#animation

1 messages · Page 77 of 1

velvet jasper
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What do you mean under "target a mesh"?

versed flare
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The weapon I want to use is a skeletal mesh.

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To replace the hammer

velvet jasper
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Yeah, you attach it to your socket or bone inside your BP.

void shard
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i want to start adding animations to my 3d models that im making in blender, whats the best workflow to achieve this

void shard
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do i do the animation in blender or in UE? do i rig in Blender then export as FBX?

versed flare
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That’s what I did. Doesn’t like me very much.

velvet jasper
versed flare
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so when you say target weapon animations you mean any anim with the hammer of sevarog in it correct?

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I attached the skeleton to the weapon r socket and hooked up the sevarog animbp

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the scythe is the issue i think. The animation turns the weapon but that wouldnt be noticed on a blunt force weapon

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I know that trying to pause the anims and then make it appear on the hands is going to fail. What was your suggestion before?

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Ill have to try it in 5.7 to see if that changes anything. Unless you think its only the difference in size?

hollow saddle
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Hello. Is it possible to open retarget window with initially selected animations in content browser also selected in the retarged window anim selector? When I select all animations from a specific folder in content browser, click "retarget", retarget window opens, but no animations are selected and I have to select them again in the global animations list, but in retarget window there's no folder organizations so I have to manually check that I selected the right bunch, which is, obviously, annoying.

hollow saddle
lost crown
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I have moved to 5.7 and I really don't like the new look of animation graph, I wonder if it's possible to switch to the previos look in 5.7?

velvet jasper
versed flare
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Nope

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I’ve seen some extra bones on it though

velvet jasper
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Do you understand difference between bones and sockets?

versed flare
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Yes

velvet jasper
# versed flare Nope

The hammer is part of character's geometry, that is skinned to "weapon_r" bone, child of "hand_r" bone.
Animators controlled that bone during the animation process. Most of the time, it was simply constrained to the right hand.

If you remove the geometry and/or attach any other object to that bone, the motion would still be there, as it comes from the character itself.
Applying the character's AnimBP to your weapon mesh is pointless.
If you're using a freshly created socket, you'd have to either manually adjust the transforms of that socket, or manually adjust the relative transforms of the mesh component.
And you can't retarget the animation to the socket, as it's external static thing, it's non-animatable. It should be an actual bone.

velvet jasper
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I did a quick glance over the release notes and I see that the state machine UX has been updated.
No information about UX rollback, so I don't think you can just switch it by default.

chilly bridge
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hello mr DanDiamond I've noticed you're the most consistent helper here in this channel. Do you know some of the best solutions for character clipping through walls? Only my crouch pivot animations make her clip. I'd like to avoid having to edit the animation itself or increasing the capsule radius while crouching. I also tried to apply physics to the torso but failed miserably.

velvet jasper
# chilly bridge hello mr DanDiamond I've noticed you're the most consistent helper here in this ...

One of the solutions would to simply let it be 🙂

The efficient way would be to edit the animations to minimize the body slipping out of game design capsule bounds, but if it’s not the option, then it has to be corrected procedurally.

It might be a Control Rig where you have Full Body IK solver.
Your effectors would be your hands and your head transforms.
You can correct this transforms by doing a sphere trace from the origin of the joints, then offsetting the effectors if the trace is hit.

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Don’t be shy to tag me though.

hollow saddle
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I borrowed some animations from game animation sample project into my project by migrating the anim assets (sequences, rigs, retarget assets) . Now when I am retargeting looped walking animations from UEFN skeleton to Manny (in my project manny is unmodified except for several sockets) with RTG_UEFN_To_UE5_Mannequin which I also migrated from GASP, by the end of the loop I get weird discrepancies (i.e. legs and feet end up in ugly and incorrect positions which also breaks the looped nature of the anim).

However, if I use autogenerated retarget asset, or if in GASP's RTG asset I disable Run IK Rig node, then retargeted animations look and work fine, at least for walking/running loops (however in case of auto RTG asset, finger positions are a bit broken). So what could I be doing wrong here or what should I check to fix the issue? So far I checked both IK rig assets for UEFN from GASP and my projects for Manny and they look identical (unless I missed something). Honestly ATM i'm fine with just disabling Run IK Rig node in RTG asset, since looped locomotion animations look fine with that node disabled (at least in editor), but I would still like to know how could I fix these kind of issues

UPD:
I checked, this issue can be reproduced in GASP on UE 5.7.4, so it's not specific to my project

delicate crane
velvet jasper
chilly bridge
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anyway I saw a yt tutorial that seems to solve this issue. Imma just watch this out of curiosity cuz a feature like this might not be worth the time it'll take to implement properly.

delicate crane
# chilly bridge are you talking about the rendering the hands and gun last to avoid clipping in ...

It's not just rendering they even pull back spine. It's not copy/paste for sure but it's the same idea. I'm pretty sure they would do something similar (control rig, ik) in the tutorial as well. But I would only consider implementing this if you have a lot of hide and sneak through some vents. The crouching anims that I use myself does not clip with the head (not even close) so it depends on the anims as well (ofc legs are clipping if I get my char reverse back to the wall).

pale elk
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hello, I am stuck on a very strange bug. I am currently in the process of changing my arms rig for my FPS for an updated one with a bit more bones. So I had to change my animation blueprint with the new blendspaces and animations. But when testing, I have a bug where my arms just disapear when I walk. They come back after walking. Sometimes it kind of "flicker".
But when I use F8 to get out of the pawn, the arms are still here and it seems that the animation blueprint is working fine.

Do you know what could cause this kind of bug ?

delicate crane
pale elk
# delicate crane Last time my meshes got invisible when they shouldn't was a changed bounding box...

thank you!

I think I have found a fix thanks to ChatGPT after describing my problem to it.
There is an option on the Mesh component "Bounds Scale" that If I understood well, create like a box around the mesh, and is used to decide if the engine should render an object. If the object is not in the camera angle, then it is not rendered.
On my blueprint you can see that my arms are a little bit behind the camera, so the engine thinks it is not visible, and is not rendering it. By increasing the Bounds Scale to 2 I make it virtually larger so it will be rendered without issues

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I am trying to figure out if I can see the bounds scale on the viewport

delicate crane
pale elk
delicate crane
pale elk
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thats the only options i have

delicate crane
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You need to start to see the boxes.

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You are in the character BP. The option is in the viewport. Maybe you can force it into character preview with "showflag.bounds 1" ...but it's not showing any boxes in my map if I don't hit start so I doubt it shows it in the character viewport right away.

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You should be able to see it in the skeletal mesh tho.

pale elk
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thats strange i dont really understand what is the red box, what is the yellow sphere

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first image is default value that makes my mesh glitching, second is bounds scale = 2

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oh ok maybe it takes the default pose of the rig, wich is the T pose and thats why its so thin and might end up behind the camera ? If the bounds are the red box

versed flare
delicate crane
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I think you should be able to skale the box just at one axis so it gets into the camera (instead of scale it in all directions). But... I'm not sure if you already use a physical asset. Sometimes you need that anyway (to avoid shadow artifacts... which might be pointless for FPS hands tho)... but it might even fix your bounds. Anyway I think the easiest fix is to just increase the scale forwards.

pale elk
versed flare
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Think i found the issue on why nothing seems to look right. They aren't aligned at all. Might have to give up on using the anims for this guy.

hallow bear
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Hey, I’m having an issue with a character animation transition in Unreal and wanted to ask if anyone has run into this before.

My guest character sits down at the bar correctly, and the sit exit animation also looks fine visually. The problem starts right after that: as soon as the actual movement / AI MoveTo takes over, the character does an extra wrong turn / snap. It looks like the mesh is snapping back to the capsule or real character position/rotation.

So the animation itself is not really the problem — the issue seems to be the handoff from the sit-exit animation to normal movement.
show collision already confirmed that the capsule stays at the real position while the exit animation moves the body visually, and once movement starts everything snaps back.

Important detail:

AI MoveTo only makes the problem visible, it does not seem to be the root cause
shortening the animation is not a real fix
I need a clean transition from sit exit into walking without that extra snap/rotation

The character is a MetaHuman-based guest.

Has anyone dealt with a clean animation-to-capsule/movement handoff like this before? thx for any help

velvet jasper
hallow bear
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and thx

velvet jasper
# hallow bear https://streamable.com/6ifqbu <@95508360631164928> here

Well, in your animation character turns back and starts walking away, while your capsule stays in place, so everything is logical here. The engine doesn’t know how your character is physically moving.

That issue could be fixed by utilizing root motion, driving the character capsule with the root bone animation.
If your animation doesn’t support it by default, you’ll have to edit the animation yourself.

hallow bear
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i think root is mving and i turned on Enable Root motion at the animatin Root motion Root Lock ref Pos

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@velvet jasper

velvet jasper
hallow bear
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yep

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and after it ai move

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and thats my prob ai move turned the ava arround because of the capsule i think

velvet jasper
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By default, AnimBP uses root motion only from montages.
You have to change that option in your AnimBP settings to “Root Motion From Everything”.

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But you also have to solve the capsule collision issue.

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So when your character is about to go into sitting stage, change the movement mode to Flying and disable the capsule collision.

hallow bear
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You have to change that option in your AnimBP settings to “Root Motion From Everything” thats turned on

velvet jasper
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Could you check in your standing up animation if the root bone actually rotates?

hallow bear
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Above the screenshots is the animation, and to me it looks like a rotation of the root

velvet jasper
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From the screenshot above it’s hard to say as it looks like it’s not.
Select the root bone and check the details tab.

hallow bear
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damn it only the pelvis

rigid aspen
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Hey all, I have a CAS setup for an enemy taking down first person player. The animation for the player turns sideways in game, so it doesnt line up. Clicking into the CAS itself looks perfect

velvet jasper
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Ah, Contextual Animation?

rigid aspen
velvet jasper
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And your motion warping setup.

rigid aspen
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the players animation is sideways while in the editor its just fine

velvet jasper
rigid aspen
velvet jasper
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You have set the defender warp point to be placed along the distance between the actors, but other role is empty.

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And what’s inside the roles data asset?

rigid aspen
velvet jasper
rigid aspen
velvet jasper
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Oh, and how would the CA preview look if you change the mannequin arms to your actual player’s arms mesh?

rigid aspen
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Just tested with my characters arms in preview and looked fine, and for your first question, let me know if youre referring to another area than on screen @velvet jasper sorry forgot to click reply to ur last post

versed flare
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could i use the ik rig and make the anim bp move the hand for me?

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kinda like this

velvet jasper
velvet jasper
versed flare
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got most of it but getting error

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Blueprint Runtime Error: "Accessed None trying to read property Weapon". Node: Set ABRightHandPos Graph: EventGraph Function: Execute Ubergraph Sevarog Anim Blueprint Blueprint: Sevarog_AnimBlueprint

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the weapon is using a skeletal mesh so it has nothing for default on the node when placed on the graph

rigid aspen
versed flare
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added is valid got this

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socket name is a socket added onto the skeletal weapon mesh

velvet jasper
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I’ll get back to both of you later, family errands

velvet jasper
# versed flare

If this error shown when you’re just working with the blueprint, it’s logical. “IsValid” node should filter it out.
Do you get the needed value ingame?

rigid aspen
# velvet jasper I’ll get back to both of you later, family errands

No problem, thank you either way! Seems the issue is the play character faces the X axis, and the animation and pretty much everything else in the game faces the Y axis. So when the animation is triggered, its forcing it 90 degrees making the animation not look right. I cannot figure out what the solution is since the player capsule is locked facing X

delicate crane
# hallow bear https://streamable.com/6ifqbu <@95508360631164928> here

Seems like your char is already standing and still facing in the right direction (0:31). Root motion would most likely the best fix but you might get away with cutting the anim (delete everything afterwards) and blend into your AI MoveTo movement at that point already (while your char is standing but still facing forwards).

versed flare
velvet jasper
# rigid aspen No problem, thank you either way! Seems the issue is the play character faces th...

Technically your setup is correct, so it’s hard for me to say either why it’s facing incorrect direction without more context.

Does your arms mesh has a relative rotation set to -90 as usual?
Is there any root rotation happening in your AnimBP?
Could you untick the “hidden in game” option in your capsule component settings and check if the capsule actually rotates?
What would happen if you remove the motion warping for the player anim?

twilit totem
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hey friends! having a bit of a problem with my animation

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every time you reload, the animation getts more and amore delayed

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super mega simple

untold roost
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oh speaking of the weapon position, an animator want to keep the weapon on the root of the character cause he made every wepaon animation work with the root position same as the characters root position. (which is 0,0,0) plus he want to weapons are keep attach on the hand socket. how I can match the weapon position if he made every weapon animation which is floating on preview (which matches the character's root).

untold roost
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This is how the animation looks like. its root sets quite far from the ground. the pistol goes up when I try to play animation while I set the pistol (weapon) on the character's hand. Can IK set/fix the position of the pistol animation or pistol on the root of character?

velvet jasper
# twilit totem

It’s generally better to implement the reload animation through AnimMontage instead of using the state.
Alternatively, if you click at your state, in the details tab tick “Always Reset on Entry” option.

velvet jasper
untold roost
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If that considered as baked in "Relevent" pos animation, should I asked him to animate it again in root position of the weapon, not one of specific character (due to blending issue)?

velvet jasper
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Logically, your character would have a weapon bone that’s child of the hand bone, that would represent the weapon position relative to the hand.

Then the skeletal root of the weapon mesh gets constrained to that weapon joint.
It should be done both in DCC during animation and in engine.

velvet jasper
# untold roost That screenshot shows the animation what I got rn, I assume that is animated in ...

So, as you constrain the weapon to the character, how the weapon would be positioned is up to character animation.
The weapon animation itself (e.g. moving slide, flying out clip during reloading etc.) would be a separate animations specifically for the weapon mesh.

By default, if you export the weapon animations from your scene, the weapon would be positioned in the world space.
By setting “Force Root Lock” would force the skeletal root to be placed at zero transform, making the animation to play in a local space, which is what you need for ingame implements.

versed flare
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Hey Dan is it possible to have multiple skeletons use the same animations? And what is motion matching?

velvet jasper
# versed flare Hey Dan is it possible to have multiple skeletons use the same animations? And w...

If the skeletons are pretty much the same, you can use "Compatible Skeletons" feature to share the animations across the skeleton assets.
https://dev.epicgames.com/documentation/unreal-engine/skeletons-in-unreal-engine?application_version=5.7#compatible-skeletons

Epic Games Developer

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

velvet jasper
# versed flare Hey Dan is it possible to have multiple skeletons use the same animations? And w...
Epic Games Developer

Use Motion Matching to create responsive animation systems, that select animation poses from a database, to match a dynamic system query at runtime in U...

versed flare
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Would I be able to add a bit of randomness each time characters move? Like if I wanted them to use different walk or run animations each time they moved would that be possible?

velvet jasper
versed flare
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OK cool that’s what I’m probably gonna do then

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Thank you

heavy trout
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someone is using Locomotor plugin? how can i made a run animation for my quadruped animal? and do i need to use 2 different Locomotor nodes for walk and run inside Control Rig?

velvet jasper
heavy trout
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i tried these settings to make animation run but looks like my animal is pedaling a bicycle😂

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and still is remaining too far from his capsule , if i try to run with my character and turn left or right, this AI animal is starting to make a tokyo drift🤣

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by running after his character capsule

velvet jasper
heavy trout
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something like this, that collision is his character capsule, and the bear is trying to drift after that capsule

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sometimes it can rotate and run backwards because of his capsule

heavy trout
velvet jasper
# heavy trout can you help to make a run animation for a quadruped animal?

Using locomotor or traditional keyframing?
That’s up to your own research.

All I can say is that I personally wouldn’t use the locomotor node for such stylized character and either do the animations manually or just retarget the animation from any other nearly similar available quadruped animset.

heavy trout
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keyframing for me is impossible😅 , i tried to make an attack animation, and is so terrible

heavy trout
pale elk
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hello,
I would like to know if someone could help me with some animation workflow I am trying to have.

My game is an FPS, and when right clicking to aim, I would like the left Arm of the Character rig to grab the weapon.
I already have my animations for walk, idle, fire and reload with a blendspace for idle to walk.
My animation BP is setup so each weapon as its state machine, and the state machine only as one state with the blendspace for idle > walking.

I already have my pose for when the character is aiming. With some research I have found that I should use the node "Layered blend per bone" . Base pose is the state machine with the blend space, and pose 0 is the animation containing the aim pose ( that is static ). I chose shoulder_L as the starting point where I want to merge the animation, as only the left hand is moved.

But this as no effect at all currently. My BP code for aiming is working fine, its just that the aim pose is not working.

I am not sure this is the correct workflow for "merging" animations like I want

velvet jasper
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You’re passing through the left shoulder from the base input, but you haven’t defined what should be blended from the blend input.

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Like, logically, you’d have root or chest bone with the blend depth 0, then anything else that should be passed through without the changes (blend depth -1)

pale elk
delicate crane
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...or the same in a ControlRig (but I don't see any control-rig node in your animbp).

pale elk
delicate crane
# pale elk thank you i dont know about this node, i will see

It's just dragging your left hand via IK to the effector (right hand is holding the item and leads, weapon gives some offset and usually has some bone where you would always grab it with your left hand ...). You can set the effector based on the weapon-shape... and some offset if you have different hands, ... (this is the main-part of my GetItemLeftHandTransform if I switch different items/weapons)

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...oh and I forgot. You have to define root and tip bone for FABRIK ofc.

pale elk
delicate crane
ashen junco
pale elk
delicate crane
pale elk
delicate crane
# pale elk I never used control rig, thank you maybe I will also try. Before all of this ...

There's no need to use control-rig just for that. But you can use it if you like. Your weapon anim should provide already a left hand that is grabbing something (fingers not straight like yours). There's even not much need to do something procedurally for this easy task. You've some relaxed fingers in idle ... and you've your grabbing fingers in aiming ... and the blending will do the rest (it's just a simple blend between two fingerposes no complicated anim).

pale elk
delicate crane
delicate crane
velvet jasper
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If you want your aim pose to affect all other anims, the additive setup would be needed.

pale elk
# velvet jasper If you have your animations done already, why would you need layered blending? ...

sorry if I am not clear. The screenshot I sent is a pose. I want the character rig to be in this pose whenever the player is aiming, but I would like to keep the idle,walk and fire animation also.
https://youtu.be/C8YXQbfqt0g?t=12
At this exact time code is the exact thing I want to create

This devlog is dedicated to showcasing the current state of my game. It's a first-person open-world heist game set in the early '90s. I'm using Unreal Engine 4 for this project.

Some sounds were added in post-production, some are still missing.

I made a retro graphics shader pack for this project.
PS1/PSX graphics asset pack for UE4:
Marketpla...

▶ Play video
velvet jasper
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Look into the additive animation topic then.

pale elk
pale elk
velvet jasper
versed flare
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ignore the horrible audio it wont use my xlr stuff for some reason

velvet jasper
# versed flare hey dan so im using the motion smoothing but it doesnt quite look right. What do...

I'll be honest, my Motion Matching experience is limited, so it's hard for me to pinpoint what's needed to be done in order to fix that issue.

Seems like Motion Matching keeps going back to the same pose at the start of the movement animation, because it thinks it's the best candidate.
How to fix it - unfortunately, I have no proper answer here, R&D would be needed from my side.

Personally I think that with such limited animset with such short animations, it'd be easier to do a traditional anim graph setup.

versed flare
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i suck so hard at the anim bps. motion matching was so easy to set up.

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i bet its a setting somewhere but yea

velvet jasper
versed flare
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yeah

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looks much better in the normalization than in game

twilit totem
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(sry for @)

versed flare
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speeding up the running rate seems to make it look better

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not sure why

novel viper
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Hello. How do I use additive animations with montages? I'm struggling to get it working. My additive animation works perfectly fine when simply adding it in the anim blueprint as a looping animation, but when trying to play it through a montage it looks completely different and wrong. What am I missing and what is the proper way to use additive animations with montages?

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Also, what am I supposed to plug in here?

velvet jasper
novel viper
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Alright will try that thanks!

novel viper
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That worked! Ty 🙂

chilly bridge
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Hi @velvet jasper I'm trying to learn how GASP and mover works. I've searched all over youtube and google on learning materials and also currently tinkering with the template to understand how it works but I can't help but wonder if there's a better way to learn. Can you give me some tips, perhaps some stuff you realized that you should've sooner. Right now I'm skimming thru the blueprints trying to figure out where to modify and insert code to make the character do what I want but I can only guess.

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like for example, I tried skimming thru the files to see what connects to where and I cannot figure out what these dense sparse databases means. I'm guessing they're different sets of animations...? I know I can spend days analyzing the template but are there better ways?

velvet jasper
chilly bridge
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tnx I actually have watched a bunch of those but I might've missed it where they talk about the dense and sparse things

chilly bridge
velvet jasper
# chilly bridge I suppose I'll just rephrase my question to not waste your time. Do you know wha...

Sparse and Dense databases are pretty much self-explanatory, where the former has less added animations than the latter.

The more unique animations you add, the more fidelity your motion matching would have but bigger memory consumption.
GASP gives you a possibility to switch between two databases.
You can compare the quality between and figure out how much approximately the animations you might need for your setup.

velvet jasper
chilly bridge
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ooooooh ok that didn't cross my mind. I know the meaning of sparse and dense but I couldn't figure out how it relates to motion matching. Now I remember that I might've heard Caleb mention this in the livestream. Anyway thanks!

novel viper
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Hello. Is it possible to play a NON random animation sequence instead of a random animation sequence?

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I need this but not random

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(I have an idle animation which consists of some breathing and the occasional look to a direction. I tried random but it sucks at it sometimes plays the directional looks consecutively and in weird orders, but that is of course what random does. So I'd like to hand make a looping sequence instead)

velvet jasper
novel viper
velvet jasper
novel viper
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Can you do this inside the animgraph? Or do I have to do this somewhere else?

velvet jasper
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If it's one of UE5 Mannequins, the Sequencer could automatically add a Control Rig track - simply delete it.

lucid halo
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Hey guys im new to ue, can anyone help me with my character blueprint not moving when using WASD controls? In the template Third person level, i have my custom character and animations applied to the third person BP and it works perfectly fine. But then in my other scene, using the same character blueprint, it wont move and only rotates on the spot. Sometimes if I spam the keys and spacebar the character does move a little but then gets stuck again. Any ideas? 👀

velvet jasper
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I also would add that #blueprint would be a better fit for your question.

lucid halo
versed flare
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Hey Dan do you happen to have a huge tutorial on how to make a good anim bp? Turning, movement transitions and such?

versed flare
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I found a few I just don’t want to spend hours doing it if it isn’t good

velvet jasper
versed flare
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Fair enough

velvet jasper
restive hazel
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is there anything funky with sockets on characters when it comes to cameras? In FPS view the gun here is in-front of the hand (not holding it), but when i eject from the player/camera the gun is in a different place and closer to where it should be? its making it very difficult right now. Literally have a single socket on the hand_r

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currently attaching it to snap to target

velvet jasper
restive hazel
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i think it was just the default

velvet jasper
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Have you set your weapon mesh to use FP rendering mode?

restive hazel
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theres an FP rendering mode?

velvet jasper
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Yup. You have to set an option in the skeletal mesh component to be rendered using FP processing.

restive hazel
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wont that mean i need a different version for third person? cant be the same?

restive hazel
velvet jasper
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First Person Primitive Type

restive hazel
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found it, thanks 🙂

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ill give it a go

velvet jasper
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There should be two options - First Person and World Space Representation.

restive hazel
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well they both seem to be in the same position now (need to tweak the socket) but that worked, been using unreal for 11 years and never knew this existed 😄

velvet jasper
# restive hazel well they both seem to be in the same position now (need to tweak the socket) bu...

This is a fresh addition to Unreal.
Here's a presentation talk on that topic:
https://www.youtube.com/watch?v=11sLIyw0pWQ

Watch this session recorded at Unreal Fest Orlando 2025 to discover best practices for setting up first-person views, now more robust and easier to implement in Unreal Engine 5.6.

This session explores various approaches to first-person rendering and how Epic developed a solution that addresses clipping, supports a custom FOV, and integrates w...

▶ Play video
restive hazel
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would this be the same for the character mesh

velvet jasper
restive hazel
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nice, you are correct, ok, looks like i have a video to watch 😄

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thanks for your help, was bashing my head on this one

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now i just have to spend my life getting the animations in the right place and looking good, animations SOOOOO is not my strong point haha

restive hazel
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i currently have a headless character for FPS

velvet jasper
restive hazel
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Here is the aim offset and the result of looking down

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i moves but a fraction of what it used too

velvet jasper
restive hazel
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i will need to record, or i could screen share in voice

velvet jasper
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Win+Shift+R would be enough.
Unfortunately, I’m not available for VC.

restive hazel
#

no worries, will see if i can do a quick video, 2 mins

restive hazel
#

I have the standard setup for it, only alteration is a Left hand IK transform but that has been working for quite some time

velvet jasper
# restive hazel

I can’t play MKVs from my phone, unfortunately 🙂
Well, I can by using the external player, but I’d prefer MP4s next time.

Have you debugged the rotator values? Are those actually correct?

velvet jasper
#

Does your capsule rotate when you do the yaw rotation?
If so, you don’t the yaw rotation at all, especially since you don’t have any animations for that axis in your AO.

#

Debug your values, debug your graph - if you keep your AnimBP open during PIE and pick your PIE actor as a debug preview instance, you’ll see how your AO graph works in the Anim Graph.

restive hazel
#

yeah sorry (on phone) will get back to this asap

velvet jasper
#

No rush.

restive hazel
#

well the capsule doesnt rotate, the character currently in max down, it does see that it is looking down a bit just not a lot

#

currently -71

#

hmmm maybe the aim offset is wrong, even in the aim offset it isnt down enough

velvet jasper
#

Well, here you go 🙂

restive hazel
#

ok, i have to redo a lot of these animations anyway, they all look wrong in FPS, most of them were TP animations so i will take it that it is working, its just bad animations

#

thanks for the assist

#

adjusted the down animation just to confirm and it now seems to be working so, not I suppose i just need to do better animations 😄

lucid halo
velvet jasper
lucid halo
jade moon
#

I've set up a controller rig for my model in Unreal Engine 6.5.1. Everything works as it should and now I want to add foot tracing when my model runs. However, every tutorial I've watched has told me to use the manny control rig which I can't use because it's not in this unreal project file, and I don't use the manny rig either. How do I make foot tracers without the manny control rig?

velvet jasper
#

Your character should either have the IK target joints or IK target virtual bones.

lucid halo
#

@velvet jasper I think it might have to do with these collisions, do you know how i can remove them? This was probably what i meant too when the giant was 'walking in the air'

velvet jasper
jade moon
lucid halo
mellow urchin
#

is that "just a thing" that the mirror in the sequencer doesnt work for translation?

velvet jasper
mellow urchin
#

im on

#

5.7.4

velvet jasper
#

Alright, there was some user back in March that had an issue with mirroring the Modular Rig controls.
I could replicate the same behavior on 5.7, but couldn't on my Main branch source build.

mellow urchin
#

mirroring the modules themself when creating isnt a big deal, its just a name replacement?

im talking about creating a pose, to mirror it

velvet jasper
#

Yeah, issue with mirroring the controls.

mellow urchin
#

also, saving the pose in a custom folder gives a accsess vialation error

hybrid creek
#

Hello. So my animator wants to attach an item to our character and have it perform a swaying animation. Our item is a lantern with a handle, and he wants to perform the animation solely on the lantern, so the handle stays fixed.

Our current planned solution is to make 2 separate actors so they can separately attach to 2 different sockets to animate, but I was wondering if there's a better way?

#

I'm not familiar with animation stuff, I suggested, without knowing if it's possible, is to just make the lantern also be a skeletal mesh and when it's attached to the player, the player animation feeds data into the lantern animation.

The other thing I ran into while looking this up was https://dev.epicgames.com/documentation/unreal-engine/working-with-modular-characters-in-unreal-engine, however it seems that it's for actors that are already built up by multiple skeletal meshes.
Unsure if it works when an item actor at runtime is attached to the player. Not to mention, how are you supposed to animate this modular character?

hybrid creek
#

Another solution I suggested was to just not use animation blueprints for this and update transforms in the actor blueprint, since when it sways back and forth around the handle, that could perfectly be done locally in the actor instead of the animation, however I'm unsure if that would affect other things poorly

velvet jasper
# hybrid creek I'm not familiar with animation stuff, I suggested, without knowing if it's poss...

Answering the question about the lantern - rig it as a separate skeletal mesh and attach it to the character’s mesh.

There’s two ways it could be done - either by having all the lantern joints inside your character’s skeleton or by having an attach joint on your character’s hand joint and constraining the lantern’s root joint to that attach bone.

In case of the first option, you’d have an approximate hierarchy:
•> hand_r
-> lantern
—> lantern_body

The mesh obviously should be skinned to these joints.
Then you do the animations and export both of the meshes with the same skeleton separately.
In Unreal, you add a new skeletal mesh component and call Set Leader Pose Component function, where the leader mesh would be your character.
That way all the animations from the character would be transferred to the lantern mesh, no AnimBP needed.

In case of the second option, the approximate hierarchy of the lantern would be:
•> lantern_root (placed at the top of the handle)
-> lantern_body
And your character’s hierarchy:
•> hand_r
-> attach_r

In DCC, your lantern’s root would be parent constrained to the attach joint, then you pose and animate that joint. If needed, the lantern body could be animated as well.
Animations have to be exported separately for both of the meshes, if the lantern has a unique animations.

In Unreal, you spawn and attach the lantern mesh component to your character same as in DCC.
Lantern anim sequences would need a Force Root Lock option enabled to remove unwanted root movement, as originally you might have your mesh floating in the air cause it was exported in the world space attached to the character’s hand.
AnimBP with Slot node would be needed to play the item’s animations.

In my opinion, the first option might be a better fit for you, as it would be easier to blend the locomotion animations together, when the lantern supposed to sway all the time. With separate item anim logic, that would be a pain in the ass to setup.

#

In both cases, the physics simulation could be applied.

hybrid creek
#

👍 Thanks for the help

#

Just a clarification question, does both options require the lantern be part a part of our blueprint as another skeletal mesh? Or would it animate just fine if the lantern was a separate actor that we could pick up in the world and attach to the player?

velvet jasper
rustic swallow
#

anyone familiar with motion warping?

#

I have a notify which covers the length of my montage, and the target position data is set before it plays, when it plays, its giving weird results. sometimes it aligns, but others its way off (like 200+ cm) - I disable collision during the montage so I dont think its that

velvet jasper
rustic swallow
#

I found the issue, sorry 😛

#

warp has 'ignore Z axis' set by default, so it wasnt offsetting Z

#

im not sure why it was giving weird results where it would work sometimes, but not it seems like its working all the time

green token
#

Has anyone here used blender in making a first person AND third person model? 🤔

velvet jasper
green token
#

I'm wondering if people have their blender setup to have both fp and tp armatures in one file 🤔

versed flare
#

Sorry to bother you Dan but do you know a way the wouldn’t cause performance issues that would allow me to randomize running animations in an animation bp?

#

This was the suggestion I got but I’m new to anims so it is a bit difficult to understand.

#

(What my googling lead too)

versed flare
#

Just don’t know what it means is all.

velvet jasper
versed flare
#

Right now without frame loss about 45. I want to randomize the running animation. To make them a little more unique. Right now I have it set up in a blend space with forward backwards and sideways movement.

#

With speed and direction variables.

#

I was told if I make multiple blend spaces and replace only the running animation I can then have multiple of them and randomize that as in which one is used.

#

However, I was also told if I do that it would destroy performance.

velvet jasper
#

Again, what kind of assets you have and how much?
Do you have multiple multi-directional locomotion animations?

velvet jasper
versed flare
#

Would showing the blend space help or a pic of the animations themselves?

velvet jasper
versed flare
#

i only want to randomize the RUN animation. So not every enemy is running in the exact same way. randomizing the run speed is a good idea as well but that is seperate from this.

#

this one in the blendspace if that helps

versed flare
#

I suppose I should’ve mentioned that it’s the enemy AI that I’m working on here

velvet jasper
# versed flare

I'll get back to you later when I have time to do some R&D on your topic.

versed flare
#

i appreciate it man.

wraith verge
#

Hi, so the track ruler i can drag, it does not snap to keyframes.. why?

velvet jasper
wraith verge
#

I doubt even, how can there be space or a animation between e.g. keyframe 10 and 11 ?

velvet jasper
wraith verge
#

Aha yeah

#

So u mention that the space between e.g. keyframe 10 and 11 is just preserved room for when the frame rate would be much higher right?

spice leaf
#

Hello, I am trying to get my root motion to work my attack animations. I can see in the anim sequence that the root motion is working and the root is actually moving, but if I turn on enable root motion in the sequence and then play the game the animation also just stays in place. When I turn off enable root motion the animation moves with the root, but then snaps back to its starting position, which I do not want to happen.I have gone into the anim bp and tried both root motion from everything and root motion from montage only, which is the setting I would like to keep it at. any thoughts on why my root motion for my attack anim snaps back to where the animation started, and how to get my character to continue to move forward with the root motion?

velvet jasper
spice leaf
#

@velvet jasper yes

velvet jasper
spice leaf
velvet jasper
#

Could you try enabling Root Motion and toggling off Use Normalized Scale?

spice leaf
#

@velvet jasper the character still does not move forward during the attack just stays in place. in sequence when I turn off enable root motion I can see the red root bone moving forward

velvet jasper
#

It actually moves in your first clip, just a small amount.

spice leaf
#

@velvet jasper ya i do see it moving a tiny bit but how come its not matching the movement when playing? any thoughts?

velvet jasper
spice leaf
#

if I turn off enable root motion and play the character moves the correct amount as expected but the capsule just doesnt follow

velvet jasper
spice leaf
velvet jasper
spice leaf
velvet jasper
spice leaf
#

@velvet jasper i sent it back to the person who rigged it and they scaled up the rig as well as adjusted the arm bones like you suggested

#

@velvet jasper when in maya tho if I adjust the scale and reimport the character the scale doesnt seem to change

velvet jasper
spice leaf
#

hahaha all good

#

but ya they scaled it up

velvet jasper
#

If you again open your AnimSequence, toggle root motion on and switch the Root Lock option to Zero or Anim First Frame - would that change anything?

spice leaf
#

@velvet jasper the root bone is scaled to 1. under the world ctrl there is a scale amount set to 10 which when reduced adjusted the engine scale. but when I where to scale it down to 7 under scale amout and engine scale is at .7, the character still imports at the same size

velvet jasper
spice leaf
#

@velvet jasper changing Root Lock option to 0 rotates the character -90 in Z so they are looking up but they still dont translate much and Anim First Frame doesnt do anything either

velvet jasper
spice leaf
#

@velvet jasper those are bones for different props but arent being used

velvet jasper
#

Could you show a recording how the animation looks in Maya?

spice leaf
spice leaf
#

@velvet jasper when I have enable root motion enabled, is this how the animation should behave in the animsequence?

velvet jasper
spice leaf
#

hmmmm

#

@velvet jasper i think something happened when it was rerigged potentially

velvet jasper
spice leaf
#

ya

#

that was the one that was scaled down and the arm and leg bones were a single chain still

#

@velvet jasper any thoughts on what might be causing this different. is it a scale thing then?

velvet jasper
indigo palm
#

oohhhh my God. It really should not be this hard to use a custom collision model. Why. Why must it be so freaking hard? I am doing what the documentation says. Hours of trying different things and getting no results - why are the collision meshes still part of the main model?

#

It really should not be this hard

#

I just want the custom boxes to serve as a collision

#

but not to show up in the game

#

Why is this so difficult

covert parcel
#

Not sure if this is the place to ask, but i'm looking for suggestion or help on how to make my grabbing simulation more smooth. it doesn't exactly stay on point, because it's just a break hit result. and i also don't know how to incorperate a animation into the modify. should i even be using a modify node? i don't really know anything about this stuff and i'm trying my best to replicate a grapple hook from the arm.

velvet jasper
velvet jasper
# covert parcel Not sure if this is the place to ask, but i'm looking for suggestion or help on ...

The frame lag between the grapple and the object is usually related to the tick differences - one thing updates faster than another.
If the object you grab is simulating physics, in your BP you can try to change the tick group of your mesh component to "Post Physics" - in theory, that would make the skeletal mesh update after the physics is processed.
What kind of animation you want to "incorporate"?

indigo palm
indigo palm
#

So, how do I achieve the same result for skeletal meshes?

#

Do I have to add bones to wall of the ship hull?

velvet jasper
indigo palm
#

Right, like 3dsa max bones

velvet jasper
#

Well, you add your bones and skin your mesh with these bones.

indigo palm
#

That's what I am trying now

#

still doesn't seem to be that easy on first glance

velvet jasper
#

If there’s multiple joints, make sure to create a root bone first, then parent rest of the joints.

indigo palm
#

sigh for some reason it is refusing to acknowledge my bottom bone

#

Yep, I did that

#

One global help object is root

#

Which has the root bone and editable polys as children

#

It shouldn't be so hard to create a box people can walk in

#

Just refuses to import all the bones for some reason

#

In 3ds max, all of the bones are part of the hull except the door bone

velvet jasper
#

Could you describe what exactly you want to do, because I’m not sure I understand your actions correctly

#

Like, more context on the asset you’re working at

indigo palm
#

I'm just trying to create a sample box players walk into

#

with a door

#

it's a stand in for an eventual spaceship model I'll pay someone to create

#

But for now, I just need a box with a closing door. I can do some basic stuff in 3ds max. I know more about rigging than anything else for 3ds max

#

But the spaceship either has collision that blocks the players from walking into it or no collision at all right now, unless I figure out this magical receipe for getting each wall of the hull and the door to have collison boxes

velvet jasper
#

There’s a way to achieve what you want with the skeletal mesh and phys asset, but why wouldn’t you make a box and a door as a separate objects?

indigo palm
#

I had that but it was a little clunky so I figured I would just use animations for the door

indigo palm
#

lol. So I manually created the boxews

#

the collision boxes

#

and then I went to animate my ship, and for some reason now, even though there is only the door bone in the door skin, the door isn't moving with the bone. Istg.

#

All the vertices are weighted to 1.0 for the door to the door bone

#

There is no reason it shouldn't be moving

velvet jasper
#

Does the door move if you move the root bone?

indigo palm
#

It does not

#

Which is weird as the door bone is part of the root's chain

versed flare
#

so im using a video to set up enemy ai turning and it uses the player input action to trigger it. How would i trigger that on an enemy ai in the same way? Here is the video i used for player rotation. https://www.youtube.com/watch?v=3zVh1-4zmy4&list=PLQN3U_-lMANNFMjzD8Hphh1Sh0Disv5Ww&index=4

Hey guys, in today's video, I'm going to be showing you how to turn in place. In this, if the player moves their camera, the character will rotate to follow it playing smooth animations to display the character turning in place.

Re-Targeted Animations: https://drive.google.com/file/d/1kAT1qROHKzIi__WxBe7XKVJCNcTnLHrh/view?usp=sharing
Mixamo Ani...

▶ Play video
random skiff
#

Is there a way to access the AnimGraph in a Child ABP?

indigo palm
#

I don't know why I can't walk into the ship. It should be lettin gme

#

Weird, so the main root box couldn't just be set to Overlap. It had to be set to No Collision

covert parcel
arctic fern
#

Do you need eye bones for eye rotation and looking, or will morph targets suffice?

velvet jasper
velvet jasper
velvet jasper
arctic fern
covert parcel
velvet jasper
# arctic fern I suppose _how_ is the other matter, there's basically no resources for that sor...

As in any other DCC rig, your goal is to rotate character's eyes towards your target point.

In Unreal, in case of using the joints, the simplest way would be to use Look At component anim node. This node exists since early UE4 versions and there were a plenty of materials on that topic.
You assign the forward axis of your joint, assign the target point location, clamp the rotation angle, and you have a procedural eyes looking.
This node would override the bone rotation, so if you apply that to pre-made facial animation with eye movement, in order to preserve it, you'd have to control the alpha of the look at node by either disabling it completely or using the anim curve to turn it off when it's needed in this animation.

In case of Morph Targets, you map the rotation values (e.g. Find Relative Look At Rotation function result) to drive your morph targets.

velvet jasper
covert parcel
#

actually this might be fading outside of animation, sorry.

velvet jasper
velvet jasper
#

So you're setting just the location, not the rotation.

#

Ah, that's a handle.

covert parcel
#

Nevermind, i just did it, and it works great. only problem is, is that it lags behind, and the arm goes through the object, but i guess that's more to do with the modify bone node now

#

is there a better alternative to transform modify, that can work with animations and also move all bones at once? instead of one at a time

velvet jasper
covert parcel
velvet jasper
#

The ultimate alternative would be a Control Rig.

covert parcel
# velvet jasper The ultimate alternative would be a Control Rig.
  1. How could I achieve this with a control rig. 2. I cannot use a control rig with my character for most of the bones. with a modular rig, it won't detect my fingers, and with a standard control rig, it doesn't animate my legs properly and have massive amounts of trouble to where i just completely gave up on the unreal engine control rig and decided to just animate by hand.
velvet jasper
# covert parcel 1. How could I achieve this with a control rig. 2. I cannot use a control rig wi...

Control Rig could be used not only for offline keyframe animation of your character, but also for runtime procedural adjustments. Modular Rigs and rigging problems you had with your character are not relevant much in this case.

You make your bone manipulation logic inside Control Rig asset, add that asset as a Control Rig node inside your Anim Graph, expose the variables\controls to that node and map your values to them.
I won't be able to give you step-by-step instruction how to build such asset, I have no access to the character you have.

covert parcel
#

and hand animate for actual animations?

covert parcel
#

okay i understand. thank you for your time

velvet jasper
#

You built your own logic as you want it, that's the thing.

velvet jasper
velvet jasper
#

Long story short - I lock the root bone in-place and then find the difference between the root bone orientation and the capsule orientation. If the yaw difference passes the threshold, I trigger the turn in place.

#

To simplify things, the turning in place could be triggered by capsule rotation delta (last frame rotation / current rotation).
If AI rotates in place, we switch to turn in place state. The sign of the delta value would give us a direction of a turn.

wraith verge
#

Hi. I was looking for a way to attach the hand_r_ik_ctrl and hand_l_ik_ctrl to a mesh (a 1x1 cube) while i animate the character in sequencer. (Trying to create a pushing object animation)

#

But i found, maybe its not possible?

#

I can't find a way to get the cube transform. (the cube is also attached to the control rig character when he pushes)

velvet jasper
#

Sounds like the dependency loop, if you're trying to attach the character to the cube that's already attached to that exact character.

wraith verge
#

That's what i thought aswell yeah

#

But i doubt its even possible to get the transform of a object in world (or sequencer) can even been read?

velvet jasper
#

Could you give me a bit more detail why you need to attach the cube to the character's root?

wraith verge
#

Yeah so basically i'm intended to create a animation where the character pushes the 1m cube. So during the animation the character makes steps forward. When stepping forward the cube likes to move forward to. That's why i attached it

#

So basically during the animation i switch the attachment on and off

#

But so during the walk forward periods, the hands need to stay in place. That's why i thought to e.g. set the hand controls based on the cube location

velvet jasper
#

So, you want to drive your cube position with the character's root controller, is that correct?

#

I'd suggest to use Constraints feature instead of Attach track, it's specifically made for animation needs.
Attach track is a sequencer feature that exists since UE4.

velvet jasper
indigo palm
# velvet jasper So, is the issue resolved now?

Yes, although I don't understand why what I did works, it does seem to work - I'd expect overlap go let my character walk over it. But, maybe some other code overrode that box after the fact. Maybe in my ships constructor, which uses the skeletal mesh, that got overridden or something.

velvet jasper
indigo palm
#

Yeah, I'm guessing that's it. Definitely the culprit, because I set collision to block on pawns in the ship's constructor. Overlap means just that, unless there is an edge case of which I'm unaware.

wraith verge
wraith verge
#

@velvet jasper It seems i cant find out how to actually add the green cube part in the parent track.. Also, did u enabled physics on the actual cube?

velvet jasper
wraith verge
#

I just came a bit further, i got the cube there now

#

So did u added a physics behaviour anywhere on the cube? I found it a bit funny 🙂

velvet jasper
#

As i said, that's just keyframes.

wraith verge
#

Ahh right. Okay

#

Well thanks for showing that video! Yeah AI was not happy to help me

heavy trout
#

someone know how to bake procedural generated animations with Locomotor plugin?

velvet jasper
heavy trout
velvet jasper
#

You have to create a control shape that would drive a root bone.

heavy trout
#

i tried to record it but cant understand how from a recorded scene take all anim keys

#

oh i found them, thanks

pale elk
#

hey, does someone know why I have this bone when I import a mesh with a rig from blender?

green token
#

I'm having an issue and I think I know what it is but I wanna confirm

I have a guy here who works perfectly in Blender, rig and animation working as intended. The armature is exported into Unreal just fine, nothing looks weird there.
But when the animation is exported, some of the bones end up getting twisted as you can see in the second pic 💀

I suspect this is because of bone roll 💀 i've changed the primary and secondary bone axis on exporting a few times, as well as recalculating axis' in blender, but it always seems to be the same offenders
I'm guessing i will have to manually change some of the bone axis... unless it's something else? 👀

velvet jasper
velvet jasper
green token
velvet jasper
green token
#

I could, thanks you :>

chilly bridge
#

hey @velvet jasper have you already dabbled with gasp 5.7's traversal logic? was wondering if you knew what could be causing this behavior where the vaults would sometimes snap and skip some distance

velvet jasper
true basalt
#

hi , i have a broken neck live link face situation ,

velvet jasper
true basalt
#

xsens mocap setup

#

once you put the iphone its goes like that

velvet jasper
# true basalt

Then it sounds like it's more question to Xsens.
If they have their own Discord community server, i'd suggest to ask for a support there.

true basalt
#

do they ?

chilly bridge
true basalt
#

my understanding is that they dont , so you dont have to be like that ...

chilly bridge
#

am sorry man but it's pretty obvious that he doesn't know if they have discord so why bother asking when you can just google it yourself in 3 seconds

chilly bridge
# velvet jasper Looks like it just warps too much. Motion warping has a fixed window when it can...

not familiar with motion or location warping but I'm familiar with orientation and stride warping. I'm assuming then that you think the issue is in the animation blueprint? But the capsule's location is teleported so it must be in this enormous TryTraversalAction function in my bp_CharacterMover. Do you have some idea where I can implement a logic where it either makes a dynamic window to do location warp or deny the input if too far? I can probably examine the nodes one by one but it'll take me days.

velvet jasper
# chilly bridge not familiar with motion or location warping but I'm familiar with orientation a...

Motion Warping is an Anim Notify State that you add to your AnimSequence/AnimMontage.

Here's a livestream talk from 2021:
https://www.youtube.com/watch?v=SM_AR-oZ-1k

Full-Body IK (FBIK) provides you with the tools to create reactive, dynamic characters, and Motion Warping is a new Experimental feature which allows you to manipulate root motion animations to adapt them to the world with fewer custom assets. Join us as we explore Unreal Engine 5’s new animation features!

ANNOUNCEMENT POST
https://forums.unr...

▶ Play video
velvet jasper
remote stirrup
#

hi people , can someone help me setup a crouch animation with a blend space?

velvet jasper
remote stirrup
#

so my friend who is a programmer set up for me a basic character controller with animations , then he added the crouch function , but it dosen't have animations

#

now he is busy and can't help me set up the crouch animations

#

like when i press Ctrl it plays the animation and crouches the character

#

i have the blend splace , and the fbx ready but idk how to apply em

velvet jasper
#

How does the animation look like?

remote stirrup
#

from the normal pose into a crouch

#

and idk how to set up the blend space + adding the animation in the nodes

velvet jasper
#

Have you worked with AnimBPs before?

remote stirrup
#

nope

velvet jasper
remote stirrup
#

both actually

velvet jasper
#

So is it Crouch Idle animation?

#

And if you have a programmer in your team that's more experienced with technical setups, maybe it'd be worth to wait for them until they become available?

remote stirrup
#

yea

#

but idk when he will be available

#

that is the thing

remote stirrup
#

and the crouch anim

velvet jasper
#

How does your current Anim Graph look?

remote stirrup
#

one sec

#

like this

velvet jasper
# remote stirrup

This is not the whole Anim Graph.
What's happening in LowerBody cache?

remote stirrup
#

i am a beginner at ue5 coding

velvet jasper
#

There's a Locomotion state machine.

remote stirrup
#

yea

#

what is that

weak beacon
#

In UE 5.7, is there a know bug related to Chooser Tables and GameplayTags?
Columns related to GameplayTag will only accept GameplayTagContainer, not GameplayTag.
Anyone can verify? 🥲

velvet jasper
weak beacon
velvet jasper
#

You provide the relevant collection of tags that the Chooser would use to evaluate the condition you make for the specific row.

weak beacon
#

I understand the evaluation process of Chooser, but in regards to the binding classes, if it was intended for GameplayTagContainers I believe it would have been very easy to create a separate class for that. Similar how they did for CVars and other types

#

Even the name convention of the class implies that it isn't for Containers

velvet jasper
weak beacon
# velvet jasper It's not new for some parts of the engine to have an inconsistency in naming bet...

You are definitely right! Have seen it to many times already haha.
I was mostly hoping to verify if I was correct to assume it as a bug, if so I could wait until 5.8 or so before solving it myself.
Also considering just doing a work around for Chooser Table parameters by using this wrapper FGameplayTagContainer(MovementModeTagTracker.Current);, doubles the size.. But could do for now until it changes

velvet jasper
#

Both Tags and Tag Containers, to be precise.

weak beacon
#

Awesome, that's exactly what I needed to know. Much appreciated for taking the time!

weak beacon
#

A follow up question. (I'm transition my chooser table from Enum to GameplayTags)
Is there a way to edit tag properties per row like enums?

weak beacon
steel tree
#

hey folks, i got a warning in my PSD and when i looked at the PSD, the asset is there but it still saying its corrupted. how woul di make this warning go?
LogPoseSearch BuildIndex From Cache Corrupted! Couldn't find references to enabled asset in the SearchIndex UE5

velvet jasper
#

Might worth a shot, if not.

steel tree
#

here the callstack i got for that:

Database = {UPoseSearchDatabase *} 0x000001fd1fcb9380 (Name="PSD_SM_LocoTransitions", InternalFlags=ReachabilityFlag0)
FullIndexKey = {const UE::DerivedData::FCacheKey &} "PoseSearchDatabase"/17188c7581c18ed1c6389b73b89bddf9a4da4cb6
SourceAssetIdxs = {TArray<bool, TSizedDefaultAllocator<32>>} Empty
AnimationAssetIndex = {int} 0
DatabaseAsset = {FPoseSearchDatabaseAnimationAsset *} 0x000001fd21117800 {AnimAsset=0x000001fd1dcbc400 (Name="JumpInPlaceLand_Anim_JumpInPlaceLand", InternalFlags=ReachabilityFlag0), bUseSingleSample=false, bUseGridForSampling=false, ...}
AnimationAsset = {UAnimSequence *} 0x000001fd1dcbc400 (Name="JumpInPlaceLand_Anim_JumpInPlaceLand", InternalFlags=ReachabilityFlag0)```
#

im not sure what causing it. i tried even removing the asset and readded it by cut it and paste it again. still the same

velvet jasper
#

I wonder if DDC somehow got screwed.

#

You can try to delete DDC folder from "\AppData\Local\UnrealEngine\Common" and force the engine to re-built the cache from scratch.

#

I personally haven't seen that warning before, though I don't work with MM much.

steel tree
#

stale cache?

velvet jasper
steel tree
#

gg. have to p4 commit this then another p4 commit to original value haha

#

thanks btw

#

🙂

novel viper
#

Hello. How can I stop the sound from continuing to play after I stopped a montage? I can stop / blend out montages just fine, but the sounds that are spawned within the montage, can not be stopped it seems. How do I achieve this?

velvet jasper
novel viper
#

Hmm but that would be really messy as I have several sounds per montage (it's emotes) and not all montages have the same amount of sounds.

#

I've also thought about that. Using notifications instead and then spawning the sounds in the animation blueprint but meh that would create one hell of a mess tbh :/

#

Really sad that this uses such an aggressive spawn and forget system tbh

#

That's a big issue with more refined montages

#

There should be something like montage data that stores spawned objects like sounds

velvet jasper
velvet jasper
novel viper
#

Ok good to know! Will try that

#

Thank you!

green token
#

When designing a model with both first and third person, how do people handle multiple animations at once? 🤔
For example, having the fp hands do something differently to the tp hands
How would this work with montages and the like? 🤔

velvet jasper
#

The implementation way depends on your game design.
For simple multiplayer FP shooter, both FP and TP meshes would be just the visual representation of the game logic.
Weapon fire would be just a trace coming from the player’s camera, but some animated soldier hands with M4 with sounds, muzzle flash and camera kickback would sell it as an actual gun being fired.

green token
#

I mean like how do you get the models to play their respective animations at the same time 🤔

Do you typically have the fp model be completely separate?

#

I feel like I'm coming to realise things as I write it nvm crying

#

Okay then this:
When you play a montage, how does unreal know to play two different animation on two different models? Is it via the two different abps?

#

Or do you have to have two different montages?

velvet jasper
#

But again, that depends on the implementation based on your game design needs.

green token
#

I seeee 👀

#

My needs are very much the multiplayer first person needs

wraith verge
#

Hi DanDiamond, so i was thinking.. Would it be possible to do constraints at runtime? I noticed e.g. the GASP sample does actually uses Control Rigs at runtime

velvet jasper
wraith verge
#

I think the AnimationMode and constraints are just editor only right

velvet jasper
wraith verge
#

Actually i was interested in the way how the constraints work, it looks like a bit of magic.. So i thought maybe something is possible at runtime just without doing IK from scratch

velvet jasper
#

That will be a different approach that would require to have the Hand IK setup for your character either using Anim Graph nodes or custom Control Rig and the logic that would define when the IK should blend in and where the IK target should be placed, which could be done a lot of different ways.

#

Constraints are "live" relationships. You basically tell the software that some of the objects transforms should obey a specific rule, where the math calculations override some or all the transform properties.

wraith verge
#

Hm so basically, the constraints are not really like raytracing, or even know about the size of the Cube example?

velvet jasper
#

When you create a parent constraint in Sequencer, the engine creates a math relationship between the defined objects and stores the transform offset between them by creating two sub-frame keyframes before and after the constraint applied.

wraith verge
#

Hm aha

#

Its very usefull though

velvet jasper
wraith verge
#

Right yeah

#

Thanks so yeah i get it mostly 😅

#

So basically the idea i have is still, doing IK at runtime is a bit more fragile. But well ill have to get into that some more

velvet jasper
#

Not fragile, just requires a different workflow. Runtime pose correction != keyframe animation process.

wraith verge
#

Aha yeah

#

Ive had some bad experiences with just runtime IK but well

#

I'm not a animation expert 😐

pale elk
#

hello,
I am trying to understand why my animation in Unreal is different from the blender viewport.
Its very subtle, but the part in red on the last screenshot is not visible in game, and it bother me a bit honestly.

I was wondering if this could have something to do with my animation blueprint, or is it some camera parameter in unreal engine that is just not the same as the camera from Blender ? The camera in my character Blueprint is placed on a socket so it should be at the exact same position as in blender

velvet jasper
pale elk
velvet jasper
green token
#

Also Im back at ya with another question

Im about to start making a whole lot of animations with a one/two handed weapon. I've seen a method people use in blender where they constrain ik hands to the weapon and then animate like that 👀

I've also seen that some people create a weapon bone 🤔 even manny has a gun bone right

#

The question is: is that strictly necessary?

#

I should also say that I plan for this weapon to move around in the characters hands a lot

pale elk
#

this way, I can just move around the gun, and the hand/arm will follow

#

about the weapon bone, I dont know, I dont think I ever saw that

green token
#

I seeee 👀
And when you export that to blender, do you use sockets?

pale elk
green token
#

Okay last question I promise (maybe)
If you wanted an animation where the character moves the weapon about (like if they spin it or whatever), is that possible with sockets?

pale elk
#

I would just make the gun spin or whatever in blender and export the animation of your character arms in unreal ( if you're making an fps )

green token
#

Oh yeah it will be done in blender for sure :>

pale elk
#

if the gun armature is not doing anything, you dont need to export an animation of your gun

#

only the arms

#

like my idle animation i sent for example

green token
#

I'm seeing that the blender sockets "emptys" transfer to unreal as sockets

#

That's neat and probably what I'm looking for

pale elk
velvet jasper
# green token The question is: is that strictly necessary?

The approach that I’ve seen and personally used - right hand has a child weapon bone, this is where you attach your weapon’s root bone.

Your game skeleton has IK target for the gun, that has child IK targets for each hand. This gun target is parent constrained to the weapon bone, hand IK targets to the hand FK joints respectively.

In your animation rig, you replicate the same setup where you have a weapon controller that has a child controllers for each hand IK target.
You use it for posing and animating process inside your DCC.

lethal thistle
#

used anim to texture to make this animated crowd >:)

#

pretty neat stuff

green token
velvet jasper
green token
#

Im guessing this technique works if you want the weapon to move around in the hands (or if you want the character to juggle it)

green token
velvet jasper
#

Using the weapon bone as a child of the hand is preferable for the animation blending, otherwise there could be issues if e.g. the weapon would exist in the root space.

sinful light
#

Hi,
I have an NPC that animates using AnimMontage's and root motion. I 'm trying to trigger a reset for the NPC to move back to fixed point, but somehow it seems to divert from the spawn point and it looks like the diversion is related to the animation that was playing before the reset.
Is there a proper way to reset the NPC to always start from the set point again?

velvet jasper
sinful light
#

I cannot share footage because of NDA. But what I do is run a StateTree, that triggers AnimMontages. I have multiple stateTrees and want to be able to switch between them. When I switch StateTree, I need to reset the NPC to a starting position. But somehow, with every reset, it starts with a cumulative offset from the starting position.
My thought is that it might have something to do with the root motion, but I'm not sure.

velvet jasper
#

What is the "starting position" and what is the "reset" action?
There's no built-in stuff like that in Unreal, that depends on your implementation.

sinful light
#

fairly simple setup: starting position is a fixed location in the level and the reset action is setting the NPC location to that point.

velvet jasper
sinful light
#

I call the first on the NPC. And the second image handles the placement of the NPC. The print strings show the same locations (except for the Z-location, which is on purpose). But still the character starts from a different location. And sometimes also starts with a pose of the last animation before the "reset".

sinful light
#

I think I fixed it, instead of calling Stop on the mesh, I'm now using MontageStop on the current montage.

Thanks for the rubber 🦆 -ing

velvet jasper
green token
#

And I'm guessing it won't be a problem using this approach if I wanted to have my guy able to move his hands along it

velvet jasper
#

Well, pose your hands around the weapon, if you have a weapon controller.

green token
#

So if I wanted him to juggle the staff for a second, I would turn down the constraints and move just the weapon bone

#

I feel like everything has just clicked for me

#

Thanks! <3

sleek crystal
#

Hey, I was wondering if anyone has a minute to take a look at my sloppy animation blueprint and see why its acting weird. This is my first iteration of a system to be able to call different poses depending on the equipped weapon, as well as a default slot group to be able to override full body montages for things like rolls or falls.

My issue is, im tryingto set it up so i can call attack montages from my Gameplay abilities and have them play only on the upper body. The animation sort of starts to play, but it feels like its being blended with other animations or poses, causing it to just kind of barely twitch instead of playing the full animation.

I know i have a lot of future refactoring to do, but was wondering if someone was able to help spot the mistake i was making or just any advice in general on the flow of this would be much appreciated

https://blueprintue.com/blueprint/xp5gjlfk/

sleek crystal
velvet jasper
velvet jasper
sleek crystal
#

It seems to be mostly working? But even with the poses that im using it feels like it might still be blending with another animation,I think Its just not as obvious as when i try to play a montage like im doing now

velvet jasper
#

Why you have a separation between the arms and the spine?

#

Have you tweaked the montage blend in/out timings?

sleek crystal
#

I was using it for 2 seperate blends. so the spine is for the upper body animations, the hands/arms is for opening and closing the hands

#

was just kind of as a test for blending in multiple places

sleek crystal
velvet jasper
#

You overriding your hand joints afterwards, that’s why I asked about it.

sleek crystal
#

Sorry, i definetly dont expect you to hand hold and i want to find the solution on my own but this is the furtherst ive taken the ABP graph and im a little outside my comfort zone

velvet jasper
#

Try setting your blend depth of your hands branch filter to 1.

sleek crystal
#

Im not seeing any change by adjusting the blend depth inside of the branch filter.

#

I currently am sending a blend depth of 1 to the hands and upperbody using a variable and thats seems to have worked for blending my hand poses

velvet jasper
sleek crystal
#

Sorry, the blend weight

#

but regardless, i changed the depth and didnt notice any differences

velvet jasper
#

To explain what happens - you currently mix together 3 pose inputs - the main input pose, then on top of it you mix in the montage slot animation (applied only to spine joint and above), then on top of it you mix in the hand animations (applied only to hand joints and above).

As you have a different source of pose for your second blend input, it overrides whatever pose you’d have before.

sleek crystal
velvet jasper
sleek crystal
#

You are definitely in the ballpark because moving this to after the layered blend per bone causes the montage to work correctly

sleek crystal
#

nvm found the docs! thanks

sturdy shadow
velvet jasper
sturdy shadow
fiery surge
#

Anyone have a clue how to remove unused bones from a skeleton in 5.7? I added a custom skm to my skeleton with additional leaf bones and I'd like them gone as I'm not using that skm any longer.

velvet jasper
#

Although, now I'm thinking, you probably want to edit the skeleton asset itself, not the mesh's skeleton info.

fiery surge
#

This, apparently, has been removed? Or at least I can't find it anywhere in 5.7

velvet jasper
#

Hm, here it is.

fiery surge
#

Too many late nights. Thanks brother.

haughty sun
#

wow i was about to ask a similar question thanks aswell

woven urchin
#

I have a modular character im trying to import to unreal from blender

#

the Head of the model is giving me some trouble

#

its the only part that when imported to unreal is adding a 1 to the "Head" bone making it "Head1"

#

when bring the FBX back into blender there is no "Head1" just Head

#

wtf unreal whycry

#

If your mesh in blender is call “head” it can’t export the bone name as just “head”, it changes it to “head1”

velvet jasper
woven urchin
#

you wouldn't think naming the mesh "head" and having one of the bone called "head" would cause problems

#

took my awhile to figure what was happening lol

solemn vector
#

ive been looking through multiple attack combo tutorials, and I see two ways about it - Montage array with attack index numbers to play the next montage OR setting all animations in a single anim montage and using notifies. Is there a benefit to using one method over another ?

real atlas
#

Im swapping my movement blendspaces by just setting a variable based on equipped weapon but this snaps instantly, how could I blend that? I suppose I could add each manually into the anim graph if I could find any way to blend poses with more than 2 outputs but I dont know what the options are

#

am I missing something like Ive tried asking the robot and it INSISTS I should be able to get an array of blend poses from this somehow

#

is this something that 4 just doesnt have or what

real atlas
#

yes

velvet jasper
velvet jasper
# real atlas yes

In UE5 there’s a thing called Anim Node Functions which could be used to dynamically control the node parameters by binding the function directly to that node.
One of the available setter functions is “Set Blendspace with Inertial Blending”, here’s an example how I used it for blending between Aim Offsets - #animation message

In your case, you’d have to use Blend Pose per Enum or Int nodes in order to have a blending.

#

By default, these nodes give you one or two pose inputs, you can add more by right clicking on that node.

real atlas
#

oh what the hell, thanks, thats gotta be the first time Ive seen something like this in a right click menu and not on the details panel

velvet jasper
#

It was always like that since UE4

real atlas
#

yeah its just almost everything else in right click is the more generic stuff, things like add inputs is almost always on the details menu or a button on the node itself

versed flare
#

so figured out why my enemy ai were not turning properly. basically i what i programed didnt matter because of orientation selections on the bp.

humble arrow
#

okay so this is a bit of a specific problem i have, i have a bunch of images that are frames to a UI animation. I want the animation to play once when i press pause, and then play in reverse when i press it again (i cna figure out the widget logic for makign and unmaking the screen myself) but what i really need to know is how do i take these frames and make them animate? because everythign i've seen has just been spline animating attribute tracks for iamges.

velvet jasper
humble arrow
#

ah ok

#

thanks

fickle verge
#

Hey everyone!
I’m having an issue with poor finger retargeting in UE.
Can anyone point me in the right direction?

I bought a flashlight-holding animation from Fab, made for the SK_Mannequin skeleton. In my project, I’m using GASP and retargeting this animation to the SK_UEFN_Mannequin skeleton, so that in-game it goes through ABP_GenericRetarget to reach the MetaHuman_Base_Skel.

Basically, the animation is retargeted twice (SK_Mannequin -> SK_UEFN -> MetaHuman). As you can see in the 5th screenshot, the hand is distorted and the fingers are completely misaligned.

What’s the proper way to retarget fingers in this case? Any specific settings I should check?

velvet jasper
fickle verge
#

Actually, the animation you see in the screenshot 5 is already retargeted to the UEFN skeleton. I've done the offline retargeting as suggested, and I'm using those new assets. The issue happens when that UEFN-retargeted animation is then processed through ABP_GenericRetarget to reach the MetaHuman skeleton in-game.

I’ve already retargeted all animations to the UEFN skeleton and I'm using those for GASP. But that doesn't change the fact that the original SK_Mannequin data is essentially being retargeted twice in the process, which is why the fingers are completely breaking.

velvet jasper
fickle verge
#

I see, I’ll try to tweak the Retargeter so that the UEFN skeleton can provide a clean animation for the MetaHuman. The initial AutoRetarget pose looks correct(screenshoot 3), but if I set the Rotation Mode to None for the metacarpals, the fingers themselves start to look misaligned at the base of the hand.

Copy Local seems to look okay and keeps the metacarpals separated.
Also, should I try to use Relative Offset - Rotator for these bones, or is it better to leave it as is?

velvet jasper
clever acorn
#

guys did they change something regarding the use of additives in the latest unreal versions? (5.5,5.6).
I wanted to generate an additive with a cycle, but at some point cut it off and blend it with another additive without a cycle, or perhaps just stop the cycle would suffice. But im finding that there's no way to shorten the "additive row" into little pieces as i remember doing before... any clues??

clever acorn
#

perhaps row is not the right word. You know how you have an animation for say "transform" and you can have additives, or "override" or "absolute"?

velvet jasper
#

So, you have a base pose that you want to apply the additive animation on top, at first looped, then one-shot, correct?

clever acorn
#

yes, i need this animation (rumble on a car) to cycle for a while, then when the car stops i need this additive to stop. Im 100% certain i was able to shorten this horizontal strip for it to end, but im not seeing this anymore, it's one long infinite horizontal strip now.

clever acorn
#

like where it says "transform" there, the muted teal color

#

i remember it being more blue/indigo, and i was able to shorten those strips and merge two or more

velvet jasper
#

Ah, you're talking about the transform track in Sequencer.

#

I'll get back to you shortly.

clever acorn
#

thanks. I have a render on hold so please don't forget lol

velvet jasper
clever acorn
#

Trim section!

#

Yes i just found all that. Strange, they changed the defaults.. for worse imo. Thanks for your help, gonna render now

fickle verge
velvet jasper
velvet jasper
#

Yeah, I quickly drafted the pose and can reproduce the pose mismatch

velvet jasper
#

Well, not the Ideal solution, but I've managed to get some result by scaling the source mesh to 1.05, setting the fingers FK Chains Rotation mode to "Match Chain", adding IK goals to the fingers and manually offsetting the IK targets for this specific pose.

Technically, in order to correct the pose, you can just add the IK goals to the fingers and then add the offset in the Retarget IK goals op settings.

velvet jasper
fickle verge
# velvet jasper Yeah, I quickly drafted the pose and can reproduce the pose mismatch

I also noticed that the MetaHuman SKM I created myself has even worse hand distortion compared to the SKM that came with GASP (see screenshots 1 & 2).To test this, I simply copied the RTG asset and swapped in my new SKM as the target. For some reason, the custom MetaHuman mesh is getting much more 'crushed' even with the exact same retarget settings.

fickle verge
spare adder
#

Hello guys, back with a Lyra template question.

In ItemAnimLayersBase > FullBody_IdleState > IdleSM > WantsTurnInPlace (rule) we can see the place where the yaw offset (i.e. at which angle) the turn in place will trigger. I wanted to try a more frequent trigger because when crouching, my gun goes through the posted leg and I figure the simplest way is to just move the leg sooner instead of the default (which is 50). I set it to 10, and it does trigger as expected, however something unexpected also happens.

Namely, the player doesn't seem to commit to the new orientation. E.g. if I rotate the mouse left, the turn in place triggers, and then as soon as it reaches the new orientation, the legs then switch back to the previous postiion (before the mouse turned). But it doesn't stop, it keeps yo-yoing between the old and new positions. Only way to stop it is to move the mouse further ... which is basically the same thing as having the old 50 degree offset again, defeating the purpose of having a shallower angle.

I so far am not able to find a place where the animation has more control for me to stop it from triggering back and forth, if it even exists.

Thoughts?

velvet jasper
#

So logically when you don’t give the animation enough time to play, it won’t able to offset the root.

spare adder
#

but the animation does play in full. It just triggers a return for some reason after it's done. I'll try to record

velvet jasper
#

Then the animation logic probably stops reading the curve as it might be thinking that the character has turned already.
Hard to say without debugging the code.

spare adder
#

on my end only thing I touched is this value.
It's just so hard to follow it since there are so many layers of abstraction; getting lost really easily

velvet jasper
#

Also if I remember correctly the AnimBP in Lyra has the commentaries for most of the implementations, turn in place functionality included.

spare adder
#

@velvet jasper yup, sent you in DM short while ago.

Yeah I found everything so far through searching and reading through the comments, but at least to me, they're a tad bit too generalised or overview-ish so for these kinds of things that I guess more detail is needed.

restive hazel
#

I have a question, I have a bit in my animation that snaps the left hand to a socket location on a weapon (transform stored in lefthandIKTransform), but I have Slot 'Arms' here and try and do a reload animation where the left hand detatches from the gun but due to the snapping its causing some funny business, is there an easy way to see if the Slot is being used and to ignore the left hand snapping? like a branch or something i could use? or am I barking up the wrong tree

#

I am trying now these but i dont think they are working?

velvet jasper
velvet jasper
restive hazel
#

Thanks, will give it a go 🙂

velvet jasper
restive hazel
green token
#

I have a few questions 👀
I'm working on a weapon that I would like to add. I'm doing some testing and the first thing I see when I import is this :s It seems the mesh is wanting to rotate
I have applied all transformations and played around with the export settings to no avail 🤔 What could be the issue?

Also is having the root bone be within the staff bad practice? I put it there because it's like the default hand location but now I'm not so sure if it should be at the bottom or not

velvet jasper
green token
#

Weirdly yeah 👀 it works exactly how you would expect in blender

restive hazel
#

Worth a look

green token
#

I'll give it a go 🤔 I've tried it with the root but not the others

green token
#

Yeah nah no luck :<

green token
#

Okay I remade it and now it works

velvet jasper
green token
#

Maybe it was that actually

#

Probably

sick glen
#

In the Anim BP I move to a looping state when a Bool is True. Setting it to False starts the transition back. But I'd like it to not start the transition back until the next time the animation finishes/reaches it's loop point. What settings would allow that?

update: Used the "Time Remaining" and the "And Bool" nodes and it works

wispy gazelle
#

Hey! I'm trying to do something seemingly very simple:

I want to transition to a state, stay in that state for a moment and then move on to the next state, using threadsafe options. I cannot figure out how stay in a state without creating complicated functions and bindings and whatnot. None of the built-in Transition Rule options seem to achieve this.

velvet jasper
green token
#

When it comes to having a gun/holding things bone, do people often use a single bone for all items and then use a socket for each item? 🤔

velvet jasper
green token
#

I seeeeee

velvet jasper
#

Because you wouldn’t animate without the context, the item itself.

near crest
#

Would yall reccomend learning to animate within ue5 and rigging things there or a easy 3rd party software to then import? I want to make a few custom animations for my game i cant find ones i like elsewhere for free so ive thought about trying to make my own

velvet jasper
near crest
#

No i haven't had/have any prior experience with making my own animations. I understand a little with keyframes and movement but havent been sure on what or where to commit to learning it

velvet jasper
halcyon summit
#

Game ready character done, available for new project's.
DM

noble pelican
#

Is Update Animation In Editor not working for anyone else since 5.6 or so? Specifically when using Copy Pose From Mesh/Retarget Pose From Mesh

noble pelican
velvet jasper
# noble pelican On child meshes using copy/retarget?

In this case, there's a child mesh that has Leader Pose component set.
Just tested with ABP with Copy Pose node - it does not work, yeah, only initial pose being copied.
Same behavior on latest Main branch source build though.

#

Ah, this worked.

noble pelican
loud parrot
#

Hello, people.

Has anybody got any clue why blendshapes will not export from Maya to Unreal 5.6?
My scenes network is setup in a way that includes references. An actual example would be
Head -> Head_And_Morphs -> Whole_Human_Body_And_Rig.

I have tried many things: game exporters, manual exportings (with selection), I have tried manually selecting nodes in the node editor (this one used to work before but now it does not - I did not have references before). So I suspect something must be going on with the references or maybe my selection order of nodes. I am pretty sure something confuses the FBX exporter big time but I a not sure exactly what that might be. Can anyone spare some tribal knowledge?
PS: of course my references use namespaces.

velvet jasper
loud parrot
#

@velvet jasper , upon reimport back to maya I only see skeleton and head - I see no blendshape meshes. Also, no warnings are present upon import into Unreal.

#

@velvet jasper , I now realize that the morph targets are not visible in the parent scene (the later, leaf inheriting scene) but are visible in the primary head+morphs only scene.

#

Sliding the sliders works tho

still hazel
#

Ay guys I have a control rig set up works fine but as soon as I close the project and reopen, it launches one of the controls into outer space. Any chance I could hop into a VC with someone to help me troubleshoot?

velvet jasper
velvet jasper
loud parrot
velvet jasper
loud parrot
# velvet jasper So what do you mean under “morph targets are not visible”?

So I have a scene (we call it scene 1). It contains a head and morph targets (blendspaces) for the head. Both the base head and its morphtargets are visible.
Now, I have a new scene (we call it scene 2). I reference scene 1 from scene 2 and now I do not see the morph targets but I see the base head mesh. I tesst to see if blendspace sliders stil l deform the base head mesh and they do quite well.
Problem comes when I export my base head mesh with a skeleton and blendspaces. The skeleton and the head base mesh are exported but the sliders in Unreal (for the blendspaces) are not there. I expect to find the sliders in the corresponding morph target tab in the skeletal mesh component panel but I dont find them.

velvet jasper
versed flare
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would anyone know a way to make enemy ai to use random animation bps? what I'm trying to do is to make the enemies more unique in how they run and move around the world. I can just use multiple animation blueprints but i think a step further would be better. A different way to do this would also work well. If you know how or have a video demonstrating it, that would be great! I am in unreal 5.6.

velvet jasper
versed flare
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I suppose I could set it up to randomize which blendspace it uses

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In the animbp

wooden shoal
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hello, when I reduce the speeds of the GASP, for example the run forward from 500 to 300, the transitions won't keep running instead of the normal loops, I see only the experimental states have the thresholds as part of the chooser table, but the PSD don't have a clear variable like that

versed flare
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what node would i do to randomize the blendspace being used? ON an individual basis for each character using the anim bp?

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id put a picture here but it wont let me

velvet jasper
# versed flare id put a picture here but it wont let me

Yeah, Discord is semi-alive currently.
One of the ways would be to bind a variable to the asset parameter of your Blendspace Player node and assign a random value from array of your Blendspace assets during Initialize Animation event.

versed flare
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im also being told to " setup a parent AnimBP where logic are set for state transition then make a child AnimBP and overrides the skeleton/blendspace."

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i know how to make a parent and child but not the rest

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what im not understanding is how to set up the pool of blendspaces for the child animbp to choose from

velvet jasper
versed flare
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pretty much but they will be running at the character

velvet jasper
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In my case, I utilized the Anim Node functions and made the node directly set the random anim asset from array.

versed flare
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I am very new to animation bps, i only know how to do the blendpace to output anim pose and the other basic locomotions. I imagine this would require changing that alot

velvet jasper
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Kinda same concept here.

versed flare
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Im down to do that i just dont know how

velvet jasper
versed flare
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i think its setting it over and over again

velvet jasper
versed flare
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would it be better on begin play?

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nope

velvet jasper
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What do you mean "better"?

versed flare
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like not have that issue

velvet jasper
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What issue?

versed flare
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it tries to play all of them at the same time i think

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ill try a do once

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yup seems to work fine

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now i just have to figure out how to get 100 of them in a level at the same time without much frame rate loss

versed flare
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looking at the animation budget allocator and is it a tool or something i can enable on blueprints or meshes?

velvet jasper
versed flare
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ill look into this thank u

versed flare
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so all my enemy ai inherit from the same bp but i have added the suggested enable animation budget to the parent. All the enemies seem to freeze then slide towards the player. Am i missing something?

velvet jasper
versed flare
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Yes

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It changed it on the others as well.

velvet jasper
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Others?

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In any case, what does the debug mode show?

versed flare
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It only shows one of them. Maybe I need to replace the ones in the level? I’ll have to get back to you. I did everything above the how to use it basically. Then went in the perspective and enabled the viewing of the tool.

velvet jasper
versed flare
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Should be yeah shows up on the others correctly.

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The mesh budget does anyway.

charred plinth
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Can someone help me on how to fix blend poses by enum issue?

versed flare
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This is what i see when the veiw for the budget is enabled

meager bay
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I think this is the right chat for this but I need help

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I am trying to set up ragdoll for my creature and it's physics asset is being super annoying

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when I set up the pills they are in the correct place and I also get the constraints set up as well

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but for some reason

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the thigh pill gets pulled into the pelvis one

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the same thing happens with all of the pills

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they all pull in for an unknown reason

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I have had another person able to get the ragdoll to work on the same model and skeleton but we could not figure out why it wouldnt work on my end when I did the EXACT same thing has he did

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step by step

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and it keeps sucking all of the bones in for some reason

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any help at all would be greatly appreciated

velvet jasper
velvet jasper
meager bay
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every other bone has a scale of 1

velvet jasper
meager bay
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I tried just changing the number

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and this happened

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made it flipped and giant

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wait when I write it as 1 it just makes it into a random number or something

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I typed 1 into all of those

velvet jasper
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You would have to fix the source mesh, reexport the model and its animations and reimport them into your project.

charred plinth
velvet jasper
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No, wait, not the settings.

charred plinth
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event graph or anim graph?

velvet jasper
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What’s the enum and how do you set it?

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Have you debugged your logic and sure the value is set correctly?

charred plinth
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i made a dynamic direction enum it's movement for my character

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i have screenshots if u wanna see?

velvet jasper
charred plinth
velvet jasper
# charred plinth here's what I got

So, have you debugged your code and can confirm that the value is set correctly?
For what reason you use the Blend by Enum node on your first screenshot with just the default option?

charred plinth
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the active enum value can only do one animation whenever I move the character, should I do something to update that?

meager bay
velvet jasper
meager bay
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if I understood your question correctly

velvet jasper
meager bay
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and have reimported the model into blender

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and would need to rescale it to 1 before applying but when I do that the animations seem to become shrunk

velvet jasper
meager bay
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I do have access to the original unchanged size one

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but I made all of my animations on a smaller one

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that didnt have the transformation applied apparently

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so the animations shrink it

velvet jasper
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Well, this is an issue.
Animation files also have to be modified, not only the armature but the curves also have to be rescaled.

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Basically, you have to reach a consistency in your assets.

meager bay
velvet jasper
# meager bay do you know if there is a tutorial that can show how to do this?

Learn the dos and don't to properly rig, import and export animated characters from Blender to your favorite game engine.
This is a sample from the new chapter of my latest course, the Art of effective rigging in Blender 2.

Dowload unreal engine 5 : https://www.unrealengine.com/fr/unreal-engine-5
Download FBX review tool : https://www.autodesk....

▶ Play video
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And here’s my custom script that kinda takes care of the scaling fix.

Assuming that you work in default blender units, it changes the scene unit scale, scales back the armature, then goes through each anim clip and scales up the curves.

It might work in your case, but not guaranteed.

meager bay
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I do use default blender and would be willing to give it a try

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is there a special way to go about it?

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or is it just a plugin

velvet jasper
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It’s a python script that you run from Scripting tab.

meager bay
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ill give it a go in just a moment then when I have finished my food

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and let you know how it goes

velvet jasper
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I’d suggest to peek through the video first, just to understand a theory.
Specifically, chapters “What you need to know”, “Global Scale” and “Fixing Animations”.

meager bay
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will do!

meager bay
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time to see if it works

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that did work at scaling it to 100

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is it possible to change the scale to my choice

velvet jasper
meager bay
meager bay
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it inverted the issue

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and brought the root bone from 15.4 and to 0.154 when I need the root bone to be 1 like the rest of the bones in scale

velvet jasper
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You can drop me your .blend file to DMs if it’s possible for you, I could take a look.

velvet jasper
meager bay
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ah

meager bay
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I sent you the fbx

wispy coral
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hi, when I press the key again for the related foot, I want the animation to play backwards so the foot returns to its original position. How can I achieve this? I tried changing the play rate, but the animation ends immediately instead of playing in reverse.

velvet jasper
loud parrot
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Hey, my character would not export blendshapes so I was investigating for one or two days and I have come to report my solution.
Basically the FBX exporter expects the nodes to be in a specific order in Maya: 1) the blendshape node's geometry output must go to the skin deformer geometry input and then 2) the skin deformer geometry output feeds the input to the shape node which is the one you can see in the scene.
The scene shape node you can safely select and the game exporter should auto-detect the skeleton data and the blendshape data on its own. If you prefer the manual selection export, then you should select the geometry shape ndoe (the one you see), the root of the binding skeleton and (I am not entirely sure about that), the blendspace deformer node. Dont quote me on the manual part - I know it works in some cases but don't know any details. Cheers!
Special thanks to @velvet jasper for helping out.

loud parrot
young burrow
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Hello! I have a custom character mesh that's been successfully imported from Blender and rigged to the default Unreal character animation/controls. Could someone help show me how to apply an animation asset that I purchased from the Fab marketplace?

velvet jasper
young burrow
velvet jasper
chilly bridge
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having a bit of trouble with my hand. I want to have a stable hand while running so the flashlight keeps pointing at my cam's forward vector. I'm currently using a look at node for my hand, I also tried two bone IK for hours trying all sorts of settings with the help of AI but it still can't get stable. Anyone knows the proper technique for this? Kinda like how third person shooters have a stable aim even when moving.

velvet jasper
# chilly bridge having a bit of trouble with my hand. I want to have a stable hand while running...

Logically, in this case, you'd want to pin the hand in world space.

If we only modify the hand bone transforms only, it will move in isolation from the rest of the body.
Instead, IK setup would be better fit: set up a solver, assign a fixed point in space as the goal, and updated an Alpha value to control how much influence the IK has.
This fixed point could be a socket attached to the character's root bone.

chilly bridge
velvet jasper
# chilly bridge hmm i'm not too familiar yet with IK stuff. Like using control rig and forward s...

Not exactly Control Rig specific.
It's about understanding IK as a concept and how to work with related nodes.

Alternative way would be to use Mesh Space blending, where on top of your locomotion you apply your flashlight pose to your whole arm through Layered Blend node with Mesh Space Rotation blend option enabled.
Here's a quick draft with a single pose applied to GASP. Right hand bone being procedurally rotated, but an Aim Offset asset would be a better solution if your animset has the poses.

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This is all the nodes I added.

chilly bridge
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i appreciate you spending a bit of time for this demonstration. And your simple solution was what I was looking for. Ticking that mesh space rotation blend made the arm stable. Although it has a bit of issues, it's good enough for a small gamejam.

green token
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I'm getting to a point where I now have a FP animation that i want to test in engine :o
I have a few questions :>
I have my fp and tp skeletal meshes which I want to play different animations at the same time 🤔 How do people make a set of ABPs where you can call a montage to play different animations on the different meshes? Do people simple use two different montages? 🤔
Also does one go about attaching weapon actors to the meshes? 🤔

velvet jasper
green token
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I

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May have 👀

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smoothbrain moment

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I shall go back

velvet jasper
green token
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So would this require two montages? 🤔

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Or would the ABPs be more sophisticated 🤔

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Having logic like
When mesh A plays animation A, mesh B plays animation B

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I plan to have a lot of animations is all

velvet jasper
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Montages could not be played without ABP.
You'd probably use the montages for any character action, such as reloading or firing.

green token
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Would two montages be required to trigger two different animations on two different meshes though? 🤔

green token
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I sense a but 👀

velvet jasper
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What does not make sense here?

green token
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I just thought you were going somewhere else with that 😅

velvet jasper
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Where?

green token
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Wait

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Ignore me there

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So you literally would have two Play Montage nodes in a blueprint?

velvet jasper
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In a nutshell, yes.

green token
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I see now that the GAS system is why I might be struggling to comprehend

velvet jasper
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I'm not sure how the ability system cancels the montages.

young burrow
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Hello, everybody. Okay, so...I purchased an animation library called CLazy Runner Action Pack. I was trying to replace the standard UE Manny running animation with the CLazy "boost" animation sequence as seen here: https://youtu.be/gv6m-FrYA88?si=_aX3-c3x3eZ9GmYR&t=23

This Package contains about 400 different situational key animations for creating runner games or action characters. contains a sample play demo and blueprint created using this animation asset.

Unreal Marketplace
https://www.unrealengine.com/marketplace/ko/product/clazy-runner-action-pack/questions

Unity Assetstore
https://assetstore.unity.co...

▶ Play video
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My custom mesh imported from Blender was already successfully rigged to UE's Manny default animations, e.g.; run, jump, etc. However, when I tried to get it to work with CLazy "boost" animation, it mostly works, but the legs don't animate properly, and I cant't figure out why. See attached test footage.

golden ledge
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It looks like it may be an IK foot issue. If you go into the animation sequence it may be more evident if those bones are moving or not. I ran into a similar issue and resolved it by setting up control for the IK bones in the control rig and retargeting the animation again. I have seen others resolve it by setting retargeting to be by animation instead of skeleton in the retargeting options of the skeleton tree hierarchy. @young burrow

young burrow
subtle egret
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Hi all, I'm facing a frustrating issue with my locomotion set for Motion Matching.
In multiple animation sequences, the mesh collapses/flattens to the floor at Frame 0, even though I've confirmed that the Root Bone is correctly placed at (0,0,0). After Frame 0, the animation plays perfectly fine

velvet jasper
# young burrow My custom mesh imported from Blender was already successfully rigged to UE's Man...

As you’re likely using the ABP from the ThirdPerson template, if you examine its Anim Graph, you’ll find a Control Rig node.
This node uses a Control Rig asset that performs basic foot placement in runtime.

This CR applies the Full Body IK solver, where the feet use IK target joints (“ik_foot_l”, “if_foot_r”) as IK solver goals. It then procedurally corrects these target joints by casting a trace to the ground.

It seems that the animations in your anim pack lack animation baked for those IK target joints, as it’s something you need to set up in your animation rig when you produce animations.
Ideally, the author should be contacted to request a fix.

There’s multiple ways you can fix it on your own:

  • Remove the node from Anim Graph, completely disabling the feet IK correction.
  • Apply Copy Bone animation modifier to all of your custom animations, to copy animation from FK joints to IK joints.
  • Add Virtual Bones in your character skeleton (e.g. make VBs from root bone to FK feet bones) and modify the Control Rig asset to use these VBs instead.
velvet jasper
versed flare
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So i am trying to get rid of a moment where the enemy ai stop to then attack the player. basically they chase the player then stop then play the attack animation. I want to blend the run animation with the attack animation and play it that way to get rid of that transition. Would anyone know how to do that?

velvet jasper
# versed flare So i am trying to get rid of a moment where the enemy ai stop to then attack the...

When the character has velocity, play the attack animation only at upper body.
When the character has no velocity, continue playing at full body.

Use Layered Blend node to play the animation at specific range of joints.
Pose Cache would be needed to store the animation data before the montage slot node applied and to use it as a base pose for Layered Blending.

Fullbody/upperbody blending could be achieved by using Blend by Bool node, for example.
Timing setup for that switch is up to your own logic.

versed flare
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Hello guys, in this quick and simple tutorial we are going to learn how to blend attack animations with your walking animations (Locomotion) from a specific bone in Unreal Engine 5.

Follow me on Twitter: https://twitter.com/GorkaGames
Subscribe to the channel: https://www.youtube.com/channel/UCv_n9oioNF6OpzR2dt6E4xg?sub_confirmation=1

unreal e...

▶ Play video
velvet jasper
versed flare
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All right, I’ll have to give that a shot. I’ll also have to take a look at the blackboard to see how it would be inhibiting it

velvet jasper
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And either set the blend depth to 5 or 3 for smoother spine blending (based on how much you have spine joints) or make a Blend Mask for granular control over joints.

cosmic umbra
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Hey everyone 👋
I’m a 3D artist who enjoys creating models, environments, and experimenting with different workflows/tools. I’m here to learn, connect with other creatives, share ideas, and improve my skills along the way. Looking forward to seeing everyone’s work and being part of the community 🙂