#animation

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scenic imp
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thanks you too

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It seems that you should send email to get the software?

hushed agate
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i dont use motionbuilder for this - as i do all of my work inside of Maya

scenic imp
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yeah our animator uses motion builder

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do you mean that if we use plugin , it is free?

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do we need faceshit studio ?

hushed agate
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i dont know what their royalties/pay licensing is

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again - i'm looking into all of this myself - i'm not a salesman for Faceshift.....

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BTW - using a Microsoft Kinect camera will suffice for this software

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thast what i liked most about it when i originally started looking into it

scenic imp
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Oh we also have a microsoft kinect that is nice!

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do you prepare to try it right now?

hushed agate
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in the near future yes

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i'm creating my 2016 Animation Demoreel right now as a project i'm currently working on

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using UE4 as the render component (all cutscene material)

scenic imp
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oh you use UE4 to make animation?

hushed agate
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UNFORTUNATELY i dont have facial animation in this reel.... somethign i REALLY want to incorporate soon

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no

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i use Maya to make animation

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i use UE4 to render it out ๐Ÿ˜ƒ

scenic imp
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yeah i know . i express it wrong

hushed agate
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its LIGHTSPEED in comparison to maya rendering animations

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i did a 15 second HDR render the other day for one anmation cutscene.... took less than 5 minutes to render out

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in maya - that would take my same computer a good few days....

scenic imp
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i am making game. i am wondering if the animation frame can be easily modified to meet the game need

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since the mocap frame it too large

hushed agate
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you wouldnt use face mocap data for PLAY animations

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they would be for cutscenes

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unless you had a game that you were close up to the face most the time

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and it was visible

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most games - this isnt hte case

scenic imp
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yes we use it for game npc that player may get close to look at it

hushed agate
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@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.

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i gotta hit the sack - 5:00am almost here - have a great night!

scenic imp
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good night!

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thanks again!

ember coral
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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

hushed agate
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this takes away animation files abilities and sets the component (mesh in most cases) to use a simulated physics....

ember coral
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walldiv i am just trying to manipulate charachters via c++

hushed agate
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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.

ember coral
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ok one sec .. lemme find the link ... btw thank you so much for helping out )))

ember coral
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or maybe i missed it completely from my google search

hushed agate
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ok what dont you understand about this setup?

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its pretty clear what to do in the doc you linked

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this would be the same for ponytail/beards/weapons that are holstered

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@ember coral

ember coral
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i just got hold of the docs now ... i maybe missed it like i said

hushed agate
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mmmk - i'm out the door for work. was just checking on here beforehand.... have a great day! Hope it all makes sense.

ember coral
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cool thanks man )

rancid wigeon
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Hi all!

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I'll try make top-down shooter

rocky brook
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Those all look great to me @rancid wigeon

dapper trench
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I have to agree, I think they're all pretty great

rocky brook
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I love how well you do the feet movement when he barely even has feet haha

rancid wigeon
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Thanks guys ๐Ÿ˜Š

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I just wanna fix legs mesh and then I will polish all animations

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Thanks again guys

rocky brook
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Good work. What do you animate in?

rancid wigeon
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Do you mean what soft was used?

timber perch
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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

rocky brook
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@rancid wigeon yeah that's what I meant

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@timber perch bp for sure

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@timber perch just set a bool and check it before you play the animation. OR disable collision on the object after it explodes

upper gulch
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Or call destroy if you want the obvject to disappear

rocky brook
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yeah

autumn wind
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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?

rancid wigeon
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Check Root

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if U already animate jump like jump, so you must turn on "rootmotion" in Unreal animation window

hushed agate
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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.

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braek it up into 3 parts - start, loop (in air) and landing - just like they do for teh default jump....

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@autumn wind @rancid wigeon

obtuse canyon
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Root Motion is just a one-step thing, you're doing the same thing in three parts

hushed agate
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study the third/first person template.... theyre both similar/same and do the same functionality. mimick this

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root motion wouldnt use JUMP node from the action input

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JUMP is an engine core function - to basically ADD IMPULSE (Z) using the CharacterMovement's settings for JumpZVelocity

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i mean dont get me wrong - you COULD do it with root motion... i'm just saying - its not needed

merry summit
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is it possible to record custom parameters in sequencer, such as a "health" variable?

autumn wind
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ok tnks ill look for it

timber perch
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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.

frail basin
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@timber perch you'll probably get more responses to particle related things over at #graphics

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I think you could just scale the whole particle emitter

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it's been a while since I've done that

weary pine
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You're using a notify to spawn the emitter, so the scale isn't exposed.

frail basin
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but there was some simple way

weary pine
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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.

frail basin
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oh right, thats still animation specific thing

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my bad

weary pine
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I'd say either anim or BP- not graphics.

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It's very grey though

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Can be any/either/all of those things.

frail basin
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yeh, I initially just thought it was a particle system on the level, somehow

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you can definitely scale those just by scaling up the emitter there

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no idea how it would go on animation setup

weary pine
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It's the play particle built in animnotify

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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.

timber perch
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@weary pine you said ". Or you can make your own notify and expose scale." so can you explain what you mean.

weary pine
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New BP class

hushed agate
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@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

merry summit
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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)

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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

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since it seems to just be recording translations

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transforms*

hushed agate
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ah - i havent messed around with the live-recording features of Sequencer yet.....

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i've been doign static cutscenes at the moment - sorry

merry summit
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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

crude narwhal
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Hey everyone, Im having an issue with animation preview: my 'Asset Browser' window is empty

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it's supposed to display every animations using the skeleton used by the animation Im watching, and there are definitely some.

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Anyone knows what Im missing? (no filter)

dapper trench
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Has anyone used Anim Moontages with a Slot Node inside an Animation Blueprint?

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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.

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It WAS working, I clicked he swung his sword. Then I improted another animation and randomly picked between the two. Tht was working

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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

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if I bypass the Slot node and just play the animation directly, it works fine. I don't know what it is

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inside the montage it looks fine too

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oh

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I literally JUST figured it out as I finished typing this

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I love fighting with something for 4 hours, post for help, and figure it out 3 seconds later

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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

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Had to reduce the blend times

sinful vine
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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?

sinful vine
umbral aurora
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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?

lyric sedge
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@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

umbral aurora
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It's more the importing to UE4 that was causing the problem, I've just figured it out though thanks

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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?

rancid zealot
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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)

frail basin
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anyone got any BP solution for this?

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basically what happens is that root motion works fine on character that's manually placed into level

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but if you spawn it, it just animates in place

normal bramble
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When you spawn it, do you set it to "Movable"?

astral wing
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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.

rugged glen
dapper trench
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@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

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@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.

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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

jovial imp
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@rugged glen that's really awesome, good job!

hot bluff
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Hey! ๐Ÿ˜ƒ
Was wondering if anyone would know why the event blueprint update animation would stop being called after I switch animation?
Thanks

hushed agate
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@hot bluff can you be more specific? Maybe post your EventGraph in your AnimBP (I assume thats what your referring to?)

dapper trench
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@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

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it's weird

fading mason
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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.

normal bramble
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that's a very good question

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you might be able to move a socket to a vertex in code

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or, do a rig for the socket and animate it as well

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a bone rather

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it doesn't need to weight the mesh, just follow the right position for that morph target

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that second way sounds cleaner

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bit more complicated animation track wise though

fading mason
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Thanks, @normal bramble. And tip on what I should look for in order to move the socket to a vertex position in code?

normal bramble
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are you a coder?

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I'd add something to set the index of the vertex you're after, then follow that

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it's not a small job

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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

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do the other thing, with an unweighted bone animation track

fading mason
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I'm definitely a coder. I'll research around here. Thanks again, @normal bramble !

normal bramble
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hehe ๐Ÿ˜„ you may be able to do it then

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in that case, go into the mesh source

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I haven't looked at skeletal but it's probably a lot like static

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hit the bulk data attribute in there somewhere

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so it's like staticmesh.sourceorsomething.lods[0].bulkdata

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I guess the deformation is on the GPU

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maybe you need to find the morph data, find the transform you want in there and follow that

fading mason
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๐Ÿ‘Œ ๐Ÿ‘

normal bramble
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๐Ÿค˜

jovial imp
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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.

quartz cove
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@jovial imp I can help you out in a sec

normal bramble
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Victor probably has a better answer, but you could source a skeleton and animations from Adobe Fuse

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that's how I got started

jovial imp
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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..

quartz cove
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So, you skipping or want help? I got the book open

jovial imp
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Help if you don't mind

normal bramble
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every skeleton on the marketplace must target the right rigging setup now

jovial imp
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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

normal bramble
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try using fuse assets instead. it'll let you do that.

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you download a skeleton and an animation separately and you retarget it

jovial imp
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Because the book says it's missing it. Maybe what antidamage says makes it seem like the book information is jsut outdated?

normal bramble
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do you have a creative cloud membership?

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yeah I'd say outdated

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the skeletal rigs all changed around 4.4

jovial imp
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That's weird though because the author made this for 4.10

normal bramble
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hmm

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maybe the infinity blade assets are out of date

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but everything else should be good

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higher standard and all that

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do you want me to send you some assets to try with?

jovial imp
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I dont know. Victor is looking at the book I guess so we should jsut wait a bit and let him figure it out

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I'm sure I'm just retarded

normal bramble
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haha

quartz cove
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@jovial imp it tells you what you need to do

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I am confused on what part you are exactly stuck on

jovial imp
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Specifically, since you have the book open, it's this

normal bramble
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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

quartz cove
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Type out the sentence ๐Ÿ˜ƒ

jovial imp
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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.

quartz cove
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Yup

jovial imp
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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?

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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.

quartz cove
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...

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Did you Add New Retarget Source?

jovial imp
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Is that what I was supposed to do?

quartz cove
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That's what it says...

jovial imp
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Like I said, I'm retarded

quartz cove
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๐Ÿ˜‰

jovial imp
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excuse me for a moment

quartz cove
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NP, you'll see the bones pop up

jovial imp
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I long for the sweet release of death

quartz cove
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I just need another 20 years myself

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Maybe 30

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Yeah 30, I should be able to see my grandkids grow up

normal bramble
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hahah

quartz cove
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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

jovial imp
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You said last week you skimmed it and thought it was alright. I bought it because of that recommendation.

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plus it was half off so why not

quartz cove
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Aye, @jovial imp "alright" is pretty close to not particularly great imho though ๐Ÿ˜ƒ

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And like I said, it's one of the better ones from packt

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Don't get the RPG one

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Making an RPG in Unreal I think it's called.

normal bramble
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no work is worthless

ivory bear
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anyone here use blender for animation?

hushed agate
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i used blender about 5 years ago @ivory bear

ivory bear
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ooh

hushed agate
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i'm not knockin it though - its come LEAPS & BOUNDS from when it first started

ivory bear
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do you by chance know how you would go about using camera animation for ue4, would you?

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With blender*

normal bramble
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what format are you exporting as?

ivory bear
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fbx

normal bramble
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I don't know the answer, but I do know alembic supports camera tracks

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does FBX?

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and I'm not sure if UE supports them

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yet

ivory bear
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ok then

normal bramble
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I guess you can

ivory bear
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but it came out pretty glitchy

hushed agate
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@ivory bear i dont see any camera animation here....

ivory bear
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you cant?

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Like

hushed agate
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IF there is any - its quite subtle

ivory bear
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Whenever the mag goes in or out or something, the camera shakes just a little bit

hushed agate
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ok when it went slomo i do see it

ivory bear
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yeah

hushed agate
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1 sec

normal bramble
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I see it. that's gorgeous.

hushed agate
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its got that fat girl wibble-wobble

normal bramble
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helmetcam

hushed agate
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you iknow... the kind when you were 15 and chicks all of a sudden lost cooties...

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ok so

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analyzing the FPS templates....

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FPS Cmera is the root for the character mesh

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so your not able to drive it with any joint data unfortunately

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which is what i would have done.....

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so - if your not doing your own custom character type - and stickign to the FPS template setup....

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you will see that it DOES use PawnControlRotation - by default

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when you fire off your Montage for the reload -

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you could have an AnimNotify in the base animation....

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when you want the camera to begin moving

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you could do some SIN math nodes

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clamping it

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and have it move that way....

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you definitely COULD attach the FPS camera to a socket on the FPS character skeleton

ivory bear
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prolly

hushed agate
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and offset it from whatever parent bone you want

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THEN you COULD drive the camera animation with joint data

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IE: Head joint

ivory bear
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what exactly do you mean offset in that context?

hushed agate
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well when you make a socket to a joint - it goes to the 0,0 relative location of the joint

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snaps right to the joint socket

normal bramble
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that's honestly not a bad idea, attach the camera to the head joint.

hushed agate
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you'll want to obviously move the camera up & probably BACKwARDS from its origin

normal bramble
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throw a springarm on it so it has some smoothing

hushed agate
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however you want to style it - its your project

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thats another way to do it as well

ivory bear
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that's what Im trying to do for the most part

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it's just that I have this one bone that serves as a camera target

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but its not actually where the camera is

hushed agate
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i reparented the camera to the mesh

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you're then able to SET PARENT SOCKET

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in the details panel

ivory bear
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aaah

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I get it

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that sounds pretty usefull

hushed agate
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in the SKELETON ASSET you would createa a socket

normal bramble
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that's a cool setup

hushed agate
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in all honesty - best bet is to do on the HEAD joint

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your HEAD Joint you can animate

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by default - the FPS camera will take CONTROL ROTATION

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in your ANimNotify event..... you need to turn ControLRotation OFF

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when its done (Another AnimNotify) turn it back on

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obviousl your going to have to cross communicate between your ABP & ACharacter BP

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via whatever method you choose....

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Event Dispatcher, BPI or straight up Cast->Function()

ivory bear
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Ok ๐Ÿ˜„

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thanks

hushed agate
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hoep it works - PM me and let me know if you have questions - i'll get it tommorow when i get back from work

sonic wharf
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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?

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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

alpine wagon
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4.13 Animation Features Part 2

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lucid veldt
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@alpine wagon Thanks for this ๐Ÿ˜ƒ This is great

alpine wagon
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no prob

waxen maple
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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.

sterile crest
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Does anyone know that 2d animation software that came out for free and is compatible with UE4?

sterile crest
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The 2D skeletal animation software. Was on the unreal engine website a while ago but cannot find it now

dense bough
sterile crest
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I dont think so, the software was free to use for students i believe

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I think it was on their blog or showcase

devout dagger
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any Blender animators around?

pseudo chasm
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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?

dense bough
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@pseudo chasm Inferface animation? Maybe #umg can help you out.

inner zephyr
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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?

dense bough
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looks like you want a particle system - initial velocity - constant acceleration (gravity) and uhhh the one that slows the particles after the initial burst

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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.

inner zephyr
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ty, i'll try to google ๐Ÿ˜ƒ

dense bough
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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)

inner zephyr
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ty ^^ i got it to work ๐Ÿ˜ƒ

young prawn
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Has anyone here dealt with rendering out sequencer cinematics? I'm not 100% sure this is the channel I'm looking for

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my video sequences are coming out significantly darker than they appear in engine and I'm not sure why

normal bramble
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I had that too

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is it the actual movie or just the preview window?

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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

young prawn
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the actual movie is coming out dark, like the low end has been crushed. In the preview window it looks fine though

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preview window/cinematic viewport

normal bramble
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hmm

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dunno sorry

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it was the other way around for me ๐Ÿ˜‰

young prawn
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T-T

dense bough
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disable eye adaptation in project settings, that might causes darker movies

junior basin
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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.

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Or do I have to make another animation for the punch+crouch?

waxen maple
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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.

junior basin
#

Any hints as to what I can search for?ใ€€I am watching a few about blendspaces atm.

waxen maple
#

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

junior basin
#

Thanks. Will do.

waxen maple
#

๐Ÿ‘Œ

exotic hedge
#

@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

junior basin
#

I watched the entire thing and I got my answers.

waxen maple
#

Nice!

#

Does anyone have any recomendations for animation framerate. 24, 30, 60, pros & cons. I've never really consider this.

astral wing
#

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

waxen maple
#

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.

astral wing
#

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)

waxen maple
#

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

astral wing
#

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

waxen maple
#

Hmmm, it should work at -1. I haven't had any trouble with it.

astral wing
#

never mind, got it to work. I had to click on the skeletal mesh and change it to an animation reference rather than blueprint

misty dagger
#

Easy way to read animation length from c++?

astral wing
#

the play rate nodes started working after that

waxen maple
#

Good news @astral wing ๐Ÿ˜ƒ

astral wing
#

works great too

#

rewinds during the middle of it ๐Ÿ˜„

#

not that i need that, but it does it ๐Ÿ˜„

misty dagger
#

you guys know any easy way to read anim length from c++, ie. not in blueprint?

waxen maple
#

GetAnimAssetPlayerLength(*AnimAsset)

#

AnimInstance has a few length calls

#

that's just one

misty dagger
#

Ok thanks, is that a new fucntion added after 4.9 btw? if so we nee dto make a new one that is similar

waxen maple
#

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

misty dagger
#

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 ๐Ÿ˜ƒ

waxen maple
#

Yup!

misty dagger
#

Thanks for letting me now the funciton name ๐Ÿ˜ƒ

waxen maple
#

๐Ÿ‘Œ you're welcome

bronze osprey
#

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 ๐Ÿ˜›

broken adder
#

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

dense bough
#

@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

bronze osprey
#

the subway seq still plays in build version but its activated by autoplay

long stone
#

has anyone tried implementing an overgrowth style animation system?

bronze osprey
#

seems like fairly normal anims with a bunch of physics

dense bough
#

yeah reactive physics, ik, should be possible

bronze osprey
#

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

long stone
#

yea having a shot at the anim system now, the basics seem alright but I haven't got into the hard stuff yet

bronze osprey
#

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?

misty dagger
#

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?

exotic hedge
bronze osprey
#

ahh k, thought i was missing something ๐Ÿ˜›

exotic hedge
#

try using "Create Level Sequence Player"

bronze osprey
#

wil try that, thanks m8 ๐Ÿ˜ƒ

exotic hedge
#

then store that as a variable to use elsewhere

#

np

waxen maple
#

@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.

bronze osprey
#

60 keyframes in 1 animation?

dense bough
#

60 keyframes = 1 second opposed to 30 keyframes = 1 sec

exotic hedge
#

i believe he means 60frams/sec

#

yeah, what he said

bronze osprey
#

ahh

waxen maple
#

Yup ๐Ÿ˜„

exotic hedge
#

Yo errbody, been working on a "Sequencer Rendering with CMD" wiki page. Just curious who might find it useful

#

basically useful for batch rendering

dense bough
#

that's possible? does it have advantages over doing it in-editor?

#

oh neat

exotic hedge
#

there's no real advantage, per se, other than batch rendering. Which I know is useful for anybody working on a film

dense bough
#

yeah might be true, I don't think I would need it for my trailer stuff.

exotic hedge
#

all i know is we used it a ton internally, figured it's worth documenting

#

thanks for letting me know though

waxen maple
#

@exotic hedge that sounds great would love to learn more about that. CMD rendering sounds really useful

exotic hedge
#

๐Ÿ‘

hushed agate
#

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

bronze osprey
#

sounds like something u might want to do inside the animation

#

i dunno actually

bronze osprey
#

is it a seperate mesh with a bone?

solid steppe
#

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 ๐Ÿ˜ฆ

#

*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

bronze osprey
#

weight paint?

#

i never did 2d on a skeleton tho ๐Ÿ˜›

#

weight paint and remove everything u dont want distorted

solid steppe
#

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?

bronze osprey
#

phew its really early here ๐Ÿ˜›

#

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 ๐Ÿ˜›

#

or you could seperate the head

#

a skel mesh with 10 swappable flipbooks could be cool

solid steppe
#

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

bronze osprey
#

that vid is just a circle not attached ๐Ÿ˜ƒ

solid steppe
#

yea, it wouldn't have to be attached, just "appear" to be attached on mine ๐Ÿ˜ƒ

bronze osprey
#

i guess there a a bunch of ways to do that

#

could event try w/o skel ๐Ÿ˜›

solid steppe
#

maybe just have the head a separate entity entirely?

bronze osprey
#

i prolly would make a flipbook and make a socket on it

#

put another flipbook on there with the head

solid steppe
#

thanks ๐Ÿ˜ƒ I will look into that then

bronze osprey
#

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 ๐Ÿ˜›

solid steppe
#

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 ๐Ÿ˜ฎ ?

bronze osprey
#

i am by no means a blender expert ๐Ÿ˜›

#

but i would say yes, but idk

bronze osprey
#

there was a really nice 2.5d game this months jam

#
#

post nr 29

#

it has a youtube vid in the post as well

#

that1 is on a skel

solid steppe
#

that actually looks really awesome ๐Ÿ˜„ you think weight painting was what allowed the ridged animations?

bronze osprey
#

i dunno,

#

pokes @dapper trench in the eye with a stick to see if he is alive ๐Ÿ˜›

#

he can say that better than me ๐Ÿ˜ƒ

#

the knight looks like modular parts tho

solid steppe
#

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 :/

bronze osprey
#

i am making a prototype myself atm too, cuz i have no idea how this shit would look ๐Ÿ˜›

solid steppe
#

lol in my head it looks awesome, in reality... :p I guess I'll find out

bronze osprey
#

yea i think it will be super bad-ass

#

im gunna use a fairly high vert count

solid steppe
#

the more I think about it the more I think the head might have to be separate from the rest of the body ๐Ÿ˜ฆ would it be easy to "mount" a mesh onto the character and have that mesh constantly facing your cursor?

bronze osprey
#

yea i think thats fairly easy

solid steppe
#

I think I'll try that then, cause I still need the arms how they're functioning now ๐Ÿ˜ƒ this has given me good ideas though, thanks!

bronze osprey
#

pff, UV editing, been a while ๐Ÿ˜›

bronze osprey
#

ok, this is pretty badass

solid steppe
#

what is ๐Ÿ˜ฎ ?

bronze osprey
#

I dunno if i should say, i might use this in the megajam ๐Ÿ˜›

solid steppe
#

Is that a competition?

bronze osprey
#

u gunna jam too? ๐Ÿ˜ƒ

#

lol are u asking if it is a competition or are u asking if i am challenging u? ๐Ÿ˜ƒ

#

cuz yes it is a competition ๐Ÿ˜›

bronze osprey
#

nice ๐Ÿ˜ƒ

#

lol when i see the japanese name in the end it reminds me of adams family mamushka ๐Ÿ˜›

fair crater
#

thank you.

bronze osprey
#

@fair crater i really like how it starts ๐Ÿ˜ƒ

solid steppe
#

@bronze osprey asking if it is a competition ๐Ÿ˜› I've never heard of it but it sounds like one lol, wondering if that's why you're keeping it a secret

bronze osprey
#

hype ๐Ÿ˜„

solid steppe
#

that does actually look really hype, and easy to enter ๐Ÿ˜ฎ

#

I'm unfortunately no where near that level though, maybe next year haha

bronze osprey
#

Hits @solid steppe in the face with an iron glove ๐Ÿ˜›

solid steppe
#

*easy to enter as in you don't have to be some really established game dev or studio

bronze osprey
#

or there irl ๐Ÿ˜ƒ

solid steppe
#

^that too ๐Ÿ˜‚

bronze osprey
#

or any good ๐Ÿ˜„

solid steppe
#

also that ๐Ÿ˜‚

bronze osprey
#

just sign up and try to entertain the person starting it up for 5 min, no more no less

solid steppe
#

sigh, I wish I could do that

bronze osprey
#

๐Ÿ˜›

solid steppe
#

can't even figure out how to get that head to rotate ๐Ÿ˜‚ all in time though, can't be done overnight

bronze osprey
#

ehm been a while since i done something like that

solid steppe
#

what do you do mostly?

bronze osprey
#

bit of 3d model and some bps

#

lemme try set something simple up

#

ur on paper 2d?

solid steppe
#

mmm, kinda but I'm going off the 3D side scroller. I can get a pic of my model one sec

bronze osprey
#

are u using the 2d or 3d side char bp?

solid steppe
#

3D

#

you think the 2D one might work better? Even if its a 3D model?

bronze osprey
#

i dunno

#

they both kind of the same

#

what version are u on?

solid steppe
#

4.13

#

there he is in all his glory ๐Ÿ˜‚ basically, he's gonna have a gun and after that it'll be like any side scroller shooter, just a cartoonish 2.5D game ๐Ÿ˜„

#

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

dense bough
#

you could make a flipbook animation with sprites

solid steppe
#

would it keep the 3d effect ๐Ÿ˜ฎ ?

#

*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?

bronze osprey
#

yea i think socket or aim offset would work best here

#

in content exampe animation map there is a playable char with aim offset

bronze osprey
#

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 ๐Ÿ˜›

#

well at least it rotates the cube

bronze osprey
#

actually those last 2 bps are dumbshit broken ๐Ÿ˜›

#

sry dont rly have time now ๐Ÿ˜›

solid steppe
#

That actually looks interesting ๐Ÿ˜ฎ you made most of it? Or content example?

dapper trench
#

@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

solid steppe
#

Ah, interesting way of doing it ๐Ÿ˜ƒ it looks really clean, did you think of it by yourself or is it a common method?

dapper trench
#

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

rocky brook
#

is there anyway to just play one segment of a montage?

rocky brook
#

nvm i got it

rocky brook
#

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

#

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.

lucid veldt
#

Does anyone know if it is in anyway possible to view morph target animation from within sequencer while scrubbing?

solid steppe
rocky brook
#

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

dapper trench
#

@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

rocky brook
#

@dapper trench ah okay sweet, I will try that ๐Ÿ˜„

rocky brook
#

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 ๐Ÿ˜ƒ

misty dagger
#

hey thannks ๐Ÿ˜‰

rocky brook
#

do you use Resample All to get the same frame count in ue as in maya? or do you use Bake Simulations?

lucid veldt
#

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?

rocky brook
#

@lucid veldt what version of ue?

lucid veldt
#

4.13 preview version with gameworks integration

rocky brook
#

this seems to say that it was fixed in 4.13

lucid veldt
#

OH MY

#

so this means I need to turn off realtime?

#

@rocky brook thank you for the info! I'll look into it

rocky brook
#

sure, no problem

lucid veldt
#

@rocky brook it seems this issue is referring to prebaked morph target animations and not animations keyed within UE4's sequencer

rocky brook
#

hmm I would test it on 4.13 and not the preview

lucid veldt
#

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

rocky brook
#

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

lucid veldt
#

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

rocky brook
#

sorry, I have used sequencer for like an hour lol

lucid veldt
#

heh ๐Ÿ˜ƒ It's fine. Thanks for offering to help

#

I posted on the forums

misty dagger
#

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

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)

misty dagger
#

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

lucid veldt
#

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:

dense bough
#

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

lucid veldt
#

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

dense bough
#

it should execute anyway, but I'm not sure. worth a try though, takes like 20 seconds

misty dagger
#

Is the morphtraget parameter "Shape one" exposed to the player ingame?

#

Do you use widgets to set changes?

lucid veldt
#

I don't use player if that means anything. Not sure what you mean by widgets either ๐Ÿ˜ƒ

#

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

dense bough
#

@misty dagger sequencer =/= ingame

misty dagger
#

You want to change this in real time you said, that would only be really usable In game

dense bough
#

???

lucid veldt
#

no, I would like to see the effects of my changes while editing, not only in game

supple narwhal
#

@misty dagger He's using sequencer. read the history before trying to help. ;)

misty dagger
#

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

supple narwhal
#

i see

exotic hedge
#

just entered that

lucid veldt
#

OH!

dense bough
#

^ there we go

lucid veldt
#

๐Ÿ˜„

misty dagger
#

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.

dense bough
#

a proper answer, it's a bug

misty dagger
#

Aha okok

lucid veldt
#

I'm not certain whether this is a bug, or perhaps a feature that isnt implemented

dense bough
#

and that doesn't make a whole lot of sense pand

exotic hedge
#

nah, that's a feature request

#

unfortunately :/

#

we do have feature requests on the issue tracker

dense bough
#

I can't fire it via the event track though

#

or I'm just stupid

dapper trench
#

@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.

dense bough
dapper trench
#

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

rocky brook
#

@dapper trench do you have Resample All checked?

lucid veldt
#

am I correct in assuming that even if i trigger a custom event, it will only work in game?

dapper trench
#

I do not

lucid veldt
#

@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

misty dagger
#

@lucid veldt I will donwload aversion of the latest editor to see if I can help you with a work around

exotic hedge
#

it's clunky compared to "drop skeletal mesh in level, add to sequencer, add track for 'long nose' morph"

lucid veldt
#

lol

misty dagger
#

going to the airport now abit stressed, but will be

#

at my workstation in about 3 hours

lucid veldt
#

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!

rocky brook
#

@dapper trench these are my import settings on the ue side

dapper trench
#

Try changing animation length and see if it fdoes anything different

rocky brook
#

okay, I'll try that

exotic hedge
#

@lucid veldt well, yeah my example is simple, but it allows direct manipulation of morphs...which is the point haha

lucid veldt
#

very true ๐Ÿ˜ƒ I have no idea how many people are truly taking advantage of Sequencer, but I do hope the request gets some love and attention ๐Ÿ˜ƒ @exotic hedge

exotic hedge
#

well, you can vote on it on the public issues page

#

I think sequencer is getting plenty of use, btw

lucid veldt
#

oh!

exotic hedge
#

i don't get very many reports about Matinee anymore

lucid veldt
#

I would love it if there was a dedicated place where Sequencer users could discuss the editor and its peripherals

exotic hedge
lucid veldt
#

I "voted it up"

#

just me though :/

exotic hedge
#

i just entered it like an hour ago though haha

lucid veldt
#

I also asked Grayson Edge if there was such a place, but he said nothing existed so far

exotic hedge
#

ah, you mean outside of here?

lucid veldt
#

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

exotic hedge
#

idk, a dedicated channel here seems like as good a place as any

#

yeah

#

well, we just gotta get them involved ๐Ÿ˜›

lucid veldt
#

I'm game ๐Ÿ˜›

#

also have a bug issue with sequencer

exotic hedge
#

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

lucid veldt
#

just havent gotten around to creating a proper project and scenario for reproduction for it just yet

#

oh!

#

right, people here came from slack

exotic hedge
#

so, bug reports...Answerhub

lucid veldt
#

yeah, though it requires a lot of work on my part ๐Ÿ˜ƒ

exotic hedge
#

not thaaaaaaat much

lucid veldt
#

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

exotic hedge
#

not necessarily, if you explain it, I can usually repro pretty quickly on my own (I handle all the sequencer bugs on AH)

lucid veldt
#

you do?!

exotic hedge
#

yeah, if it's in the bug reports section on AH and even mentions sequencer, I get assigned

lucid veldt
#

then I guess I'm talking to the right guy !

#

๐Ÿ˜„

exotic hedge
#

yep, but only through AH so I can officially log time for it

lucid veldt
#

its in there

#

ill find it

#

in fact

#

iirc, you posted a fix, ..but it didnt apply to me

exotic hedge
#

ah

exotic hedge
#

visibility track is the bane of my existence

lucid veldt
#

it was a phenomenon thatt drove me crazy over the span of two projects

exotic hedge
#

yeah i eventually tracked it down, btw

#

let me find it

lucid veldt
#

I did crazy things to "fix" it

#

things that seemingly did not make any sense whatsoever

exotic hedge
lucid veldt
#

you're right about "might"

#

I believe I attempted to play with the default visibility settings in the actor instance

#

which yielded no results

exotic hedge
#

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

lucid veldt
#

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

exotic hedge
#

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

lucid veldt
#

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 ๐Ÿ˜ƒ

#

The general workaround I found for this particular project was to have 1 extra unused actor in the level. This obviously makes no sense.

lucid veldt
#

in any case, when I get the chance I'll write a proper description of the issue and post

exotic hedge
#

yeah this issue has caused me some questioning sanity as well

#

but rest assured, it is being looked into

drowsy flame
#

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...

rocky brook
#

Are anim notifies not 100% reliable?

#

it seems like a very small percentage of the time my anim notify doesn't get called

#

๐Ÿ˜ฑ

#

I tried setting the blend out time to 0 but that didn't fix it

#

shit

#

@exotic hedge I see that you have looked at this before. Do you know of any outstanding issues with it?

exotic hedge
#

@rocky brook post on AH bug reports, i'll take a look. AH post is the only way I can justify investigating it

rocky brook
#

okay, I'll work on reproducing. Just wasn't sure if you had heard of anything.

exotic hedge
#

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)

rocky brook
#

okay cool, yeah I don't think it could be blend out since I tried with 0

devout dagger
#

any Blender riggers / animators around ?

bronze osprey
#

i done a bit, got a question about it?

bronze osprey
#

if i move a camera actor around in a scene during gameplay should i use tick or interp?

dusky arrow
#

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)

foggy night
#

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

rocky brook
#

haven't upgraded to 13 yet. but yeah they weren't very useful prior. I just use blendspaces for it

misty dagger
#

Aimoffset always worked perfectly fine for me. Not sure what to 'improve' there on such a simple system

rocky brook
#

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.

devout dagger
#
bronze osprey
#

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

devout dagger
#

I don't have issues exporting animations

bronze osprey
#

i made a shared skeleton with the mannequin

devout dagger
#

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)

bronze osprey
#

i have an old blend file and it opens like this

#

his head is pretty high tho ๐Ÿ˜›

devout dagger
#

you can't use Marketplace anims with this rig because bones and their orientation won't match

bronze osprey
#

i think its the unreal rig

devout dagger
#

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.

bronze osprey
#

did u try export it in an older version of the engine?

devout dagger
#

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

bronze osprey
#

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 ๐Ÿ˜›

narrow scroll
#

Probably a dumb question, but would anyone have a CAT rigged UE4 Mannequin that I could bum off them?

severe raptor
#

any idea on how to make parent bones follow i.e. hand's position on third person character?

exotic hedge
#

@severe raptor like an IK setup?

severe raptor
#

yea someone suggested that on GDL, I have an issue though

exotic hedge
#

i mean, i can suggest the documentation and the content examples, but I can't do much else here on the clock

severe raptor
#

anyhow, that issue is transform offset related - will sort it out soon

misty dagger
#

Hey not sure if I should ask the questionI asked in #graphics here, about re-skinning when adding clothes to rigged char

misty dagger
#

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

bronze osprey
#

looks slick

normal bramble
#

it's extremely badass

bronze osprey
#

is it blender friendly?

normal bramble
#

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

frail basin
#

oh wow

#

it's free

bronze osprey
#

hmm wonder if its hard to set up for custom rig

frail basin
#

that BP graph looks spooky

bronze osprey
#

ill see if i can set it up later i think

bronze osprey
#

i doubt i can make a custom skeleton during jam and hook it up as a timesaver ๐Ÿ˜›

#

but it sure does look awwsome

rocky brook
#

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

quartz cove
#

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.

exotic hedge
#

@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?

misty dagger
#

its not that easy to "accidentally" overwrite the base skeleton tbh

#

so I highly doubt that was the problem

quartz cove
#

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

long maple
#

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?

normal bramble
#

scale whatever it is down

#

it's massive

long maple
#

it's the same size as a default UE4 character, and it's using the default UE4 character's animations.

normal bramble
#

what's with the size compared to the ground plane? is the plane small?

long maple
#

roughly two squares of the ground plane's width, same as the default mannequin

normal bramble
#

I'd say your skeleton was missing something vital

long maple
#

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

normal bramble
#

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

long maple
#

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

normal bramble
#

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

long maple
#

Solutions I've found haven't done much to fix it at all

normal bramble
#

hmm :/

#

are you married to blender?

long maple
#

I despise blender with a passion that burns brightly

#

but I am an impoverished solodev

trim fossil
#

yeah solodev

#

i blender my cpu off

long maple
#

I've definitely accomplished uh

normal bramble
#

looks about right

long maple
#

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

misty dagger
#

Making proper rigs always helps

normal bramble
#

.

exotic hedge
dusky arrow
#

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.

exotic hedge
#

get back on the sidewalk ya scamp!

exotic hedge
#

still a bit of a WIP, but it's a start

dusky arrow
#

Cool I haven't rendered any batches for ages. mmmm batches

trim fossil
#

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?

exotic hedge
#

@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.

trim fossil
#

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

exotic hedge
#

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)

trim fossil
#

ok, thank you^^

#

i guess i have to rework, my tris count is way to high...xD

waxen maple
#

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?

bronze osprey
#

@long maple what did u use to generate the mesh/skeleton
?

cedar bloom
#

Can alpha be supported in ue4? all my png's with alpha are funky

bronze osprey
#

yea

cedar bloom
#

it like fills the alpha in with a radom blue color

bronze osprey
#

link the alphachannel to opacity

#

you make a material right?

cedar bloom
#

in a material?

#

cool

bronze osprey
#

alpha is the gray on the bottom

#

under blue

cedar bloom
#

yeah that totally did what I wanted thanks @bronze osprey

bronze osprey
#

np

broken adder
#

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 ?

fading mason
#

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!

dense bough
#

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

bronze osprey
#

can i bring my unreal material to blender?

misty dagger
#

Maybe at #graphics you'll find a better answer. But I don't think you can.

ionic pulsar
#

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?

normal bramble
#

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

frail basin
#

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

dense bough
#

Speedtree still isnt pbr?

frail basin
#

nope

#

no pbr there

#

I think they've been working on PBR for their editor though

dense bough
#

Christ

frail basin
#

so it might be coming at some stage

dense bough
#

How about... now xP

frail basin
#

but none of their sold assets even have PBR textures

#

those LODs are pretty efficient though, I admit it ๐Ÿ˜„

#

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

rocky brook
#

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

rocky brook
#

nvm issue is with my code

distant axle
#

in the animation editor is there aw ay to see the vector location of a certain bone

timber perch
#

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

normal bramble
#

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

dense bough
#

one of the skin tags could refer to something funky

normal bramble
#

hmm

#

how would you tell?

drowsy smelt
normal bramble
#

ironic that you're named "ad"

drowsy smelt
#

@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

misty dagger
#

Post it in the right channel dude. That's all we ask

rocky brook
#

@timber perch yes, look at destructible meshes. More of a physics discussion than animation tho.

frail basin
#

no, no no ๐Ÿ˜„

#

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

rocky brook
#

"voronoi" fancy pants

#

thanks for the keyword tho, interesting stuff ๐Ÿ˜ƒ

dense bough
#

ay voronoi works for stone, but not for cars.... it would look stupid if a quarter of a tire flew around

rocky brook
#

yeah true haha

dense bough
#

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

misty dagger
#

I remember seeing houdini engine available for ue4. Saw some really cool building destruction made

frail basin
#

you'd still need to have paid houdini license to get anything to use with that free houdini plugin

misty dagger
#

Naturally

timber perch
#

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?

dense bough
#

yes, if it's a skeletal mesh, just select the animation in the details panel

fading grove
#

what do you guys use for unreal animation

#

or what do you recommend

dense bough
#

Cinema4D and Motionbuilder

fading grove
#

fuck cinemad4d student requires an educator code

#

yar hars :')

timber perch
#

@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?

misty dagger
#

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

timber perch
#

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?

misty dagger
#

@timber perch not sure if it's even possible to play animations in the scene without launching the game

timber perch
#

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.

near timber
#

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.

near timber
#
maiden grove
#

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.

foggy night
#

Hi Relrin

#

Just thinking there might be a better solution to what you are trying to do

proud fossil
#

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 ๐Ÿ˜„

misty dagger
#

I did one based on the one from mixamo roll

proud fossil
#

the mixamo one is nice, but its only forward, would need some for left and right

misty dagger
#

I did that by them to a custom maya rig and modifying the animation. Was really cheap tho, but did the job

jovial night
#

Im trying to learn how to set up IK stuff and I was looking at the content example of the character punching a wall

#

I noticed theres a variable JointTargetRight (also left) but when i find references its not even being set anywhere?

#

what is that vector for