, but might need to do a bit of digging in the source code.

worldly anvil
#

Hello, does anyone know how to get state machine weight of a state outside the context of the graph containing the said state machine?

I need to have a function that tells me how much weight a certain state of a certain state machine currently have to do some blending

north pivot
#

I've created a bunch of animation sequences and I want to confirm that they work well with various attached items. Some animations are for specific item types. What I'm having to do right now is go to the skeleton and change preview items, then go back to animation sequences and confirm. Then back to skeleton, change preview items, and back to animations, and so on.... Is there a way to specify attached previews on bones/sockets per animation sequence or is doing it through skeleton and skeletal mesh editors the only way?

north pivot
#

I should note that I also have level sequences for each of these animation sequences, so I can change attachments in those very easily, but I'm trying to figure out if there's a way to do per-animation-sequence attachment preview.

ivory kettle
#

I am having a problem with getting a montage to play. This is for an RTS and the skeletons are varied. I have a blank Animation Blueprint with Default Slot and a simple state machine. The montage looks fine in the editor, but the node will not play. The OnCompleted is firing at the right delay for the montage duration.

#

Here is the blueprint node

distant lion
#

Under what circumstances will the Set Start/End Time command work? I have yet to get it to do anything. Similarly, hovering the mouse over the red and green bars turns it into the side scroll arrow, but that also never seems to actually do anything.

#

The only way I can ever seem to change start and end times is with those blue bars.

#

I swear every time I open this dang window I find something new I don't understand.

slow mantle
#

Do you guys also deal in physics animations?

velvet jasper
velvet jasper
velvet jasper
velvet jasper
#

Yeah, in UMG the end frame is marked by the last keyframe on any track.

ancient marsh
#

may I know the reason as to why this setup fails to make the root motion work when playing it in-game?

I have root motion enabled to play on montages inside the animation blueprint, and the character would not move, even if I have the movement set to none, even disabling the character movement component

#

the source skeleton is a mixamo skeleton and I managed to retarget all the mixamo animations into the unreal engine skeleton

#

the red line in the second screenshot is the root bone

#

also I am not sure what the motion spline means in the second screenshot

velvet jasper
#

"managed to retarget all the mixamo animations into the unreal engine skeleton"
Inside UE, you mean?

ancient marsh
#

I used the ik rig and ik retargeter

velvet jasper
#

But Mixamo skeleton doesn't have a root bone, you won't get any root motion from the animations until you externally process them.

ancient marsh
#

then how come the root bone comes processed after exporting the animations for the ue5 skeleton from the ik retargeter?

velvet jasper
#

Could you show what you mean?

ancient marsh
#

root motion disabled

#

root motion enabled

#

the green lines are the default children like the ik sockets

velvet jasper
#

Why do you have the Root Lock mode set to Zero?

ancient marsh
#

it was said most developers use that

#

it wouldn't matter on this case as none of the three options work

velvet jasper
ancient marsh
velvet jasper
#

And when it's on?

ancient marsh
#

it stays in place

#

but the children like the center of mass, ik sockets and interaction sockets move behind (the green line)

#

not sure if that means anything

velvet jasper
#

Root Motion preview mode is not set to Ignore, right?

ancient marsh
#

everything is left as default

velvet jasper
#

Well, in this case, seems like the root motion extraction is broken.
I'd suggest to look up for Mixamo Converter tool, process your animation, then do the retargeting.

ancient marsh
#

never heard of that, I'll give it a try

#

I actually need their launcher to get that tool?

velvet jasper
#

Probably.
I personally never used that as I'm not working with Mixamo much and when I did, I had my own toolset.

ancient marsh
#

well, I need to test my stuff and I need animations for em

#

guess I got no choice then

velvet jasper
#

Or add the root bone yourself with the Skeletal Editor, then code your own Animation Modifier that would "cut and paste" the XY keyframes from the pelvis to the root.

ancient marsh
velvet jasper
#

Animation Modifiers could be applied in a bulk.

ancient marsh
#

alright ok, now I see what I have to see in the animation asset window if the root bone animation is valid

#

now to find out if it works in-game

#

works like a charm now 👍

#

character moves with root motion enabled

#

and as a cherry on top, even the fingers are animated, something I avoided doing using the ik rig assets 😄

wide flame
#

I'm having issues with retargeting aswell

my root motion attack animation looks correct: In Animation Sequence preview, In Sequencer and when Mesh = “Use Animation Asset” when PIE
But looks wrong in runtime when:
Using AnimBP
Playing via Montage or Dynamic Montage

I've ruled out

Animation asset itself
-Looks correct in Sequencer on the same mesh
-Looks correct when played directly (Use Animation Asset)
-Root bone is ground-level
-Pelvis variation is normal
-Capsule / Z movement issues
-Capsule Z stays stable during attack
-Mesh Z moves (normal root motion behavior)

** ABP graph issues**
-Fresh AnimBP created with only:
-Slot(DefaultSlot) → Output Pose

Montage asset settings
-Blend In = 0
-Blend Out = 0
Also tested Dynamic Montage (Play Slot Animation as Dynamic Montage)
Same result

Aim / camera input
-Disconnected Aim() executes entirely

Modular mesh leader pose
-Using SetLeaderPoseComponent
-Tested follower tick pose settings

only real discovery
Actor Pitch was reaching 18°
Roll 0
Light Yaw changes during animation

Clamping actor Pitch/Roll to 0 improved the issue significantly but still looks no where near Animation Sequence preview, In Sequencer
or When Mesh = “Use Animation Asset” when PIE

velvet jasper
wide flame
#

yea ill show different states one minute

wide flame
#

guess i could have had something socketed to make it more clear but it leans super up on the pitch without the clamp, then when clamped is just slightly leaning..

I never thought of testing like this before with sequencer and i'm not sure if it's a red herring but if it's playing correctly there it has to be a bug somewhere on my end and not the animation/montage right?

wide flame
#

oh another thing i forgot to mention, when you first open the animation previewer it shows the anim rising during it's first preview then adjusts for loops afterwards to look correct

velvet jasper
#

How did you get the root motion? Generated from pelvis?

wide flame
velvet jasper
#

No, I mean the animation of the root.

wide flame
#

oh sorry i'm new to animations i'm assuming yes?

velvet jasper
#

If so, is it from Mixamo?

wide flame
#

yes, i tried both manually doing it and adjusting pelvis legs, feet etc
using the old auto retarget and using the new auto retarget chain within the retargeter

#

yes lol

velvet jasper
#

In that case, follow the advice I gave the person above.

wide flame
#

let me go read through and try before i waste more of your time

velvet jasper
#

The root motion UE retargeter generates from the pelvis joint is a no-go.

wide flame
#

i swear the third party/plugin knowledge gap is a larger mountain than the engine it's self

#

thank you very much

#

the amount of time i spent on this thinking it was a bug in my ABP is unreal

#

if you dont mind me asking @velvet jasper, probably a silly question but why is this issue not visible played on a skel mesh in pie or sequencer that doesn't have an abp assigned?

velvet jasper
# wide flame if you dont mind me asking <@95508360631164928>, probably a silly question but w...

Because sequencer doesn’t try to apply the root motion to the capsule.
Your root animation is incorrect, as it’s just the movement of imaginary object attached to the pelvis and copying its rotation.
Ideally, the root motion is animated with independent control or at least just follows the XY movement of the pelvis, no rotation when it’s not needed. It’s a technical animation, not artistic.
In your case, the root is going places, rotates on pitch and roll - now imagine telling the CMC to drive the capsule that way.

wide flame
#

root asigned to pelvis, pelvis spin, cmc go brrr?

wide flame
#

the launcher is easy to bypass.. the software works great and can even do mass conversion @ancient marsh

#

ther is also a blender plugin in if you want to go that route

#

thanks again Dan salute

ancient marsh
#

yep, it's alot easier than I thought it would be

velvet jasper
# ivory kettle

That’s a node settings, I’m talking about the montage asset

velvet jasper
wide flame
#

is that something you could tell by looking at it or just common knowledge about mixamo?

#

after conversion i can't tell the difference in the skeleton but i'm also insanely new

velvet jasper
wide flame
#

oooohhhh I see

#

sorry robbing as much info as I can lol

velvet jasper
#

Then, for example, open any of the GASP/Lyra animations and look at the root animation there.

wide flame
#

im comparing directly from mixamo direct import and the converted one

#

i see now

#

such a funny little thing to miss

#

i just picked up ue like 3 days ago so it's constant

velvet jasper
# wide flame

Yeah, it would be problematic to drive the capsule with the movement from second example.
Flying movement mode with no collision might work, definitely not the walking mode.

wide flame
#

i tried flying during troubleshooting and it was still insanely bad

ivory kettle
#

It is set as the default group. The odd thing is that this was working. I think before I changed to 5.6. Previously, I did not have a state engine. Also, I am not sure that I mentioned that this is for a template animation blueprint. When I remove the state engine, I get the message "Source was visible but ignored"

median steppe
#

Im editing my physics assests body for my mesh and i added these constrains, and been messing around with it, but either it litteraly dosent work or im missing something small and crucial. Cuz i legit added these angles and it never actually rotates on these angles, its a completely different angle its rotating along?

velvet jasper
velvet jasper
velvet jasper
median steppe
#

Another thing, is i changed all the capsules to simulated physics type, yet they all automatically switch to kinematic?

velvet jasper
#

@worldly anvil Oh, look what 5.8 will have.
Currently on Main branch.

velvet jasper
worldly anvil
velvet jasper
#

But be aware that if you're using Inertialization for blending, the state would always give either 1 or 0.

worldly anvil
velvet jasper
#

Wait, I did it "old-school", I think it could be done a bit lighter.

velvet jasper
worldly anvil
#

Also is the StateMachineName literally the state machine name, or is it the node tag?

velvet jasper
#

ThreadSafeUpdate function was created mostly to abandon custom proxy creation, so yeah.

worldly anvil
#

Alright, I'll give it a shot to see whether I get it to work

worldly anvil
worldly anvil
#

I see that Tag is stored in UAnimGraphNode_Base, but we operate upon FAnimNode's

#

I see that it assigns UAnimGraphNode's StateMachineIndexInClass to the FAnimNode counterpart, so I guess it would be possible to use that to find out the U counterpart?

velvet jasper
#

There's the "AnimNodeReference" node that you can call if you have any tagged nodes.

#

I see that it parses through the Anim Blueprint itself.

worldly anvil
velvet jasper
#

In any case, nothing stops you to give unique names to your nodes 🙂

worldly anvil
#

Yeah, I know, I was just wondering how I could go about it in case that would've been a problem

velvet jasper
worldly anvil
#

Doesn't it have to be literally the node I'm looking for though?

For instance, if I have a state machine that I want to keep track of remotely, I would need to have a node on it like OnRelevant that would cached AnimNodeReference the first time it becomes relevant to use it in the future.

It doesn't really sound good, but I might have missed what you're saying

velvet jasper
worldly anvil
velvet jasper
#

In that case, it should be the Anim Node Function, that you'd bind to the node's OnUpdate slot.

worldly anvil
#

Yeah, but that all that sounds lame 😔

There should be an easier way to get the UObject counterpart of a node

velvet jasper
velvet jasper
#

UAnimInstance::GetLinkedAnimGraphInstanceByTag or LinkAnimGraphByTag for reference.

worldly anvil
# velvet jasper

Brilliant, I see, so I theoretically can do this

float UMyAnimInstance::GetStateMachineStateWeight_Tag(FName StateMachineTag, FName StateName) const
{
    const IAnimClassInterface* AnimBlueprintClass = IAnimClassInterface::GetFromClass(GetClass());
    if (AnimBlueprintClass)
    {
        const auto* TagSubsystem = AnimBlueprintClass->FindSubsystem<FAnimSubsystem_Tag>();
        if (TagSubsystem)
        {
            const auto* StateMachine = TagSubsystem->FindNodeByTag<FAnimNode_StateMachine>(StateMachineTag, this);
            if (StateMachine)
            {
                const int32 StateIndex = StateMachine->GetStateIndex(StateName);
                if (StateIndex != INDEX_NONE)
                {
                    const float ReturnValue = StateMachine->GetStateWeight(StateIndex);
                    return ReturnValue;
                }
            }
        }
    }

    return -1.f;
}

right?

worldly anvil
#

Perfect, thank you once again 😄

fiery surge
#

Curious if anyone else has an issue with animation retargeter not overwriting animation sequence files when explicitly asked to in 5.6? Tried va right click in browser and inside an IK Retargeter asset but it keeps creating new files and appending incremental numbers to them.

velvet jasper
runic peak
#

Was there some default starter animation pack, for FPS or something? I was thinking maybe I could try retargeting it to my rig.

#

When I do retargeting can I add 90 degree yaw? I aligned my skeleton before import so it faces actual forward.

runic peak
#

DO most people not do the 90 rotation to face X+, for their pojects? I assumed it standard.

velvet jasper
runic peak
#

Ok.

#
Fab.com

Epic’s Animation Starter Pack contains 62 animations that can be used with the classic Mannequin as well as upcoming Marketplace releases. This animation set is a fantastic resource for prototyping your next project or getting your next mod up and running.UE-Only Content - Licensed for Use Only with Unreal Engine-based Products

#

I didn't know what was standard practice for most, with animating.

runic peak
#

That works on 5.7, will let me add it in the launcher.

velvet jasper
runic peak
#

Does anyone work with Blender too? Is it best to have bone primary and secondary as X+ and Y-?

wide flame
#

huge! thank you

magic olive
#

Hey, how can I add multiple poses in a single pose asset and update them later on?

The method I have found so far is INSANELY convoluted and janky, so I'm really hoping I'm missing something here (I have a few individual pose assets that I have to turn each into a single frame animation sequence, that I add into an animation composite asset sequentially, that I use to create a level sequence which allows me to bake all of those in a single animation sequence that I add to a pose asset as a "Source Animation" and press the "Update Source" to bring all those poses in a single pose asset... this can't be the way, right?)

velvet jasper
magic olive
#

A single pose asset that contains multiple poses that I can easily modify

sinful light
#

Hi,
I have some recorded Metahuman animations that have root motion. But when I tried to fix some bone positions using an additive layer with an Metahuman ControlRig and then bake the adjusted animation, the Root motion is no longer in the animation.
Is there something I'm not doing right? Or how can I make sure I keep the root motion in my animation?
I also tried a custom IK retargetter, which works on my imported and retargeted animations, but it doesn't on my reworked animations.

velvet jasper
# magic olive Hey, how can I add multiple poses in a single pose asset and update them later o...

Well, from the first glance it does work this janky way.

Pose Assets support single animation asset only, so you need to work with single animation sequence that contains all your needed poses.

Do you produce the animations in DCC or Unreal?
If the latter, having a Linked Anim Sequence, in theory, should be enough.
You change your poses on each frame in the Sequencer, the changes gets automatically pushed to the sequence asset, Pose Asset could be updated afterwards.

velvet jasper
sinful light
distant lion
#

Could someone help me understand this please? The description of what they do sounds like the opposite of the example given.

velvet jasper
#

So the description is correct.

distant lion
#

How on earth does a non-zero value make you not jump directly between states though?

#

From what I've experimented with it seems to do the exact opposite.

velvet jasper
distant lion
#

Ohhhhh.

#

Cool! Thanks.

magic olive
velvet jasper
runic peak
#

Is there a way to rotate my IK source 90 degrees to face some forward as my skeleton?

velvet jasper
runic peak
#

True, but I'd hate to have rotate it for instance in first person. I guess I should, I need to look into how skeletons attach to each other too for weapons. XP

#

It's just odd to me that UE5 uses X+ forward but nothing else does, if you get me.

#

Can I get away with skeletons for things like weapons facing X+?

magic olive
runic peak
#

Either way. Is what it is.

#

I think I have it close actually, it just may be missing a chain.

velvet jasper
# runic peak True, but I'd hate to have rotate it for instance in first person. I guess I sho...

Meshes could be attached to each other multiple ways - you can define a rule for each transform element (location, rotation and scale), should it maintain the offset or snap to the target joint.

If your character has a weapon joint and you authored your animations that way, that this weapon joint has the same rotation as your weapon’s root bone - it’d snap to the correct place when you attach it in-game with no issues.

runic peak
#

Right. I think I just need to finish retargeting by correcting the IK bones there.

#

I think otherwise that was close enough.

velvet jasper
# magic olive it's the Unreal skeleton facing the wrong way :D

On the screenshot above, the custom mesh is the only one that faces the wrong direction.

You work within the engine context, with the rules and standards it has.
What’s happening outside of that context has no importance.
Making the content that counters those standards might lead to the issues later down the road - as an example, much more complicated retargeting than it could be.

You wouldn’t lay on the bed sideways if it’s not physically facing north, right?

runic peak
#

Like I said I think I almost got it. Just need more IK chains I think.

velvet jasper
#

And I’m not uber-protecting Unreal here - the need of offsetting your mesh when you work the character class is surely weird, as later on e.g. it messes up with the root motion extraction when you work with the sequencer,
You always have to take that relative rotation into account when you do the animation logic computations.
That’s kinda inconvenient, for sure.

runic peak
#

Yeah. Maybe I'd be better making it face Y+ or whatever it waas in Blender after all. I think I could otherwise use X+ for things like skeletal meshes for non humans, too.

#

I just wonder if retargeting would work better. Animating is probably my weakest skill in development. XP

velvet jasper
#

You work with the standard coordinates for your software.
What’s front side for your DCC, would be the front side for Unreal, and that’s enough.

IIRC X+ facing required only for the vehicles due to the way the physics engine works.

runic peak
#

Ok. Well. If everybody else does it and that's what makes retargeting easier, it may be for the best. I hope I can layer animations ok onto the ones in the starter pack, for what I make for my own weapons.

#

I changed it to face Y+, but now he looks like this.

velvet jasper
runic peak
#

Like this?

velvet jasper
#

I guess “Waist” joint confuses the engine.
I’d suggest to follow the mannequin’s naming convention, that should make the auto retargeter life easier.

I also would note that you have a double root here, which is not good, as you won’t be able to have the root motion.
If you use Blender and export with the built in tools, the armature node should stay named “Armature”, the engine would automatically strip it down during import.
But that still might leave you with the root bone scale issue, where it scales to 100 instead of 1 - that would lead to an issue with physics.

I’m not a Blender user, so I won’t give you the actual workflow how to fix all of that, but I’ve heard there’s a third party addons that do a better job on exporting the content specifically for Unreal.
There was an official addon from Epic, but currently the only actual version is the fork of that addon, as it got abandoned.

runic peak
#

Alright.

#

I'm not sure I can use their movement either anyways, because of how long the rifle is they may need to turn their waist to hold it properly. I've never animated a walk cycle though

real atlas
#

Ive had this with a frontflip animation in another project too

velvet jasper
real atlas
#

oh wow, that actually fixes it, thanks I thought Id already tried that lol

lilac crest
#

I have an AS with separate poses on each frames. When changing the explicit frame , the change is instant.Is there some way to make it blend without having to use a blend by X node.

velvet jasper
solemn vector
#

I need a bit of help, ive got a locomotion blueprint, but it didnt have this included or has been changed. Im trying to use ehnahcned input but not sure where to add it to

#

ive created an input action, as well as mapping context

#

it does print string, when added, but does nothing if adding an animation montage

velvet jasper
solemn vector
solemn vector
#

Ah damn, didn't even notice the channel haha, thanks

next python
#

see #instructions for job posting stuff (I'm not a mod, I just have a pink name)

vale valve
#

Oh thank you

next python
#

all good

slow mantle
#

Anyone know how to make rigid body physics work for multiplayer?

#

as in a tain for example

#

the listen serves messes it up for some reason

#

As such

velvet jasper
slow mantle
#

well

#

rigid body in a post process abp

#

is this what you mean?

slow mantle
velvet jasper
# slow mantle is this what you mean?

Yeah, it is.
Interesting, I guess PP AnimBP is not replicated for clients.

I’m not behind my PC, so can’t test that but what if turning on “Component Replicates” in the mesh component settings would fix the issue.

distant lion
#

Why can montages not be played in functions?!

velvet jasper
distant lion
#

Then what does it mean by this?

velvet jasper
# distant lion Then what does it mean by this?

Because Skel Mesh Component's "Play Montage" node is a Latent Action. Those can only operate in the main graph.
Alternative way would be to get the anim instance of the mesh, then call "Play Anim Montage" function.

distant lion
#

How does that differ?

velvet jasper
# distant lion How does that differ?

Simply put, the former is an advanced function that actively tracks it's context and has multiple event outputs.
These actions create another virtual machine inside the main VM when BP is compiled and executed, so that's why they cannot be called from the functions, as you can't provide the full context of the object that way.

The latter is a simple function that just returns a value, it doesn't affect the further execution.

#

Delay node is an example of Latent Action.

distant lion
#

Gotcha.

faint hawk
#

my retarget used to work but it somehow broke after moving data around in the project..
any idea what might caused this?

velvet jasper
faint hawk
north pivot
#

I've only had experience with blend spaces where there is a limited number of animation sequences involved (one of idle, one of walk and one of run). I created a bunch of idle, walk, run and attack animation sequences with various weapon types (unarmed, sword, sword with shield, staff, etc). Do I need to create a blend space for each combination of those ([idle unarmed] to [walk unarmed] to [run armed], [sword idle] to [sword walk] to [sword run]) or is there a better approach with some sort of blending, where bottom half uses the [idle] to [walk] to [run] blend space and top uses an appropriate animation based on equipment type?

#

Oh, looks like I can blend output pose of a blend space with another pose in animation blueprints.

velvet jasper
hollow lichen
sinful light
#

"Depends on the rig" triggered me to

north wraith
velvet jasper
# north wraith

Could it be that you have two meshes assigned to the same skeleton and your skeleton asset (and ABP) still uses old mesh as a preview asset?

runic peak
#

What was that free plugin or something for UE5 for facial mocap? Did it work with morph keys or whatever they are?

#

It worked with just a video, does anyone else remember it? Or am I just crazy?

runic peak
#

That's it, probably. Is there a version of it for Windows?

runic peak
#

Is this what I use to record from my desktop webcam instead of a phone?

wide flame
#

I'm currently using a root motion attack combo anim with 2 hits to create a combo chain of attack1 to attack 2, but as you can see the attack 1 does not have recovery frames since it's they are the end of the anim on attack 2 so when it doesn't combo attack 1 just snaps to idle ofc

where's a good place to start to learn how to make a simple recovery anim for attack 1?
I don't want to spend a lot of time getting too far into animations right now and just need some baseline guides or information.
dealing with root motion anims seems like a lot of workload.

velvet jasper
# wide flame I'm currently using a root motion attack combo anim with 2 hits to create a comb...

Not sure what you mean under "seems like a lot of workload".
If you're asking about how the animation could be produced, look at how the animations could be created inside Unreal using Sequencer, that would be the initial starting point.
Of course, understanding basic principles of animation would be good to have.

I'd probably just put the attack and the idle animation into the sequencer, bake them to the built-in FK Control Rig, then get the last pose of the attack and the starting pose of the idle, put them together at some distance, add some additional keyframes for proper upperbody transition, bake it down to the animation sequence.

Although, editing Root Motion this way would be hard.
If you have a proper Control Rig with Backwards Solve support and controller for root bone, editing the animation would be much easier.

ancient marsh
#

is it impossible to have reusable montage notifies to avoid typing the names of the notifies again and again in each anim montage?

#

cause I'm not seeing the options that could allow that

#

there's only for the regular notifies

velvet jasper
ancient marsh
#

I just need to be able to add reusable montage notifies into every anim montages so I don't have to type the specific names over and over

#

if I can make a blueprint for it, then that's great

velvet jasper
#

You create your own AnimNotify with needed logic then add it to your montages.

ancient marsh
#

great 👍

wide flame
ancient marsh
wide flame
#

I assume with your in-engine tips I shouldn't mess with root much and focus more on upper body and just try to make the recovery where the root ends up instead?

#

I thought about doing something similar and just keying pelvis / hips, spines, clav arms but the endframe of the attack1 is pretty dramatically different than idle

#

i'll give it a shot anyway, worth the learning experience

velvet jasper
ancient marsh
#

I see

ancient marsh
#

I wanna be able to call out the Notify Name in the Play Montage node still....

#

I also can't seem to find proper documentation about it either

#

this means it's impossible to reuse montage notifies without retyping the same name over and over

#

maybe I do need custom anim notify to work more flexibily

ancient marsh
#

alright, now I understand with custom anim notifiers
I gotta stop restricting myself on stuff

ancient marsh
#

now I'm at the problem where notifies don't respond as soon as the animation starts to play

#

and if the animation is very short, not even the later notifiers will fire

#

even setting the montage tick type to Branching Point wouldn't fix it

velvet jasper
# ancient marsh thing is.....

In that case, you can create a custom notify class that derives from AnimNotify_PlayMontageNotify and pre-define Notify Name variable.

ancient marsh
#

Would anim notify states help with this problem?
Or the problem would be the same

ancient marsh
#

But now I am facing the notify latency problem

velvet jasper
#

What kind of logic you're triggering?

ancient marsh
#

Received Notify

velvet jasper
#

I mean, what's the code is doing.

ancient marsh
#

Sending the value of the notify into a interface node inside the actor's component

velvet jasper
#

And sometimes it triggers and sometimes not?

ancient marsh
#

It has a delayed response

#

This issue happens even with montage notifiers
And moving them further away from the starting point of the animation would usually fix it

#

But since I also have very short animations

#

The notifiers are more likely to not fire at all

#

Cause having them too close to the start will make the engine ignore them
Even if the blending in value is at 0

velvet jasper
#

How short is your animation?

ancient marsh
#

Less than a second

velvet jasper
#

20 frames? 10 frames?

ancient marsh
#

In between

#

I think it was about 12 frames long

#

Not on pc right now

ancient marsh
#

What about in-game?

ancient marsh
# velvet jasper Hm, just tested on my end, works fine.

Came back to my pc, before getting a stupid unexpected power outage...
And just like on your end, the print string is fired by the notifiers at a really early position in the timeline within the animation asset or anim blueprint

#

So the simulation got an issue

ancient marsh
#

guess I'll go old school style where I look at the animation to figure out when an action happens...
fun

dark crow
#

Is Lyra animation system worth using for a FPS? Or is it meant for third person? Would Lyra animation be better to run on sim proxies? I am trying to learn all the differences of what you would do for AI, player, sim proxies and how the animation would be treated differently.

amber quail
#

Guys, I have the issue where my character flies off the screen when I enable root motion on my animation. I've been working on it for days with no luck. Does anyone have experience with this?

velvet jasper
amber quail
# velvet jasper Sounds like your animation might not have an actual root motion. If you could s...

A little more context: I downloaded a Mixamo character (Maria_J_J_Ong). Imported into Blender. Added a root bone. Parented the hip bone to it. "Apply Transform" as well. Exported. Uploaded to Mixamo. Downloaded animations with the new "rooted" model. I've verified in Blender and Unreal that the updated models and animations both have a root bone. I can manipulate the scaling (0.01) in Unreal and the root motion works, but is extremely small if root motion is off. If I don't manipulate the scaling, without root motion it looks fine, with root motion it flies off the screen. I think some type of multiplication is occuring, but I don't know where. Does this help at all?

velvet jasper
#

As for the scaling, third-party plugins have to be used for a proper Unreal export.
Root bone scale greater or smaller than 1 is no-go in any case.

velvet jasper
amber quail
velvet jasper
amber quail
#
velvet jasper
#

Yes.

worldly anvil
#

Hello, I'm trying to correct animations for carrying players around.

I have two poses, one for the carrier and another one for the carried player. The carrier pose gets blended with locomotion and AO, whereas the carried player is statically laying there (with some additive breathing).

Right now I simply attach the carried player to the capsule, which obviously doesn't account any leg IK which makes the carrier mesh go lower/higher, and doesn't look up for its breathing combined with AO.

I thought about creating a VB on the mesh root which I would use to compute the carried player mesh position based on left and right arm position, which is always synchronised, e.g. there's no case where one arm goes lower without the other one. They only get affected by their parent bones like pelvis, spine etc.

I'm thinking about finding out a mid point between the hand_l and hand_r to modify transform bone on the VB bone to then use that to move by attached character.

However, I don't see how I can find that mid point within at some point in the anim graph. How could I get the transforms of the bones mid-pipeline?

velvet jasper
worldly anvil
#

Correct

#

After trying a little bit, CopyBone with alpha 0.5 worked fine

velvet jasper
#

Well, if it works, then all good.

worldly anvil
#

However, that didn't fix it all. The carried character is now following the hand movement, but it's rotated sideways because of hands world rotation. A transform modify bone with a -45 rotation offset after fixed that.

That's almost it, now I only have issues with sliding hands. I feel like the pipeline sounds correct so far, and I only need to IK my hands after that

#

Solving IK on the hands themselves feels wrong considering that the carried player mesh gets affected by new VB transform only after the animations, during physics, because it's a separate mesh that's only attached to a scene component that's attached to the VB bone of the carrier mesh

#

Also, I'm not sure whether it could be improved by taking multiple arm bones into the equation. Instead of just using hand_l and hand_r, maybe it would be better if I would include upperarm and lowerarm

velvet jasper
#

Maybe Control Rig would be a better option for controlling the attachment joint.

worldly anvil
#

How would you go about it? I don't deal with control rigs so often, I don't know what I would look into as a starter

velvet jasper
#

The thing is, for such feature, ideally, I'd have the animations authored either for both characters, or the hands would be static so the carried character would just be attached to the chest space.

#

Well, am I right that the animations were done in context with the second character?

worldly anvil
#

Yes, the animations were made together to be used in pair

worldly anvil
#

I believe that there's only a little bit of breathing on them, but it's not the thing that causes them to slide. Perhaps that's AO that makes it even worse? I will try isolating AO on the arms same way we did that for reloading a month ago

runic peak
velvet jasper
runic peak
#

Tag eh? First I'm hearing of it.

#

That'll let me change what instance is referenced at runtime though, for one specific mesh at a time? Right?

velvet jasper
#

That would link an anim Instance class to the tagged node inside your mesh's main anim graph.

runic peak
#

Ok. I'm looking into it.

#

This? Where do I plug in the output?

velvet jasper
runic peak
#

How do I use it to change what graph it's linked to at runtime then?

velvet jasper
#

Plug it in, set the tag, then call the function I've mentioned above when it's needed.

runic peak
#

I don't call the Link Anim Graph by Tag in the animation instance, right?

velvet jasper
#

You might wanna do that during initialization or begin play.

runic peak
#

I need to change the linked anim instances during runtime at set points, like when the weapon they're holding changes. That's the most relevant use right now

#

I may not have asked the right question or phrased it right earlier.

#

Else maybe I'd be better off simply setting the sequences to be used since I know how to do that already.

velvet jasper
runic peak
#

I tried to find docs or tutorials with google. Not much came up. Thanks anyways.

velvet jasper
#

If the question is how to call that function outside the AnimBP, you get the anim instance reference from your mesh and call the function from there.

#

Is there anything that’s still confusing?

runic peak
#

I don't get it at all. I'm just going to set sequences instead. Thanks anyways.

next python
runic peak
#

They are? Huh.

next python
#

anim instances being linked basically reinitializes their entire anim graph which can be fairly cheap but with things like control rig etc it can be expensive enough to avoid doing

runic peak
#

That's how I planned to handle weapon swapping and such.

next python
#

anim linking is more useful if the other anim instance has UNIQUE NODES on it. If you just want to swap out animations and montages use a simple struct or something that is just in a data asset or something

#

anim linking just to override some sequences is turbo overkill despite it being nice to do in the editor

worldly anvil
#

I'm trying to setup a constraint profile for my character when it's carried around.

I only want to simulate physics on joints like calf, but for some reason enabling physics simulation just on the calf makes it try to become as straight as possible. I tried to use UE4 mannequin physics asset, and it works fine.

I believe I copied its physics asset over my character a while ago, but it's clearly behaving differently.

I'm pretty bad at phys assets, and I can't find what affects it. Does anyone know what parameters I could look into to try fixing it?

runic peak
#

Yeah. Alright. Turns out the sequences as variables is the better idea then.

next python
#

yeah as lame as it is it really is just massively faster and more simple here

#

I would say try to make it so you can tweak them in the preview of the anim bp just to see them all in action easily etc

next python
runic peak
#

Alright. No problem. Thanks for the feedback. I'll just change sequences then.

#

Funny it turns out that's the more economic way anyways.

next python
#

the more interesting part would be if a weapon had a special extra blend node or even some extra bones etc that would need to be handled in some unique way

runic peak
#

Dunno what that'd be.

next python
#

the downside to having 1 holy anim graph is that it's very prone to be locked in source control by artists which can make working together frustrating

worldly anvil
runic peak
#

Well. It's just me, so that's not an issue.

next python
#

if it helps you can absolutely have linked anim graphs to split things up and just link them once and it would be considerably less questionable. Anim graph execution does incur a cost on the main thread on the anim tick but it should be small unless you waste a ton of time on mainthread bp calls

runic peak
#

But, even when unncessary, I do like to optimize pre-emptively.

next python
#

fwiw weapon swapping is something unlikely to happen multiple times a frame so it's not horrible I guess

#

but I would say I still think anim linking is much much more complicated than it is portrayed as

#

It would be interesting I think if you could just have sort of like two linked anim instances and toggle between them without triggering the full initialization flow

#

but that would be simple to do with a blend by bool too

worldly anvil
next python
#

yeah I'm the one who told him to write that lol (the majority is his experience though)

#

the thing that pushes it over the edge into way too pricey in my experience is control rig init

runic peak
#

No problem. I can just do sequence variables swapping.

#

It probably is easier. I just hope I don't miss anything for special cases or something.

next python
#

It's of course up to you to make a little container that describes every animation that can be swapped out etc

#

doesn't need to be super fancy but it might be worth considering having some of it be "dynamic" where they can ask the active weapon what it should do if it can be different depending on runtime situations etc

#

or the active weapon can just overwrite it pre-anim tick

runic peak
#

Ok. I don't know much about animation blueprints, though

next python
#

animation blueprints are kind of two different kinds of blueprint at the same time

#

you can keep it simple and use the main thread anim update to set values before the anim graph executes

runic peak
#

Well. I was going to change variables from outside to what they should be based on condition changes. Like when the new gun is picked up and equipped, they set the new sequences

next python
#

montage slots might be easier for some parts of it if they are started from external gameplay code

runic peak
#

I never heard of montage slots before.

next python
#

if you are not sure what a montage is you should really look up some montage basics

#

you can have more than one montage slot to be able to run multiple montages at once

cursive valley
#

Hello! I am trying to give my character fyling up and down animations but it's not really working and i can't find any good tutorials. The existing working movement is forward brake/backwards left and right with animations the problem now is to assign Space bar and Left Ctrl with a Blend Space to the existing movement using the Z axis. My current thought is to combine the idle and movement into one blend space to somehow get the second state to be i guess Up and Down blendspace

little creek
#

Hey, I need some serious help with some stuff regarding exporting.
For whatever reason, when I try to export a skeletal mesh from blender to unreal, the root bone of the SKM has a scale of 100 it needs to have the real size of the mesh.
How am I supposed to fix that on export...? It makes collision shapes slotted into the skeleton's sockets massively large

velvet jasper
velvet jasper
little creek
#

I have found a handful of workarounds, solutions

#

The most common one is setting character size to 100, apply, set unit scale to 0.01, export

#

The downside for it is that depending on what kind of rig you run you just... Have a LOT of confusing work on you.

#

The other solution I found was based on plugins

velvet jasper
little creek
#

Some work better or worse, but the bigger issue with these is that then you rely on that plugin getting updated based on where it's gone

little creek
#

I love it, 10/10, but I am concerned it might stop getting updates

#

Since the original version had exactly that happen to it

velvet jasper
#

Well, if that fork would stop updating, another one would show up.
There always would be a demand.

little creek
#

I guess it's the upside of Epic just releasing the files for it

ancient marsh
#

so... a little silly discovery I made
I didn't paid attention to the starting point value of the play montage node....

#

for some reason, I had it set to 0.15

#

which explains why the early notifiers wouldn't trigger....

#

idk why I set it to 0.15, but that no longer matters
it's always the next day that I find out why something doesn't work....

#

but funny enough, I actually looked through the internet like crazy and never saw a single word that pointed out to the starting point value

slow brook
#

Out of interest when I'm doing my animations where say player climbs onto a ledge, obvs I'd give it root motion but would I animate the root bone in the Up/Down or just in X ? In engine I'd be using motion warping obvs

velvet jasper
slow brook
velvet jasper
distant comet
#

trying to set up a really basic control rig so I can clean up some animations and does anyone know what's causing this? the bones that i've passed in are sequential in the parent tree so it shouldn't be jumping the geometry to a different bone location or anything

#

aside from this slight chicanery the IK is mostly working so I think it should be a simple error, I just don't know where to look for it

distant comet
#

basic Ik. looks like this

velvet jasper
#

Have you tweaked axes?

distant comet
#

yeah, based on the gizmo direction

#

primary axis is +y and secondary axis is -x

velvet jasper
#

Looks -Y and -Z to me.

distant comet
#

i thought the primary axis was supposed to be the direction to the root bone and secondary axis was direction to pole vector? but will give -Y and -Z a go

#

ok yeah that fixed it, how do you work out the axis directions then?

velvet jasper
#

Primary axis is the forward vector, Secondary axis is the up vector.

distant comet
#

ok that makes sense. thanks

distant comet
#

Ok following up from this, the purpose of building this control rig was because I've got some mocap animations which are good but not perfect. positioning of things like hands is sometimes a little bit off, that sort of thing, so I wanted to use an IK control rig to just touch up the animations in engine, but when I bake the animation to the control rig, all the keyframes are there but the character just T-Poses through the animation. Not sure what I'm doing wrong here?

#

nvm think i've found a video on the topic

velvet jasper
distant comet
#

of course, i should have caught that. Thanks very much

distant comet
#

so my control rig is set up to do basic IK on reverse solve for the arms and legs (arms pictured here, legs below) I have seen this works in the editor by setting it to preview backwards solve and wiggling his arms. I have two poorly named animations on a skeletal mesh inside a sequencer. I bake to the control rig, i get a bunch of keyframes set to the control points default positions, and the animation has failed so he just t-poses in place still. I'm not sure how to google for this problem, but I think it must be something to do with the control rig because if i bake it to the default "FK control rig" the animation bakes fine, but I don't have the IK stuff that I want to make the animating easier

cursive valley
velvet jasper
velvet jasper
distant comet
#

what do you mean by joints to controls? Inside the control rig?

velvet jasper
#

During forward solve, your controls set the joints transforms.
During backwards solve, it is opposite.

#

You don’t need to do IK solving during backward solve, because there’s no point for that, it doesn’t manipulate your controls.

Your main goal is to get the data from your joints applied to your controls, then the sequencer would key these controls based on their new transforms.

distant comet
#

Ok so I want to do this sort of thing on backwards solve?

distant comet
#

cool, thanks I'll give that a go

cursive valley
velvet jasper
limpid river
velvet jasper
distant comet
# velvet jasper Yup.

ok this is mostly working my one problem is I can't figure out how to correctly translate the pole vectors on the reverse solve? If I don't do anything I can see they're in the default T-Pose location, but if I try and map them to their corresponding bone with an offset they end up all over the place (the sphere on his chest is the pole vector for his right knee)

velvet jasper
#

Your lowerarm joint is your pole vector control.

distant comet
#

Oh right ok, so remove the pv controls and just use the joint locations as the pole vectors?

velvet jasper
#

No, you set the transform of the pole vector control from your lowerarm.

distant comet
#

sorry took me a while to figure that one out because I'd misread your message and was still passing in the wrong joint. that's quite trick, I guess that's because the lower joint has the pole vector assigned on forward solve?

#

no nevermind i've misunderstood what's going on here. second screenshot is on backwards solve so I'm misunderstanding something but I'm not sure what? Is it possible to query the pole vector from the lower joint? also attached screenshot of what I'm doing

#

sorry if I'm being slow, I've not done much with the animation system before so I'm trying to learn the basics while knowing what I ultimately want to achieve it's very frustrating for me

#

(have also just seen and fixed the local/global difference between two of those nodes)

velvet jasper
#

This is the lowerarm

distant comet
#

Ok right i had misunderstood. I'd initially done that, but with the offset because I thought it needed the offset (i guess the offset is just for visibility purposes and doesn't actually impact the maths of what the PV does?) so then when that didn't work I just got myself all twisted in knots about it.

#

looks like that's worked. Will need to add some more controls for the fingers and head, but I think I understand now and can get this working. Thank you for your help

polar bronze
#

I captures some gameplay in GASP5.6 with the Take Recorder, and for some reason the Camera doesn't get the rotation.
I see there is a camera recorded that has the all information, I see the icon and motionpath in the scene, but for the life of me I can't get it to look through that camera.
What do I need to do ?

velvet jasper
polar bronze
#

@velvet jasper I tried it, but still getting the same result, I'm missing a button here I feel to pilot the cam:

sand orbit
#

Hey, everyone
In the sequence evaluator, in "On Update" function I swap sequences with "Set Sequence With Inertial Blending"
However, it seems like sequence is changed instantly, without any blending
Has anyone encountered this? Can this happen because of distance matching (used in the same sequence evaluator)?

velvet jasper
sand orbit
velvet jasper
velvet jasper
sand orbit
#

Yes

velvet jasper
#

I'm just not sure the Inertialization can work inside the State Machine, try moving it to Main Anim Graph.

sand orbit
#

Okay, I will give it a try
Right now it looks kinda like this

velvet jasper
polar bronze
velvet jasper
sand orbit
velvet jasper
sand orbit
#

Not really
I quickly made a prototype ABP to test what you said, and it works
However, it still doesn't work inside my actual ABP 🤔
So I'm gonna look again, maybe I've made some mistake

polar bronze
#

@velvet jasper @sand orbit
I managed to copy the keys into a new CineCamera and it works, it's just that the keys are extremely offset.
So now I need to figure out the offset, and I also think the keys are made in such a way that it expects the camera to be parented to the player

velvet jasper
sand orbit
velvet jasper
polar bronze
#

@velvet jasper joooow, that worked 🎉
final quirk, when I hit play, suddenly my black bars get offset, I wonder if this will also show up in the final render 😬

#

follow up, I did quick and it looks fine during render, so we are all good!! 🔥 thnx @velvet jasper

sand orbit
#

It turned out that you can't call SetSequenceWithInertialBlending if the sequence is the same
That was the issue in my case

velvet jasper
austere nebula
#

Looking for: Animator to make 3 simple animations for a fps character in Unreal engine 5.7

Price: 100$

Timeline: its a very simple job it should take no less than 1 week to make

Contact:Dms available!

vapid flower
#

hello guys i have one problem where i have a one weapon bone and it was in the root so when i was running and jumpping and even attacking it was just folting around so is there and built it function from UE5.5 so from that i can solve this problem

velvet jasper
vapid flower
#

like may it snap or something like this but currently i was doing like not attaching to weapon specific bone but rather than i made socket in hand r and the place weapon in it but i have some QT where both hand are aligned and based on the weapon bone and for this i was here putting notifyer and switching socket so i was looking for some good solution for this

velvet jasper
vapid flower
#

yes weapon bone was animated and that why and when fight anim monatges was playing that weapon bone litraly flying when trying to blend

velvet jasper
vapid flower
#

ohk

wispy gazelle
#

Hey! I have a problem with a very simple rig of a cow. It has a root joint at 0 and then a pelvis after that. When I simulate this cow, even just the physics asset by itself, it moves as if the pelvis is the root and it snaps the pelvis (together with the cow) down to the root. I'm just importing it with default settings. I've been bashing at this for two days now.

velvet jasper
wispy gazelle
velvet jasper
wispy gazelle
velvet jasper
#

Yup.

#

Otherwise, that breaks the physics simulation.

hollow ivy
#

Does anyone know if there is a built in node for blend poses by gameplay tag?

hollow ivy
velvet jasper
hollow ivy
#

iirc Lyra using Anim Layers when there is a weapon equip happens, maybe we should use that workflow instead 😄

hollow ivy
compact rover
#

Hey all, I'm working on a flashlight animation that procedurally rotates the hand to point the flashlight at the camera forward vector (red sphere). I'm using two-bone IK and modify bone nodes for this.

This works fine when the character is standing still. Once the character starts moving and rotating, the look at rotation seems to overcompensate. Once the rotation stops, the rotation will stabilize and interps back to the target correctly.

I'm pretty sure this is due to stale transforms on the hand bones and flashlight, but I'm not sure how to fix that. I'm looking at overriding the "Thread Safe Update Animation" function and moving logic there, but getting transforms isn't thread safe. I'm also wondering if it's due to how I'm doing the look at calculation in world space. Any advice on this?

brazen wharf
#

anyone else encountered crashes when enabling bone visualization in viewport in 5.7?

velvet jasper
polar bronze
#

@velvet jasper now that I have a working camera, is there any way I can bake all the animation channels to another object cleanly without the attachment ?
I'm hoping to remove the kinks from the camera path, and perhaps also do minor correction to some angles to make the whole thing more cinematic

velvet jasper
spare badger
#

Hello, does anyone know how i can in "Layered Blend Per Bone", expose branch filter, and store it in variable. So for example i want to make in Character BP, when i press 1 that Bone Name in it is set to example "spine_01", when i press 2 it's to something else, and so on...

polar bronze
#

@velvet jasper you are right, I tried it.
but it just offsets the camera in space somewhere.
even when playing with all the different offset types this behaviour happens.
perhaps it's because the camera I'm trying to capture has the **attach **added to it's component ?

velvet jasper
velvet jasper
spare badger
velvet jasper
compact rover
velvet jasper
#

Additional motion could be added on top.

compact rover
#

Thanks!

lyric sinew
#

hey, I am wondering just out of curiosity.
if I have something like a fan which needs to have a 360 looped rotating animation.
What is more performant:
a) making it a skeletal mesh and rotating the blades with animation
b) making it a static mesh and in blueprint updating its transform every tick

velvet jasper
worldly anvil
#

Hello, does anyone know how to read current curve value in an animation graph at a given node? GetCurveValue returns last final pose curve value, but I want to read/save the current curve value before, let's say, LayeredBlendPerBone

#

E.g. if I do this, Test curve after LayeredBlendPerBone will be 0.5 due to normalization based on weight, but I want to save that 1.0 before it gets affected by blending