#animation
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@scenic imp http://doc.faceshift.com/plugins/maya.html
i dont use motionbuilder for this - as i do all of my work inside of Maya
yeah our animator uses motion builder
do you mean that if we use plugin , it is free?
do we need faceshit studio ?
i dont know what their royalties/pay licensing is
again - i'm looking into all of this myself - i'm not a salesman for Faceshift.....
BTW - using a Microsoft Kinect camera will suffice for this software
thast what i liked most about it when i originally started looking into it
a tutorial & setup guide is available here:
http://doc.faceshift.com/studio/2015.2/#
in the near future yes
i'm creating my 2016 Animation Demoreel right now as a project i'm currently working on
using UE4 as the render component (all cutscene material)
oh you use UE4 to make animation?
UNFORTUNATELY i dont have facial animation in this reel.... somethign i REALLY want to incorporate soon
no
i use Maya to make animation
i use UE4 to render it out ๐
yeah i know . i express it wrong
its LIGHTSPEED in comparison to maya rendering animations
i did a 15 second HDR render the other day for one anmation cutscene.... took less than 5 minutes to render out
in maya - that would take my same computer a good few days....
i am making game. i am wondering if the animation frame can be easily modified to meet the game need
since the mocap frame it too large
you wouldnt use face mocap data for PLAY animations
they would be for cutscenes
unless you had a game that you were close up to the face most the time
and it was visible
most games - this isnt hte case
yes we use it for game npc that player may get close to look at it
@scenic imp again - you have to decide whats best for your project. if its a up close shot - you could switch skeletons for the cutscene and have one that uses the facial joints system - and the animations for the face. else the rest of time it would use just a head joint to drive rotations..... this is all design decisions. if you're going to have facial animation @ runtime and not switching to cutscenes - then you'd obviously need to have the skeleton have those joints all the time.
i gotta hit the sack - 5:00am almost here - have a great night!
anyone knows how anim-dynamics is done via c++ or even via blueprints. I saw the introduction but there was no tutorial. That video showed whats possible not how
@ember coral do you mean SetSimulatePhysics - True?
https://docs.unrealengine.com/latest/INT/BlueprintAPI/Physics/SetSimulatePhysics/index.html
Set Simulate Physics
this takes away animation files abilities and sets the component (mesh in most cases) to use a simulated physics....
walldiv i am just trying to manipulate charachters via c++
if you're talking about true dynamics, this would be the same for things like hair ponytails, beards, but Apex clothing systems are different beast altogether - (Apex clothing found below link)
https://docs.unrealengine.com/latest/INT/Engine/Physics/Apex/
Creation and Import of Destructibles using the NVIDIA APEX Toolset.
ok one sec .. lemme find the link ... btw thank you so much for helping out )))
@hushed agate this is it .. most likely new ... https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimHowTo/AnimDynamics/ApplyDynamics/
In this step we apply AnimDynamics to the harness and furnace the character is carrying so it reacts to movement.
or maybe i missed it completely from my google search
this is where i have seen it ... https://www.youtube.com/watch?v=5h5CvZEBBWo
ok what dont you understand about this setup?
its pretty clear what to do in the doc you linked
this would be the same for ponytail/beards/weapons that are holstered
@ember coral
i just got hold of the docs now ... i maybe missed it like i said
mmmk - i'm out the door for work. was just checking on here beforehand.... have a great day! Hope it all makes sense.
cool thanks man )
Hi all!
Can someone give me feedback about this guy http://slozhny.deviantart.com/gallery/55567978/Chibi-Marine
I'll try make top-down shooter
Those all look great to me @rancid wigeon
I have to agree, I think they're all pretty great
I love how well you do the feet movement when he barely even has feet haha
Thanks guys ๐
I just wanna fix legs mesh and then I will polish all animations
Thanks again guys
Good work. What do you animate in?
Do you mean what soft was used?
I have a object animating to explode when hit by projectile. The problem is if I shot at the exploded object again it will play the animation again. How can I make it so it doesnt react to more projectile hits?
Is this something I need to do in BP or something I need to do in the animation file?
FYI my BP looks like this
@rancid wigeon yeah that's what I meant
@timber perch bp for sure
@timber perch just set a bool and check it before you play the animation. OR disable collision on the object after it explodes
Or call destroy if you want the obvject to disappear
yeah
hey guys i have a newbie question i am making an animation in other 3d software its a hit combo for my character that has a custom jump.. i wanna play this combo instead of using the jump animation but my capsule component do not move together with the mesh what should i do in this case?
Check Root
if U already animate jump like jump, so you must turn on "rootmotion" in Unreal animation window
why do you have to turn on root motion? You can play this as a STATE in the state machine for whatever the heck you wanna call it - as long as you use "IsInAir?" bool .... and use the JUMP node in the character blueprint for teh action input..... you dont have to use root motion at all.
braek it up into 3 parts - start, loop (in air) and landing - just like they do for teh default jump....
@autumn wind @rancid wigeon
Root Motion is just a one-step thing, you're doing the same thing in three parts
study the third/first person template.... theyre both similar/same and do the same functionality. mimick this
root motion wouldnt use JUMP node from the action input
JUMP is an engine core function - to basically ADD IMPULSE (Z) using the CharacterMovement's settings for JumpZVelocity
i mean dont get me wrong - you COULD do it with root motion... i'm just saying - its not needed
is it possible to record custom parameters in sequencer, such as a "health" variable?
ok tnks ill look for it
I have added a particle effect to my exploding car in the Animation Sequence. I am looking for a way to scale up the particle effect. I only see location and rotation offset but nothing that lets me scale the particle effect.
@timber perch you'll probably get more responses to particle related things over at #graphics
I think you could just scale the whole particle emitter
it's been a while since I've done that
You're using a notify to spawn the emitter, so the scale isn't exposed.
but there was some simple way
If you use a regular ol' anim notify, you can implement the logic yourself in the AnimBP and play the larger explosion. Or you can make your own notify and expose scale. That'd be closer to what you've got now, but with added scale.
I'd say either anim or BP- not graphics.
It's very grey though
Can be any/either/all of those things.
yeh, I initially just thought it was a particle system on the level, somehow
you can definitely scale those just by scaling up the emitter there
no idea how it would go on animation setup
It's the play particle built in animnotify
There's no way to pass in scale; you'd have to either use a plain notify, inherit from this one, create your own, or some other method.
@weary pine you said ". Or you can make your own notify and expose scale." so can you explain what you mean.
@merry summit - i dont see parameters for my ACHaracter classes that i have injected into Sequencer - so i dont think so.... but an easy way to handle this would be to use Custom Events in the Level Blueprint, and call them via the EVENT TRACK in the Sequencer editor window. . . . its how i'm doing my animations to blend together via Animation Blueprint for the said Character class
problem is i'm wanting to record certain things from live gameplay, in this case, record the times when the player makes a sound (it sets their model to use a custom stencil value)
i think as an extremely ghetto fix, I'm going to translate the variable value into a position (of some unseen object) and read from that
since it seems to just be recording translations
transforms*
ah - i havent messed around with the live-recording features of Sequencer yet.....
i've been doign static cutscenes at the moment - sorry
took a bit of work to get things to match 1:1 to actual gameplay (mainly things that use 'only owner see' etc) but seems to be decent
Hey everyone, Im having an issue with animation preview: my 'Asset Browser' window is empty
it's supposed to display every animations using the skeleton used by the animation Im watching, and there are definitely some.
Anyone knows what Im missing? (no filter)
Has anyone used Anim Moontages with a Slot Node inside an Animation Blueprint?
I'm calling PlayMontage inside Blueprints and calling my "Attack" montage. The attack montage has the group DefaultGroup.Attack setup in it and the Animation Blueprint has a Slot Node with the DefaultGroup.Attack assigned.
It WAS working, I clicked he swung his sword. Then I improted another animation and randomly picked between the two. Tht was working
then I modified the animation and reimported, and since I can't get the montage to play. It twitches real quick, and then stops every time
if I bypass the Slot node and just play the animation directly, it works fine. I don't know what it is
inside the montage it looks fine too
oh
I literally JUST figured it out as I finished typing this
I love fighting with something for 4 hours, post for help, and figure it out 3 seconds later
Animation is 8-frames long. By default Montage has a Blend In and Blend Out time of 0.25. Which cause the animation to be blending through 50% (or possibly more) of it's play time. Thus, resulting in more of a twitch than an animation
Had to reduce the blend times
I'm trying to import a simple morph target from maya- it seems to work fine in Maya- I've baked animation and imported it to UE4, making sure to select "Import Morph Targets"- the morph target animation appears with the meshm but the animation doesn't actually play... anyone have any idea of what the issue may be?
Nevermind I got it! I was trying to follow some complicated tutorial video but the official doc worked https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/MorphTargets/
Creating and importing Morph Targets for Skeletal Meshes using the FBX content pipeline.
Hey anyone have any advice on, with a lot of interchangable weapons, having animations like "pistol_idle", "rifle_run" rather than having a seperate idle or run for every weapon?
@merry summit have you tried setting the variables inside the player character than making them editable and expose them to matinee/sequencer on the variable? You can than add that variable as a track in sequencer. Haven't tried recording the variables but I have been able to use it to key frame actions on a character in sequencer
It's more the importing to UE4 that was causing the problem, I've just figured it out though thanks
Another problem now I've got it imported though, the twist bone on the left arm is rotated strangely in-engine but looks fine in max?
Hey guys. Got a question. Im trying to export my FBX skeletal animated mesh (made in blender) to UE4, but theres something not right all the time. Could somebody explain to me what am i doing wrong ?
(offering a free kitty and a cookie)
anyone got any BP solution for this?
Hi,
I have a weird issue. I have created a blueprint class inherited from A Character and this char moves using root motion. If I put this blueprint into level manually it works properly but if I spawn an instance of this blueprint from code using GetWorld()->SpawnActor<> root motion doesn't work. Walk animation is playing but character does not move.
Any idea??
thanks
basically what happens is that root motion works fine on character that's manually placed into level
but if you spawn it, it just animates in place
When you spawn it, do you set it to "Movable"?
question: Would a timeline be more expensive to use then an animation? It's for something super simple, like a button press. I'm assuming the differences is probably minimal but wondering which would be better I guess.
hey guys, just wanted to drop in here and say alembic support is working really well, here's my test from today.
https://www.youtube.com/watch?v=lYdKTG9Wk6g
@umbral aurora Make sure that when you import your Skeleton (just the skeleton, not an animation) that the bone is has it's rotations completely zeroed out, it needs 0 in all three axis. This is the most common reason bones twist around on import
@astral wing Timeline as in Matinee? Either or really. Matinee is probably a little more expensive because it's not "baked" like a normal animation is. But for something simple it probably wouldn't any amount of an impact worth noting.
Matinee is really better for stringing together animations though, not creating them yourself. You could just create an animation inside Unreal though using their Animation Editor by adding/removing frames manually
@rugged glen that's really awesome, good job!
Hey! ๐
Was wondering if anyone would know why the event blueprint update animation would stop being called after I switch animation?
Thanks
@hot bluff can you be more specific? Maybe post your EventGraph in your AnimBP (I assume thats what your referring to?)
@hot bluff When you call PlayAnimation() and you have an Animation Blueprint/Animation Instance setup for continuous blending it kills it for some reason. NOt sure how to re-active the Animation Blueprint after that. But you can play an animation using the Anim Blueprint if you setup a Slot node inside the AnimBlueprint and use Play Montage. The montage and the slot both need to have the "Group" set to the same
it's weird
Hey folks, is there a way of making a socket follow some vertex of a mesh being animated using morph targets? The way I have now, when the mesh deforms to morph to the next pose, the socket is relatively fixed in space.
that's a very good question
you might be able to move a socket to a vertex in code
or, do a rig for the socket and animate it as well
a bone rather
it doesn't need to weight the mesh, just follow the right position for that morph target
that second way sounds cleaner
bit more complicated animation track wise though
Thanks, @normal bramble. And tip on what I should look for in order to move the socket to a vertex position in code?
are you a coder?
I'd add something to set the index of the vertex you're after, then follow that
it's not a small job
you might be able to tap into the morph target results to get that location but it'd be a pain and it might be compiled away
do the other thing, with an unweighted bone animation track
I'm definitely a coder. I'll research around here. Thanks again, @normal bramble !
hehe ๐ you may be able to do it then
in that case, go into the mesh source
I haven't looked at skeletal but it's probably a lot like static
hit the bulk data attribute in there somewhere
so it's like staticmesh.sourceorsomething.lods[0].bulkdata
I guess the deformation is on the GPU
maybe you need to find the morph data, find the transform you want in there and follow that
๐ ๐
๐ค
Is anyone here going through the Mastering Unreal 4.X book? Because I'm having a problem on page 44 and could use some help. The author forgot to tell me how to create the intermediate skeleton rig and instead just told me to try and retarget to something that doesn't exist yet.
@jovial imp I can help you out in a sec
Victor probably has a better answer, but you could source a skeleton and animations from Adobe Fuse
that's how I got started
I'm thinking of just skipping this part actually because it says in the book that the marketplace models don't have certain animations or appropriate skeletons but I actually see the supposed missing animations or whatever. Maybe the Infinity Blade packs were updated somehow since the book was written..
So, you skipping or want help? I got the book open
Help if you don't mind
every skeleton on the marketplace must target the right rigging setup now
The context is that I'm supposed to add a bunch of the Infinity Blade packs and then retarget a skeleton so that I can use idle walk and run animations for one of its skeletal meshes
try using fuse assets instead. it'll let you do that.
you download a skeleton and an animation separately and you retarget it
Because the book says it's missing it. Maybe what antidamage says makes it seem like the book information is jsut outdated?
do you have a creative cloud membership?
yeah I'd say outdated
the skeletal rigs all changed around 4.4
That's weird though because the author made this for 4.10
hmm
maybe the infinity blade assets are out of date
but everything else should be good
higher standard and all that
do you want me to send you some assets to try with?
I dont know. Victor is looking at the book I guess so we should jsut wait a bit and let him figure it out
I'm sure I'm just retarded
haha
@jovial imp it tells you what you need to do
I am confused on what part you are exactly stuck on
Specifically, since you have the book open, it's this
the normal setup is you have two skeletal meshes using the same skeleton, but animations are bound to that skeletal mesh, so you retarget an animation to the new skeletal mesh and it copies it and makes it avaialble
Type out the sentence ๐
The Steps 1-4 describe the process i'm about to go through, but then it tells me to open the wolf's skeleton asset and open the retarget manager.
Yup
Problem is, though, that there's nothing to retarget to. The author is just assuming that I made the intermediate skeleton asset already even though I have no idea how?
The author described that I am about to start going through this 4-step process, but then starts giving me instructions from step 2 or 3 and assumes that I already knew how to do step 1 on my own somehow.
Is that what I was supposed to do?
That's what it says...
Like I said, I'm retarded
๐
excuse me for a moment
NP, you'll see the bones pop up
I long for the sweet release of death
I just need another 20 years myself
Maybe 30
Yeah 30, I should be able to see my grandkids grow up
hahah
Anyway, if you have anymore questions on that book @jovial imp let me know. I didn't find it particularly great, but it's probably one of the better ones from packt
You said last week you skimmed it and thought it was alright. I bought it because of that recommendation.
plus it was half off so why not
Aye, @jovial imp "alright" is pretty close to not particularly great imho though ๐
And like I said, it's one of the better ones from packt
Don't get the RPG one
Making an RPG in Unreal I think it's called.
no work is worthless
anyone here use blender for animation?
i used blender about 5 years ago @ivory bear
ooh
i'm not knockin it though - its come LEAPS & BOUNDS from when it first started
do you by chance know how you would go about using camera animation for ue4, would you?
With blender*
what format are you exporting as?
fbx
I don't know the answer, but I do know alembic supports camera tracks
does FBX?
and I'm not sure if UE supports them
yet
ok then
Hey guys, total N00b here, I'm looking at using the Unreal Engine to generate backgrounds in real time for things like music videos.. This is because it seems really quick and intuitive to use to get impressive lighting and detailed set pieces without the extreme render times and fiddly workflow of Maya and Max. I would be looking at filming the talent on green screen with a moving camera and Keying out a foreground plate, tracking the camera movement using SynthEyes or AEs built in 3D tracker
I guess you can
earlier I tried to make a camera animation system for reloading, like in: https://www.youtube.com/watch?v=a0zmcxBLw98
but it came out pretty glitchy
@ivory bear i dont see any camera animation here....
IF there is any - its quite subtle
Whenever the mag goes in or out or something, the camera shakes just a little bit
ok when it went slomo i do see it
yeah
1 sec
I see it. that's gorgeous.
its got that fat girl wibble-wobble
helmetcam
you iknow... the kind when you were 15 and chicks all of a sudden lost cooties...
ok so
analyzing the FPS templates....
FPS Cmera is the root for the character mesh
so your not able to drive it with any joint data unfortunately
which is what i would have done.....
so - if your not doing your own custom character type - and stickign to the FPS template setup....
you will see that it DOES use PawnControlRotation - by default
when you fire off your Montage for the reload -
you could have an AnimNotify in the base animation....
when you want the camera to begin moving
you could do some SIN math nodes
clamping it
and have it move that way....
you definitely COULD attach the FPS camera to a socket on the FPS character skeleton
prolly
and offset it from whatever parent bone you want
THEN you COULD drive the camera animation with joint data
IE: Head joint
what exactly do you mean offset in that context?
well when you make a socket to a joint - it goes to the 0,0 relative location of the joint
snaps right to the joint socket
that's honestly not a bad idea, attach the camera to the head joint.
you'll want to obviously move the camera up & probably BACKwARDS from its origin
throw a springarm on it so it has some smoothing
that's what Im trying to do for the most part
it's just that I have this one bone that serves as a camera target
but its not actually where the camera is
i reparented the camera to the mesh
you're then able to SET PARENT SOCKET
in the details panel
in the SKELETON ASSET you would createa a socket
that's a cool setup
in all honesty - best bet is to do on the HEAD joint
your HEAD Joint you can animate
by default - the FPS camera will take CONTROL ROTATION
in your ANimNotify event..... you need to turn ControLRotation OFF
when its done (Another AnimNotify) turn it back on
obviousl your going to have to cross communicate between your ABP & ACharacter BP
via whatever method you choose....
Event Dispatcher, BPI or straight up Cast->Function()
hoep it works - PM me and let me know if you have questions - i'll get it tommorow when i get back from work
Hey I tried making a particle effect system and the preview works beautiful inside of cascade and inside the level itself but as soon as I play to test it does not appear anymore any ideas?
ok was related to spawn rate being at 0.5 which previewed fine but dint work ingame so I set it to 1 and it worked
4.13 Animation Features Part 2
https://docs.unrealengine.com/latest/images/Support/Builds/ReleaseNotes/2016/4_13/image_41.gif
WHAT
This livestream is a follow-up to the first 4.13 Animation Features stream we did last week. Lina and Benn are joining us to talk about Animation Pose Assets and Sub Animation Instancing, which are new to the 4.13 build. Animators, riggers, modelers and anyone else who works with Skeletal Meshes will want to dive right into these awesome new engine capabilities, so tune in and see how it's
@alpine wagon Thanks for this ๐ This is great
no prob
Anyone have experience using the space switcher in the ART tools in maya? Trying to transfer from one space to another without just binding to both and getting that strange blending between two effect.
Does anyone know that 2d animation software that came out for free and is compatible with UE4?
The 2D skeletal animation software. Was on the unreal engine website a while ago but cannot find it now
This project contains the Creature Animation Tool's Runtime plugin for Unreal Engine. It has a user controllable Fire Breathing Dragon as an example of how to use the plugin.
I dont think so, the software was free to use for students i believe
I think it was on their blog or showcase
any Blender animators around?
does anyone know how to play an animation
on properties that are binded
or basically get an updated event for a binded property in UMG?
i hope this is the right channel to ask, im no pro in making particle effects but i want an effect where my stars bursts out from the center scatters all over the place but falls with gravity down towards the floor ... how?
looks like you want a particle system - initial velocity - constant acceleration (gravity) and uhhh the one that slows the particles after the initial burst
it's a fairly simple setup, look into tutorials for cascade, they got you covered. I can't currently look that stuff up for you, else I would have provided you with a link to the right resources that you need.
ty, i'll try to google ๐
initial velocity should have X Y and Z values set to whatever intensity you would like those stars to burst, and constant acceleration needs to have a negative Z value (-800 for example)
ty ^^ i got it to work ๐
Has anyone here dealt with rendering out sequencer cinematics? I'm not 100% sure this is the channel I'm looking for
my video sequences are coming out significantly darker than they appear in engine and I'm not sure why
I had that too
is it the actual movie or just the preview window?
in my case it was just the preview and on top of that i was having weird 4k brightness problems so I connected the two in my mind
the actual movie is coming out dark, like the low end has been crushed. In the preview window it looks fine though
preview window/cinematic viewport
T-T
disable eye adaptation in project settings, that might causes darker movies
https://www.youtube.com/watch?v=YmCKzdE6o7E < better version
Quick question, but how do I override animations? That is, if I have an animation, let us say a punch animation, and I want to cancel the animation and blend it into another animation, lets say a crouch animation. How can I do that? I have a crouch animation that works mostly on the legs and spine and a punch animation that works on the hands. If I crouch while punching I want both to play and interpolate if possible.
Or do I have to make another animation for the punch+crouch?
You definantly can, but what your asking is more complex than I think I can type out in chat. I would advise watching all the animaiton training videos / twitch streams from the Epic folks.
Any hints as to what I can search for?ใI am watching a few about blendspaces atm.
watch this one at length https://www.youtube.com/watch?v=3NK97psTA8g&list=PLZlv_N0_O1gbggHiwNP2JBXGeD2h12tbB&index=54
They cover working with upper and lower body blending
will show you how to work them both togther. I learned a bunch just watching this one a while back
Thanks. Will do.
๐
@junior basin that stream is a great resource. Even if you find the section you're looking for, I'd suggest checking out the whole thing
I watched the entire thing and I got my answers.
Nice!
Does anyone have any recomendations for animation framerate. 24, 30, 60, pros & cons. I've never really consider this.
Is there a way to play an animation backwards through blueprint? Tried using a "playrate" node and setting it to -1 but didn't seem to work :\
This is from inside an actor blueprint with a skeletal mesh component rather than an anim blueprint
You should be able to play a slot or montage and pass in a rate of -1 though blueprint. Not sure how blueprints handle that, if they will play it backwards but I know it's an option.
hmm
i tried just duplicating the animation and setting the new ones play rate to -1.
When i try to play that it just sits still and does nothing
when i use the original one in the same manner it plays (but forward instead)
A -1 rate works in my project :/
plays backwards
I dupped the anim asset and set the rate to -1. Then I play the asset in a DefaultSlot and it works as far as I can tell
yeah I'm trying to play it from blueprint though
i guess I could theoretically just transfer it over to an animation blueprint instead, just kind of a pain in the ass
its basically just for a door, i need it to play in reverse for closing
Hmmm, it should work at -1. I haven't had any trouble with it.
never mind, got it to work. I had to click on the skeletal mesh and change it to an animation reference rather than blueprint
Easy way to read animation length from c++?
the play rate nodes started working after that
Good news @astral wing ๐
works great too
rewinds during the middle of it ๐
not that i need that, but it does it ๐
you guys know any easy way to read anim length from c++, ie. not in blueprint?
GetAnimAssetPlayerLength(*AnimAsset)
AnimInstance has a few length calls
that's just one
Ok thanks, is that a new fucntion added after 4.9 btw? if so we nee dto make a new one that is similar
I can't comment on it's version implimentation. I only know it exsists lol
Should be able to go to the AnimInstance.h and look round in there
Yeah I just saw on teh docs how the ufuncion is built no isse
can just recreate it if it doesnnot already exists for us now ๐
Yup!
Thanks for letting me now the funciton name ๐
๐ you're welcome
any1 knows why this lvl seq plays in pie and standalone but not in win64 packaged?
ive seen some seq tutorials but no1 shows it running in build version ๐
hey does anyone know if AnimBP can activate certain nodes for some LOD?
i'm planning to add IK but only for LOD1
LOD0 i mean
and remove it for the rest.. would this be possible? i haven't figure out a way
@waxen maple 30 is commonly used and works most of the time, Killing Floor 2 uses 60 because of the slow mo that could occur at random., if you have a lot of stuff going on maybe have animations fade into "cheap mode", paragon does that too I think.... where animation becomes quite choppy at distance to save performance
the subway seq still plays in build version but its activated by autoplay
has anyone tried implementing an overgrowth style animation system?
seems like fairly normal anims with a bunch of physics
yeah reactive physics, ik, should be possible
so any1 know how to activate sequencer in build version w/o using autoplay?
just have no idea why it works in editor but not in build version
yea having a shot at the anim system now, the basics seem alright but I haven't got into the hard stuff yet
ahh might have found it
guess not
@nimble hatch I have about the same sequencer setup as ur tutorial, does yours work in packaged version?
Just a random question - has anyone had any luck using the UE4 Animation Starter Kit for a third person/first person character that doesn't look awkward as hell in first person?
btw, @bronze osprey , i entered this a little while back: https://issues.unrealengine.com/issue/UE-34439
ahh k, thought i was missing something ๐
try using "Create Level Sequence Player"
wil try that, thanks m8 ๐
@dense bough thanks for the tips. I've always wondered what deturmines the animation frame rate. Still a bit of a mystery, but as I understand it game with more need of accuracy in the animation like fighting games go with 60.
60 keyframes in 1 animation?
60 keyframes = 1 second opposed to 30 keyframes = 1 sec
ahh
Yup ๐
Yo errbody, been working on a "Sequencer Rendering with CMD" wiki page. Just curious who might find it useful
basically useful for batch rendering
there's no real advantage, per se, other than batch rendering. Which I know is useful for anybody working on a film
yeah might be true, I don't think I would need it for my trailer stuff.
all i know is we used it a ton internally, figured it's worth documenting
thanks for letting me know though
@exotic hedge that sounds great would love to learn more about that. CMD rendering sounds really useful
๐
I'm looking for a best practice of a "clip release" for an animation. I can re-work the gun any fashion i need to - but currently its using the "Gun Skeleton" from the Prototype Weapons pack from marketplace.... so the Clip is skin binded to the Clip joint.
My animation i use the same gun (AK47 that i've modelled) and in it I take & THROW the clip down to the ground, and grab another from the hip. My first thoughts were to take the joint of the Clip, follow the location/rotation of the hand joints Socket (with some offset of course). . . .but then i started thinking about how i would set it to Ragdoll... where it would land on the ground and stay there.... all the while putting a NEW clip into the gun from the hip.
So I thought of spawning just a clip at the said AnimNotify event of the timing where hte clip would be pulled, and do the same thing as above... but then I cant find out how to HIDE the mesh of the gun's clip on the AnimNotify.
#NeedSomeHelp lol
is it a seperate mesh with a bone?
Is it possible to make animations without bones? I used to make 2d games as a kid, wanting to get back into it for the fun of it, but make 2.5D. However, I feel it may be impossible with rigging ๐ฆ
*for context http://i.imgur.com/i8WWhqZ.png I'm trying to get the head to follow wherever the cursor is aiming, I've gotten success but it basically distorts the whole thing, I'm trying to get it to rotate from the center of the head
weight paint?
i never did 2d on a skeleton tho ๐
weight paint and remove everything u dont want distorted
hmmm, that's looking like it could work, is there a way to set the bones "anchor point" to the middle of the head? So that its just one bone but it rotates the whole cylinder object?
phew its really early here ๐
like having no neck?
i think you just want to use a neck bone
weight paint the neck
let the head do nothing
kinda like how humans look around ๐
or you could seperate the head
a skel mesh with 10 swappable flipbooks could be cool
I like the separating the head idea lol, how exactly would I do that though? I've looked for sidescroller 2.5D tutorials and they seem few and far between :/
also, found an old game that demonstrates what I'm trying to do perfectly, how the head rotates from the center, instead of the neck (the only way I've been able to so far)
https://i.gyazo.com/1689b7f4ae18693ee074a5e9d888d1a4.gif
actually, would I be able to have the "body" as one skeleton, then add the arms and the head as separate skeletons but have it remain one character? That's the approach I took with the 2D version
that vid is just a circle not attached ๐
yea, it wouldn't have to be attached, just "appear" to be attached on mine ๐
maybe just have the head a separate entity entirely?
i prolly would make a flipbook and make a socket on it
put another flipbook on there with the head
thanks ๐ I will look into that then
i havent done anything like this, but i would try that first, cuz its done super fast
but i could see why you want to use a skeleton for fast animations
a weight painted 2d char sounds kinda interesting tho ๐
I feel like I'm making some progress with the weighting, is there anyway to change where the bone rotates? So I could make it so the bone rotates from its center ๐ฎ ?
there was a really nice 2.5d game this months jam
Welcome to the September UE4JAM Submission thread!
Submit your entry here with the following information:
Link to a download of your game
Team name
List of team members
Name of your submission (Please format it with your team's name attached ex. TeamName_GameName)
Please remember to rename your project to _ ex. TheEpicTeam_AwesomeGame
post nr 29
it has a youtube vid in the post as well
that1 is on a skel
that actually looks really awesome ๐ you think weight painting was what allowed the ridged animations?
i dunno,
pokes @dapper trench in the eye with a stick to see if he is alive ๐
he can say that better than me ๐
the knight looks like modular parts tho
ah ok, yea sorry I've honestly only been messing with this for a day or two on and off so I don't know that much :/
i am making a prototype myself atm too, cuz i have no idea how this shit would look ๐
lol in my head it looks awesome, in reality... :p I guess I'll find out
the more I think about it the more I think the head might have to be separate from the rest of the body ๐ฆ would it be easy to "mount" a mesh onto the character and have that mesh constantly facing your cursor?
yea i think thats fairly easy
I think I'll try that then, cause I still need the arms how they're functioning now ๐ this has given me good ideas though, thanks!
pff, UV editing, been a while ๐
ok, this is pretty badass
what is ๐ฎ ?
I dunno if i should say, i might use this in the megajam ๐
Is that a competition?
u gunna jam too? ๐
lol are u asking if it is a competition or are u asking if i am challenging u? ๐
cuz yes it is a competition ๐
nice ๐
lol when i see the japanese name in the end it reminds me of adams family mamushka ๐
thank you.
@fair crater i really like how it starts ๐
@bronze osprey asking if it is a competition ๐ I've never heard of it but it sounds like one lol, wondering if that's why you're keeping it a secret
hype ๐
that does actually look really hype, and easy to enter ๐ฎ
I'm unfortunately no where near that level though, maybe next year haha
Hits @solid steppe in the face with an iron glove ๐
*easy to enter as in you don't have to be some really established game dev or studio
or there irl ๐
^that too ๐
or any good ๐
also that ๐
just sign up and try to entertain the person starting it up for 5 min, no more no less
sigh, I wish I could do that
๐
can't even figure out how to get that head to rotate ๐ all in time though, can't be done overnight
ehm been a while since i done something like that
what do you do mostly?
mmm, kinda but I'm going off the 3D side scroller. I can get a pic of my model one sec
are u using the 2d or 3d side char bp?
4.13
there he is in all his glory ๐ basically, he's gonna have a gun and after that it'll be like any side scroller shooter, just a cartoonish 2.5D game ๐
I just don't know, because I feel if I don't have bones, I may be really limited in the future if I wanted to add more things
you could make a flipbook animation with sprites
would it keep the 3d effect ๐ฎ ?
*I mean will it still be a 3D object with depth? or will it turn into paper 3d? I've been looking at sockets, it seems that might be the best way to go... can objects move independently once they're in a socket?
yea i think socket or aim offset would work best here
in content exampe animation map there is a playable char with aim offset
i added a cube in the headsocket and scaled it so u can see how it points
in lvl bp i have on begin play show mouse cursor
like this it aims the bube towards the mouse
oops text blocking my bp
this is a verry crude setup tho ๐
well at least it rotates the cube
actually those last 2 bps are dumbshit broken ๐
sry dont rly have time now ๐
That actually looks interesting ๐ฎ you made most of it? Or content example?
@bronze osprey @solid steppe Since I was poked and you appear to be talking about Hero To Zero in your mentions. I just made planes in Maya and textured them using an artboard, with a mask. Then I used a skeletal mesh and simply only used 1 rotation axix throughout my animations and just animated it using that. Since the characters are designed like Paper Dolls they don't need any sort of deformation or sprite adjustments. They just swing as if they're pinned together at the joints
Ah, interesting way of doing it ๐ it looks really clean, did you think of it by yourself or is it a common method?
It's something I came up with as it was a great timer saver
rigging 3D models requires skinning and vertex weighting and a decent amount of time to make the character in general. Doing 2D art requires spriting drawing for all animations and I'm unfamiliar with the Paper2D/Flipbook functions of UE4
The way I did it, I only had to draw the character out once, and then assign planes to each body part. And assigning a skeletal to it wasn't hard
is there anyway to just play one segment of a montage?
nvm i got it
Does anyone know how I can set the next section of the montage in c++/bp without using a constant name?
I want to be able to tell it to just go to the "next" section
so if Strike1 is currently playing it would go to Strike2
I know how to do it with the Name of the section via
Relink new next section AFTER SectionNameToChange in run-time You can link section order the way you like in editor, but in run-time if you'd like to change it dynamically, use this function to relink the next section For example, you can have Start->Loop->Loop->Loop....
but I don't want to have to specify the name
I see Montage_GetNextSectionID but I'm not sure how to get the current section ID or what to do with the next section ID when I have it. I'm also not sure if that would return the ID of Strike2 or nothing. I.e. I'm not sure if it looks at the Montage Group at the top of my screenshot or the sections at the bottom. I have a gut feeling that it looks at the sections at the bottom which wouldn't be helpful.
Does anyone know if it is in anyway possible to view morph target animation from within sequencer while scrubbing?
anyone know how to attach two objects in blender in a way so that this won't happen ๐ฎ ?
https://i.gyazo.com/45fcb5753fee931232caf8c3c7cb8101.gif
Anyone know why the frame count between maya and ue isn't the same? Like at all and I can't seem to find a pattern
@rocky brook depends on how you import
when you export from Maya using FBX you have two options to ensure a proper frame count. Bake Animations inside the FBX export options or Bake Keys inside of Maya
they do the same thing basically. They quickly key everything before exporting into a reliable format. For some reason however, recently that's stopped working properly and I could export a 24 frame animation and it'll end up as 2 frames
so I just use Bake Keys before I export, you can find it in Edit -> Keys -> Bake Simulation
@dapper trench ah okay sweet, I will try that ๐
okay yeah these are the FBX export settings I was using
@dapper trench what does your Bake Simulation options look like?
@misty dagger glad to see you made the trip over to discord ๐
hey thannks ๐
do you use Resample All to get the same frame count in ue as in maya? or do you use Bake Simulations?
I would really, really like to be able to preview morph target animations from within sequencer :/
anyone know of a way where I could put together a blueprint actor that enables a morph target value float or parameter exposed to sequencer that doesnt necessarily rely on tick?
@lucid veldt what version of ue?
4.13 preview version with gameworks integration
OH MY
so this means I need to turn off realtime?
@rocky brook thank you for the info! I'll look into it
sure, no problem
@rocky brook it seems this issue is referring to prebaked morph target animations and not animations keyed within UE4's sequencer
hmm I would test it on 4.13 and not the preview
hrm... I am reliant on galaxyman's gameworks build, i.e. until he updates:/ I'll install 4.13 just to test
that issue also refers specifically to prebaked animation, where if I control it through sequencer, it relies on a tick
how do you know it's only prebaked? because of the repro steps? I don't see anything in the description saying it is only for prepaked
I see no way to expose any morph target parameters in sequencer without creating an event graph that includes a tick
Sequencer will not inherently allow me to expose the morph target value from the skeletal mesh alone
unless I am of course missing something and would love to know what
I would try unreal answers or #ue4-general
sorry, I have used sequencer for like an hour lol
Why do you need to use the tick? Haven't used the sequencer anything at all, but there is almost always a way around using tick if you want to
@lucid veldt
@misty dagger I would prefer not to use the tick. Is there any other way I can control morph target slider values in editor ? (Aside from persona's preview)
Well as I said, I have never used sequencer and I am using 4.9 custom version
So to be able to help you I need to see some images of the event graph of the sequencer to see how you have set it up right now
sure
one sec
There is no event graph within sequencer, however, I can add "actors" to sequencer's timeline, whereby an actor can contain its own event graph.
if in fact the actor contains an event graph, the parameters within the event graph, if set to "expose to cinematics" will appear within sequencer's actor dropdown
shape 1 represents the following float parameter within the actor's event graph:
you could use a custom event and let that one fire via sequencer (event track), but I don't know if that solves your problem
every time you scrub over that keyframe it would set the morph target
would this method be functional only during realtime/simulation?
btw sequencer is setup in a way where I can set keys along a timeline, as shown: @misty dagger
it should execute anyway, but I'm not sure. worth a try though, takes like 20 seconds
Is the morphtraget parameter "Shape one" exposed to the player ingame?
Do you use widgets to set changes?
I don't use player if that means anything. Not sure what you mean by widgets either ๐
basically sequencer is a fully fledged timeline that allows me to place actors add animations and key them as I like, while previewing everything in the viewport without running the game
@misty dagger sequencer =/= ingame
You want to change this in real time you said, that would only be really usable In game
???
no, I would like to see the effects of my changes while editing, not only in game
@misty dagger He's using sequencer. read the history before trying to help. ;)
I know what he is using you don't understand what I am saying
I am going on a flight very soon so a bit stressed and I am having trouble writing everything superfast
i see
OH!
^ there we go
๐
No need to remove tick if it won't be used in-game still according to me, but if that eventgraph will fire when the player is in-game, then you could either set it to an Event or a interface to send messages of changes.
a proper answer, it's a bug
Aha okok
I'm not certain whether this is a bug, or perhaps a feature that isnt implemented
and that doesn't make a whole lot of sense pand
nah, that's a feature request
unfortunately :/
we do have feature requests on the issue tracker
@rocky brook You might just have to play with it a bit, as that's pretty much the same settings I have. When you import into Unreal Engine, their importer options have a bunch of stuff as well. If you expand on the Animation options, you'll see there are some "Time Length" related stuff, one is a drop-down box that lets you choose how to import frames, based on exported time, based on keys, based on animation, etc.
what does the value has to be https://a.rokket.space/gnlxcq.png the event name I assume?
If those don't work, I'd try Bake Simulation under Edit -> Keys just to see if it changes anything, as like I was saying for some reason it was bugged for me since 4.13 update. Dunno if it was my rig or UE though
@dapper trench do you have Resample All checked?
am I correct in assuming that even if i trigger a custom event, it will only work in game?
I do not
@exotic hedge Thank you for that. I don't know if it's automatically assumed, however I believe that because I have to use the tick, It can only run in game which is what makes the process incredibly clunky especially in terms of editing placement and timing
Maybe this could be clarified as to the reason why it is in fact clunky
@lucid veldt I will donwload aversion of the latest editor to see if I can help you with a work around
it's clunky compared to "drop skeletal mesh in level, add to sequencer, add track for 'long nose' morph"
lol
going to the airport now abit stressed, but will be
at my workstation in about 3 hours
well you're talking way too easy...but this process is beyond clunky. I set sequencer to play from the exact place in the scene, play in game get out of game edit, rinse repeat @exotic hedge
@misty dagger Thanks!
Try changing animation length and see if it fdoes anything different
okay, I'll try that
@lucid veldt well, yeah my example is simple, but it allows direct manipulation of morphs...which is the point haha
very true ๐ I have no idea how many people are truly taking advantage of Sequencer, but I do hope the request gets some love and attention ๐ @exotic hedge
well, you can vote on it on the public issues page
I think sequencer is getting plenty of use, btw
oh!
i don't get very many reports about Matinee anymore
I would love it if there was a dedicated place where Sequencer users could discuss the editor and its peripherals
i put up a #ue-cinematics idea in the #server-feedback the other day
i just entered it like an hour ago though haha
I also asked Grayson Edge if there was such a place, but he said nothing existed so far
ah, you mean outside of here?
yeah
Im so engulfed in the work that I really didnt think about how to implement it just yet, but your idea of uE cinematics would be a great start, provided people involved in cinematics are on this discord
idk, a dedicated channel here seems like as good a place as any
yeah
well, we just gotta get them involved ๐
The thing I did like about slack is that you could join/leave channels
so we know who was interested in cinematics directly because they were a part of the channel
just havent gotten around to creating a proper project and scenario for reproduction for it just yet
oh!
right, people here came from slack
so, bug reports...Answerhub
yeah, though it requires a lot of work on my part ๐
not thaaaaaaat much
well kindasorta
I have to take a basic project, load the latest official build and somehow recreate the scenario
its been posted before, however the "resolved" portion was incorrect in my case
not necessarily, if you explain it, I can usually repro pretty quickly on my own (I handle all the sequencer bugs on AH)
you do?!
yeah, if it's in the bug reports section on AH and even mentions sequencer, I get assigned
yep, but only through AH so I can officially log time for it
its in there
ill find it
in fact
iirc, you posted a fix, ..but it didnt apply to me
ah
visibility track is the bane of my existence
it was a phenomenon thatt drove me crazy over the span of two projects
I did crazy things to "fix" it
things that seemingly did not make any sense whatsoever
this MIGHT be what you have going on: https://issues.unrealengine.com/issue/UE-35762
you're right about "might"
I believe I attempted to play with the default visibility settings in the actor instance
which yielded no results
well, with all the visibility issues, they've been talking about changing the way the "Visibility/Hidden in Game" track works
because right now it flips both Visible and Hidden in game, which...is weird
there is an additional factor here
in Sequencer, youc an have multiple levels of sequences
so, say if I set visibility off in a shot, and on in the main sequence, theres a conflict..not that this solved my issue, but it is more of a logical strangeness
which takes precedence?
for example
oh, yeah that sounds no bueno
i can't say i'd ever have tried to set something up like that
but if it's a legit use case, then it's worth reporting it
I believe there IS a hierarchy at play
however experimenting with these yielded nothing
yet when I added a new actor into the level, replaced the disappearing skeletal mesh actor, and *left" the faulty actor in the level, things started working
however if I removed the faulty actor, ANOTHER actor would disappear
(each are instances of the same actor)
I guess now you know why Im a bit wary of trying to reproduce this
and how this whole thing drove me temporarily insane ๐
The general workaround I found for this particular project was to have 1 extra unused actor in the level. This obviously makes no sense.
in any case, when I get the chance I'll write a proper description of the issue and post
yeah this issue has caused me some questioning sanity as well
but rest assured, it is being looked into
Hey guys!
Hey guys!
Any of you have used IKinema? I'm working on a soccer tennis game and I've decided to use it to make sure the character will actually touch the ball.
While the UE 2-bone IK system could work for moving the legs for kicking, heading will be harder since in order to reach the ball the whole body must shift which only a Full Body IK system can do.
Up until now, all works good. But before continuing with it I want to know if that is the best solution to use in my case or there are other solutions? Also, I would like to know if there are any cons to IKinema and Full Body IK systems, any gotchas...
Up until now, all works good. But before continuing with it I want to know if that is the best solution to use in my case or there are other solutions? Also, I would like to know if there are any cons to IKinema and Full Body IK systems, any gotchas...
Are anim notifies not 100% reliable?
it seems like a very small percentage of the time my anim notify doesn't get called
๐ฑ
I tried setting the blend out time to 0 but that didn't fix it
AnimNotify can be VERY unreliable. It is possible (but with very low probability) that the notify is NOT fired even if the blend weight pass...
shit
@exotic hedge I see that you have looked at this before. Do you know of any outstanding issues with it?
@rocky brook post on AH bug reports, i'll take a look. AH post is the only way I can justify investigating it
okay, I'll work on reproducing. Just wasn't sure if you had heard of anything.
we haven't really had a lot of notify reports, but it's usually something with the trigger weight threshhold
or that the animation is blended out before the notify triggers
(i.e. not a bug)
okay cool, yeah I don't think it could be blend out since I tried with 0
any Blender riggers / animators around ?
i done a bit, got a question about it?
if i move a camera actor around in a scene during gameplay should i use tick or interp?
it depends really. I would always use interp when possible because of the theory that you should avoid tick as much as possible but then some things just work better on tick and don't do much to performance anyway so I would say either is good (without knowing your setup)
Has anyone else noticed improvement of Aim Offsets in 4.13?
Previously creating Aim Offsets from skeletons other than the Unreal Manneqin caused the mesh to twist and stretch badly
But works well in 4.13
haven't upgraded to 13 yet. but yeah they weren't very useful prior. I just use blendspaces for it
Aimoffset always worked perfectly fine for me. Not sure what to 'improve' there on such a simple system
hm so I created a clean project to reproduce my anim notify issue and the issue isn't happening in this project. I'm not doing any networking here tho, I dumbed it down a ton. So I'm going to add that stuff in to see if I can reproduce it.
@bronze osprey yeah.. Here is my question https://blenderartists.org/forum/showthread.php?406986-Rigging-in-Blender-to-match-UE4-character-rig-possible&p=3100247&viewfull=1#post3100247
If you import UE4's Mannequin FBX into Blender, you'll see bones are oriented entirely differently from how you'd usually have bones for characters in Blender.
Is there a way to rig and weight characters in Blender as we usually do that and export them in a way that output rig matches UE4's Mannequin bones' orientation exactly ?
While it doesn't matter for 100% custom characters, it actually matters for characters that will use animations from UE4 or Marketplace. Plus, if a Blender
ahh yea that been a while since i imported the guy but that was weird
not all versions of blender have that i think
last time i made animations in blender and imported it too unreal i used this plugin
Manuel Bastioni open source software prototypes and algorithms
I don't have issues exporting animations
i made a shared skeleton with the mannequin
I am trying to find out if I can rig, weight and animate in Blender in the conventional (to Blender) manner, and export into UE4 in a way that skeleton matches UE4 skeleton (so Marketplace anims can be used with it)
someone imported Mannequin into Blender and added control bones to the rig, but that's a bizarre setup. Only good for creating extra animations for UE4 rigs, but not new UE4 rig compatible characters.
Looks like someone from Epic is looking into it (just saw a reply on the forum)
i have an old blend file and it opens like this
his head is pretty high tho ๐
you can't use Marketplace anims with this rig because bones and their orientation won't match
i think its the unreal rig
I have no doubt it can be used in UE4, but it's not Mannequin's rig, and therefore it's incompatible with Marketplace anim sets.
did u try export it in an older version of the engine?
how old?
I am using 4.13 at this time
and I don't believe there were any anims available for the old greenish UE4 mannequin
well actually i dunno, i tried this a whole buncj of times with dif blender versions and unreal versions and everrytime it was something else ๐
Probably a dumb question, but would anyone have a CAT rigged UE4 Mannequin that I could bum off them?
any idea on how to make parent bones follow i.e. hand's position on third person character?
@severe raptor like an IK setup?
yea someone suggested that on GDL, I have an issue though
i mean, i can suggest the documentation and the content examples, but I can't do much else here on the clock
anyhow, that issue is transform offset related - will sort it out soon
Hey not sure if I should ask the questionI asked in #graphics here, about re-skinning when adding clothes to rigged char
you have to do that in a 3d software, not in engine. If you want to just add that to the base skeletal mesh then make that there, copy skinning over and re-export and replace. If you want the thing be a piece of cloth that you can put on or off. Well youll have to do the same, but without the main character body. Just the costume thing. Then in the engine add it as an additional mesh component to the characterBp
looks slick
it's extremely badass
is it blender friendly?
it uses mixamo, so the modeller doesn't matter at all
his workflow that is
it's a tool for the UE side of things I think
hmm wonder if its hard to set up for custom rig
that BP graph looks spooky
ill see if i can set it up later i think
i doubt i can make a custom skeleton during jam and hook it up as a timesaver ๐
but it sure does look awwsome
anyone have a good over the shoulder setup that has turning while moving? I get how turn in place works, that's easy. But I'm not sure the best way to blend turning into the movement stuff. Haven't found much on it. It's something that makes things feel unpolished.
third person will work too, just not where the character can turn all the way around and face the camera
Anyone ever get a "The Skeleton ***Skeleton, is missing bones that SkeletalMesh *** needs. They will be added now. Please save the Skeleton!" error message pop up? Project was working fine. Now I am getting these randomly.
@quartz cove do you have a number of characters with bone extensions (additional bones to the base skeleton) sharing the same skeleton and then modified/overwrote the base skeleton?
its not that easy to "accidentally" overwrite the base skeleton tbh
so I highly doubt that was the problem
TBH, no idea what the issue was, it's since gone away though
It was popping up while in VR
and took VR away
so it was quite annoying
So I've imported a mesh that has the same bone structure as the UE4 Mannequin, retargeted some of the UE4 mannequin's animations to test the rigging and uh
Any thoughts on how to fix this mess?
it's the same size as a default UE4 character, and it's using the default UE4 character's animations.
what's with the size compared to the ground plane? is the plane small?
roughly two squares of the ground plane's width, same as the default mannequin
pardon the ken doll- http://puu.sh/rkIAE/2075d24fbd.jpg
I'd say your skeleton was missing something vital
would it make a difference if the skeleton's root isn't actually the root, and instead there's a scene root
then from that scene root is the rest of the skeleton
wouldn't make a difference, but not sure
is this scene root in the skeletal structure? because the scene root is generally something different and more generic
and the skeleton's root would never be the scene root
its like a different concept
So I'm piplining from Blender
Which by default always has a root of an armature- the root isn't a bone, just a null orientation point
but for some reason, there doesn't seem to be any way for me to tell UE4 to not import it with that as the functional root of the skeletal rig
nearest I can tell you're not wrong about it being a scaling issue but it seems to be the actual bone scales that are the problem
I had a go at getting a rig from blender to UE as I was using blender to refine the animation
tbh I gave up and switched to maya
it has less problems exporting
but you're likely to both have unit scale and orientation problems going between programs
there might be something on the forums about it
Solutions I've found haven't done much to fix it at all
I despise blender with a passion that burns brightly
but I am an impoverished solodev
looks about right
So nearest I can tell, something about having the armature not parent the mesh on export was affecting translation while having it be the wrong size in blender was affecting scaling
solution was to make a proper rig at the right size, export it and use that as the rig for imports.
Still not entirely sure how that even worked but meh
Making proper rigs always helps
.
@long maple https://i.ytimg.com/vi/zaSxA2-c7aA/hqdefault.jpg
well he's obviously blocking that fire hydrant there and jaywalking at the same time. I wonder what other minor misdemeanors this colourful chap has commited.
get back on the sidewalk ya scamp!
Cool I haven't rendered any batches for ages. mmmm batches
hey guys, is there a way to make 100 frames in blender into 1 shape key/morph target as value?
or do i have import 200 morph targets and play them like: morph target name 1 > delay > name 2 > delay?
100*
but i guess the best way is just make the animation per hand with 1-3 shape keys right?
@trim fossil Not sure how blender handles morph targets, but typically you'd import your set of morph targets (i.e. raised eyebrow, curled lip, etc). Then you would animate the morph targets in Maya (blender for you) and import that as an animation.
yeah but i want to animate curtains, so objects that dont have bones
i guess the best way is, to make 1-2 shape key wind animations, and import it, and make the rest with blueprints/timeline
You can always add one bone and import it as skeletal
idk exactly the amount of control you need over the curtains, but i might also suggest a material effect if it's only blowing in the wind
or Cloth
(see Cloth content examples and even Material_Advanced)
So animation initialize and tick happen before actor? I would have assumed the opposite but I just tested it and that's what happens.
But if your anim graph tests against your actor wouldn't it always be a tick behind?
@long maple what did u use to generate the mesh/skeleton
?
Can alpha be supported in ue4? all my png's with alpha are funky
yea
it like fills the alpha in with a radom blue color
yeah that totally did what I wanted thanks @bronze osprey
np
hello
has anyone try usin g the worker thread in animation?
checking the 'Run Update in Worker Thread' thing?
i've cleared my event grapha nd use pure function and variable all access
but when compiling it still unchecks the 'Use worker thread' bool.. any idea what's going on ?
Hi folks! Is there a way to preload and cache static meshes to swap them in a static mesh component in realtime? I'm thinking on creating something like a flipbook of meshes. I know that we could use the new Alembic support to animate the vertexes of a mesh, but In my case every frame would be a completely different mesh. Also, if that's possible, how costly it is to swap the mesh of a static mesh component every tick? Thanks!
the stupid solution: place the meshes in question below your map, this ensures that they are in memory already and eliminate loading hitches during runtime
can i bring my unreal material to blender?
hey guys! just wanted to ask a simple question. has anyone ever used the treeit program? and if so is there a way to export the animation of a completed tree?
use speedtree I reckon
it integrates better with UE on many levels
ah that's right, you said it was too expensive
you could probably do similar things with any tree source but you'll have to make a bunch of vertex maps by hand
then you animate that based on in-game wind
actually
even speedtree animates the wind effect on shaders / WPO
it contains some embedded data how it affects different parts of the mesh
but for example epics samples have similar math for some palm trees etc that use just regular static meshes
vehicle game example is one of them
I'm not a huge speedtree fan myself though
they have their share of issues
and pretty restrictive license
for example, some of their texture maps just waste like 50% of the UV space
seamless branch merging doesn't really work at all
it does create additional materials for seam places which just look like regular materials most of the time
and I've never seem their documentations normal blending in action inside unreal4
lod transitions are pretty bad as well, but I guess that's something that'll be issue on all generated trees
also all their UE4 trees come with old diffuse-spec-normal maps so you pretty much need to do your own textures if you want true PBR
also, some of their sold trees have awesome lods like this ๐
Speedtree still isnt pbr?
or this:
nope
no pbr there
I think they've been working on PBR for their editor though
Christ
so it might be coming at some stage
How about... now xP
but none of their sold assets even have PBR textures
those LODs are pretty efficient though, I admit it ๐
lets just not render anything when player is 15m away
that's a tree specific issue though, I bet those would work if I reauthored them in the modeler
has anyone seen Montage_JumpToSection cause anim notifies misses on the section we are jumping to?
I tried changing the blend in and out time to 0 and changing them to branching point. but none of that helped
nvm issue is with my code
in the animation editor is there aw ay to see the vector location of a certain bone
Is there a way to blow a car up with out having to animate all the pieces by hand in Maya for example?
Does UE have such abilities or are pieces being blown up normally done in other animation software
I just auto-rigged a character with mixamo and added an animation and tried to import it. It complains that there's multiple root nodes. it's always worked before, what would be causing that?
other than multiple root nodes, because there ain't
nevermind, it was multiple IK roots
I spoke too soon, still failing
I have a working character import and it looks identical to this one in setup
not sure why one is working and one is failing
FBXImport:Error: Error Multiple roots are found in the bone hierarchy. We only support single root bone. FBXImport:Error: Error Multiple roots found
one of the skin tags could refer to something funky
hello, please share and retweet if you feel like it ๐ https://twitter.com/llazyadM/status/781773745417367552
Only 10 days left 50% Discount !!! https://t.co/VBIiyCQDvL #3dart #unrealengine #marketplace #robot #character #discount #animation #gamedev
ironic that you're named "ad"
@normal bramble :)) sry, i promise it's the last time i mention it
funny tho
this is why i don't post stuff cause i don't want to be that guy but my friends insisted i should
Post it in the right channel dude. That's all we ask
@timber perch yes, look at destructible meshes. More of a physics discussion than animation tho.
no, no no ๐
well
if you want the car to break as destructible mesh, you'd need to fracture it in physxlab
you can't make anything but voronoi fractures inside unreal
that would look super weird if you exploded the car and it went into pieces that made it look like it was made out of clay
and even with physxlab, I wouldn't be so sure you can setup it so it would look believable
ay voronoi works for stone, but not for cars.... it would look stupid if a quarter of a tire flew around
yeah true haha
the easiest solution would be to beat the car up in a 3d suite and then replace the car model ingame on explosion, add debris ofcourse
I remember seeing houdini engine available for ue4. Saw some really cool building destruction made
you'd still need to have paid houdini license to get anything to use with that free houdini plugin
Naturally
I have a mesh with animation on it. I would like to just drag that mesh into my level and see it play in loop. With out having to Play in game. Is this possible?
yes, if it's a skeletal mesh, just select the animation in the details panel
Cinema4D and Motionbuilder
@dense bough I dragged the skeletal Mesh onto my level and assigned the .anim file to it. It doesnt play in a loop unless I hit the play button.. What I want to beable to do is drag it into the level and have it imediatly start playing whith out having to press the play button. Do I need to make a BluePrint of it?
you can also just drag the animation file direcly into the level and it will play in loop
no need to assign anything or blueprints
I tried to drag the anim file directly onto the level but it didnt play in loop! it just sat there at its first frame. Do I need to check a box somewhere to make it play continously once drop in the level?
@timber perch not sure if it's even possible to play animations in the scene without launching the game
I thought with my last fx project i was able to drop the SM into the level and it would start playing. But maybe I was imagining it.
For this project I have a whale breaching and I want to build FX around it. It's hard to build the Fx for this example without the animation playing constantly because the animation and the FX are related.
Has anyone encountered an issue with the listen server host seeing animations play at a slower rate on player pawns? The clients see everything normally.
Damn, looks like its been a known issue for awhile now
https://answers.unrealengine.com/questions/387632/using-listen-server-through-steam-client-movement.html
https://answers.unrealengine.com/questions/273179/visual-lag-for-host-on-listen-server.html
https://answers.unrealengine.com/questions/358869/clients-jitter-on-listen-server.html
here's a test project for anyone interested, test in standalone with one listen server and a client https://db.tt/hw87Z9R6
Hi, folks! Somebody could prompt me how to get a target actor location in the animation blueprint? And did I make it right?
I'm trying to play an "swing animation" when the main hero come too close to a monster.
Hi Relrin
Just thinking there might be a better solution to what you are trying to do
hey guys , anyone knows a good place to get some dark souls 3 like dodge / roll animations?
I'm just not good in doing animations ๐
I did one based on the one from mixamo roll
the mixamo one is nice, but its only forward, would need some for left and right
I did that by them to a custom maya rig and modifying the animation. Was really cheap tho, but did the job