#animation

1 messages ยท Page 87 of 1

vital pelican
ebon portal
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apparently the timer doesn't trigger the GetCharacterToLookAt event

subtle relic
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does anyone know if it is possible to retarget the Pro Rifle Pack from kubold to the default skeleton of unreal engine?

stray jasper
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@subtle relic Yes it is

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@subtle relic Also it should already be using unreal skeleton

subtle relic
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it doesnt

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im using the 4.7 version

stray jasper
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ah

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I had trouble with retargeting, but if you export the anims and then i,port it, you can choose skeleton

subtle relic
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@stray jasper i cant import them, because they are .uasset

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how do u explain that

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they have to be added to the project through the library

stray jasper
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yeah, but you can then export them to fbx

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and import them again

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@subtle relic

subtle relic
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@stray jasper didnt work

hollow summit
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Any down side to what I'm doing here?

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Or should I be focusing my efforts into Montages and reducing the load on the animation bp?

hollow summit
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So..

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Any down side to what I'm doing here?

Or should I be focusing my efforts into Montages and reducing the load on the animation bp?

distant valley
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How to rotate a character using root motion controller?

distant valley
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Nevermind. I was using the wrong asset without any root motion rotation. I was using Kubolds MovementAnimSet pro and using the "lean loop" animations instead of "arch loop"

mossy lichen
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Now if I could just make IK work right.

lavish plover
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Small problem here. Using twist links in my forearm (no keys in 3ds max assigned to twist since its all auto). In max it looks okay, but when i export the twist links dont actually rotate. If i export 1 key per frame, then the twist links export. Im assuming that unreal doesnt understand how to compute the twist links so i might need to set it up another way?

misty dagger
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yeah, that stuff probably isnt even unreal itself. I guess even the fbx format doesnt know what a twist link is. You need to bake the twist animation diretly in 3ds to keyframes before exporting

lavish plover
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Any idea how I could bake just the twist bones without baking everything? It doesn't even let me make keyframes from the biped twist links.

tepid aspen
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Not sure if this is the best place, but I'll ask. I will have dismemberment in my game. Is it best to prepare every model (arm model, leg model etc.)in my modeling software before or is cutting it up in Unreal better?

feral gale
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you have to have a modular model with gore caps modelled in already

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you can't cut skeletal meshes on runtime atm

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best thing I can imagine is being able to dynamically slice extremities by replacing them with identical static meshes somehow and slicing that

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but you still need a cut up skeletal mesh for that

subtle matrix
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Probably best way to go about it is to put your character together from pre-set pieces

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you can always detach skeletal mesh components

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say, a forearm is one component

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@tepid aspen

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so your base character would basically have no mesh at all, all the limb parts are just copying animation pose from it

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but it also probably raises a challenge with facial animations and stuff

lavish plover
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@subtle matrix do you know how to get twist links working in unreal? I have them working on max, but on fbx export they remain parented to the arm and dont rotate/twist at all

subtle matrix
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I don't use max

lavish plover
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less about max and more about unreal. Do i need to set up twist links in unreal at all?

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or should they just work?

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like do i need to set up constraints at all in unreal?

subtle matrix
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probably, afaik physics asset is generated

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it's not really that big of a deal, you can copypaste most of the stuff in phat

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if, that's what you're asking

lavish plover
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hmm no the twist seems to be working in the physics asset

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its more when i export an animation FBX. Then the twist bones are stationary. They dont actually "twist" so my wrists just collapse on themselves

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its super weird. ill have to keep digging. maybe im not asking the right questions

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thnx for trying ๐Ÿ˜ƒ

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the twist links work when i bake all the animation per frame on export. so im assuming that the twist information isnt being carried through to unreal somehow

misty dagger
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So i need some help

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I set up my blendspace and the directions in the animation blueprint

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but my character walks right no matter what

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If i need to show a video for you guys to understand ill gladly take a video

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also my character spazzes out when he walks backwards

tepid aspen
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Well, so far, there will be 9 total pieces to every humanoid model: head, shoulder x2, elbowx2, thighx2, kneex2.
Is a good pipeline for that: create the model, cut up the model, retoppo the model, add gore caps, rig skin anim?

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And thanks for all your help so far. Really appreciate it!

misty dagger
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Im running into this issue

weary pine
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which one?

misty dagger
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nvm i fixed it

native sorrel
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okay guys

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so i have this problem

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i have the bones set to all ticking

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and i do some crazy voodo ik on this spine bone and it moves it too far away and then the animbp just stops updating

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any ideas on what i can do

low elbow
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Hey im trying to set up a transistion rule in my character anim bp. using the anim start pack aim_space_hip

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i don't know what to put in my transistion rule the only thing i can think of is to get when the character is turning. to activate it

gilded magnet
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Okay, to the experts around here:

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What's wrong with the root/pelvis animation from maya to unreal?

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I have no idea how to fix this

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it's a custom animation using the same rig as the character, no retargetting

twin pilot
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I just made a character in Fuse and animations in Mixamo, how do I make it so it does the walk forward animation when I press w etc

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plox

ebon portal
twin pilot
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Ok thanks

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Wait is there actually a tutorial on there

misty dagger
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@ebon portal have we met before?

ebon portal
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was your name NCS Cannur before? @misty dagger

misty dagger
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It was a meme by omar

ebon portal
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oh awesome, do you wanna talk in PM? I don't want to spam here

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@misty dagger

feral gale
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is there a way to add a bone to a rig without breaking all previous animations?

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in my case, a root that doesn't actually get used. Its just so my pelvis isn't the root

ebon portal
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adding a bone to the end of a chain is no problem, but changing the hierachy is not possible, what do you want to do exactly?

feral gale
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I just want to add a overarching root, because currently its my pelvis in-engine

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in 3ds max its fine because I have IK's, so rotating the pelvis doesn't rotate the whole thing so I never noticed/realised it was the root of everything

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but in the engine I'm blending upper/lower body and I want to blend from the hips up - but if I do a blend from the hips, it takes the legs and everything

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dunno if that makes any sense

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Not adding a root was an oversight (since my game never uses root motion anyway)

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No idea how to fix it

ebon portal
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I'm not sure I get your problem, you have an animation that is looking good as it is, but as soon as you blend it doesn't look good anymore @feral gale ?

feral gale
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yeah so in my current skeleton, the pelvis is the root - parent of all bones

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and in-game, I blend between upperbody and lower body animations

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if I blend from the pelvis; the legs stop moving

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however I'd like the upperbody animations to influence the pelvis, at least partially - because it just looks crap otherwise

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maybe there is another, better solution?

ebon portal
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let me see how you blend within your animgraph

feral gale
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That's the setup I had that works, had the pelvis only in the lower body/locomotion animations

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but visually not the best. I have a melee combat game and I'd like the melee animations (upperbody slot) to affect the pelvis to they look (waaay) better

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to = so *

misty dagger
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if the root bone has world transform values it shouldnt break anything you can just do it

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but that is a severe change to the skeleton hierarchy so you will need to do some fixing inside ue4

feral gale
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If I add a root to my skeleton and reimport, it tells me something about "regenerating" stuff and how animations may break

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and then all animations stop working

misty dagger
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yeah cos the skeleton is comepletely different technically

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you have to retarget

feral gale
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oh okay

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I'll look into that

feral gale
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what have I.... done

narrow knoll
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@feral gale You can blend from the pelvis but you would need to add an additional branch filter for each of the upper-most leg bones and set blend depth on those to -1 (yes, it works in reverse with negative values). I suspect the animation would still be wonky somehow but it's worth a shot.

narrow knoll
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I haven't kept up with recent engine updates - is it possible to bake out fbx animation data from animation blueprint / sequencer yet?

surreal iris
misty dagger
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thats a wired crash report, its spitting out a lot of import transform error and the bone names are wired. are they really called joint156:116 and such?

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later it just says it ran out of memory

surreal iris
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yeah , few bones have names like "joint155"

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I'm using system i7-6gen 16gb ram

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and its crashing

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and not crashing on my partner's pc .. same rig

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even its working on i5-4gen 8gb ram

testing on new project..

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with same mesh and animation importing setting

misty dagger
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can you send me an fbx so I can inspect that?

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is that possible?

surreal iris
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im sorry I cannot send you the fbx as it is company property

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btw my screen also goes black when ue4 crashes

misty dagger
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is it also a company computer?

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because if it works fine on your colleagues computer (that has even less RAM) then you could have a deeper problem

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youll have to report it to systems department in your company

tepid aspen
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Hey guys. Multilayered question here:
So I'm making a character that can dismembered. The sculpt is complete but I want clarification on the proper process. My goal is that this character can change out armor and everything, but he can still be dismembered at the arms and leg and still be alive. I will be tackling all the animation for the various states of dismemberment.

So my first question is: is it better to model the whole character as a combined character, retopple as a combined character, then broken up into dismembered parts with gore caps? Or is it better to model the character, break into parts, retopple each part and add a gore cap?

Second question: when handling animation in unreal, if I have hard pieces of armor, what is the best way to handle dismemberment if I still want the arms and legs to be chopped off? Should I be putting the armor in sockets and hope it doesn't look funny? Is there a not so system intense way to "break" part of the armor with the arm? Or should I just do my best to make armor that shapes around the character in such a way that it's believable that his arm is chopped off?

tawny dome
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I'm trying to modify the third person project character's walk/run cycle so that it works reasonably well with a sword in it's right hand. I've ran into a problem with creating an alternate animation that only affects the right arm from the upper arm joint down. Since this is not an action but rather a continous animation I'm under the impression that I should probably avoid using animation montages.

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So my question is; Is there a way to create an animation sequence inside the editor and define a certain number of frames for it? Or am I pretty much required to do animations in an external program?

subtle matrix
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you can duplicate existing animation asset and crop it

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just right click the timeline to remove frames before or after the marker

tawny dome
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Great.

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So is there a way to create a blank animation?

subtle matrix
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like, just a t-pose?

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(or A-pose if you're into that)

tawny dome
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sure

subtle matrix
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just open your skeleton asset and use the red record button at the bottom

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then it asks where to save it

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and then you can crop the extra frames from that too

tawny dome
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Thats just stupid

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I mean it seems to work

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but the method is

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eh

subtle matrix
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I mean, it's probably still faster than going back to max

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๐Ÿ˜„

tawny dome
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I find it hard to believe this is the only real way to do things without external programs

subtle matrix
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yea it's been like that since 4.0

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no one has updated those tools

tawny dome
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and I really can't be bothered to learn blender

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every time I've tried I want to punch something

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And thats with a tutorial from udemy

subtle matrix
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I prefer CGcookies for blender tutorials

tawny dome
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The problem isn't the tutorials.

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They are fine

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It's the program is assbackwards in its design

subtle matrix
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true, but that is the cost of free software

tawny dome
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I know.

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I don't understand how blender ever got so popular

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I can understand how it stayed popular

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but not how it got there in the first place

subtle matrix
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many chefs and one soup

tawny dome
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ok so this sucks

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Looks like there is no viable way to do animations in ue4 from scratch

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because for some reason it is adding additive keyframes together

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rather than overriding them

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And since it is a pita to delete specific ones

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you pretty much have to get it perfect first try

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welp

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I guess I get to die again

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Because blender

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And for some reason there is no other free thing out there at the moment

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At least one what works well and I can use easily.

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god I hate animations

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almost seems easier to code the rotations and movements in by hand

subtle matrix
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you need specific animation to right hand?

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I dont know did you set the blend to active from upper arm and forwardd

tawny dome
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I have it working fine if all I want is a single frame

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As soon as I want to do more than that

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fuck no

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And I know how to do the blend portion

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Just making the animation

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Thanks blender

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I'm so glad import works

subtle matrix
tawny dome
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Again, I know how to do that

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I already did it for a single frame animation

subtle matrix
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I really recommend looking into that, saves a bunch of work

tawny dome
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I'm pretty sure you aren't reading anything I'm typing.

subtle matrix
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then it should be doable

tawny dome
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Yeah you definitely aren't reading what I'm typing.

subtle matrix
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yes I misread few lines

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doing 10 other things at the same time

tepid aspen
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game making industry is a shit, isn't it?
high cost is the barrier to entry. But if someone wants to break into it, they have to use very limited resources to enter in the free way, just to earn money so they can buy their way into the 'industry standard'
presumably, all of this is done by completely legal means which means you technically gain no experience using the industry standard stuff until you can break into the industry to buy your way into using the industry standard stuff.

Unless you go to school. that is the true legal way.

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which btw, you have to have experience in the industry standard stuff to break into the industry ;D

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that would explain why blender got so popular, @tawny dome

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or as ctzn said many chefs one soup

tawny dome
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I know.

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I much prefer mechanical design

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or robotics

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which interestingly enough have quite a few overlaps with game design

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except they don't

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because everything in game design that handles models in any form seems to be done in the exact opposite way everywhere else deals with them

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It's funny because I can muddle my way through just about everything else but animations and modeling

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even though I have a degree in CAD

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Specifically for mechanical design

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And I rarely struggled with any of the modeling software in that program

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...Actually I ended up helping everyone else out most of the time.

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So of course the specific area of game design that is most similar to what I have the most experience and training in outside of game design is the thing I struggle with the most.

tepid aspen
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I've never used any of the cad stuff

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I started with maya and then moved onto zbrush + maya pipeline

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so I can't really speak for cad

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I only know maya, 3ds and blender animation

tawny dome
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I so love how when I export the walk animation from ue4 to blender blender decides it doesn't want the mesh

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and when I export the non animated model from ue4 blender sees the mesh

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and it looks rigged nicely and everything

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except it refuses to copy the animation from the walk rig to the meshed rig

tawny dome
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Cool

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So took me a whole 10 seconds to get it imported into maya

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I'm pretty sure if I kept working with blender I wouldn't be where I am at now

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and I just downloaded and installed maya from scratch

undone flax
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Anyone know what the "Blend Depth" pertains to in the "Layered Animation Per Bone" node?

gilded magnet
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Gonna make this question again, for the sake of me

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What's wrong with the root/pelvis animation from maya to unreal?
I have no idea how to fix this
it's a custom animation using the same rig as the character, no retargetting

misty dagger
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my antivirus fired a warning on your file dude

dusk dove
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What's the best practice for additive animations?
I have a base Stance Animation + Movement for these.
Now I want to add Upper Body Animations for the Weapons.
Do I simply animate the Upper Body from the original T-Pose and leave the Lower Body blank?

subtle matrix
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you can leave the lower body blank, but for the sake of authenticity do the anim pose for the legs too

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what you probably need is a idle-walk-run while holding weapon down(idle stance)

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and blend it with aimspace that fits your purpose from waist up

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tehcnically you can do all this pretty reasonably using forward-idle-backward run and additive aimspace poses

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so, 4 animations and 8 generated assets

gilded magnet
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Anyone knows if there's a way to do a branch in the animgraph, that way being able to only do a layered blend per bone if my character is walking?
(My objective is to make my character do a full body animation of a sword swing when the player presses mouse left click, but if the player is walking/running, it blends the walking with the slashing)

weary pine
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Will blend by bool after layered blend work for you?

gilded magnet
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Testing

runic wind
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http://prntscr.com/fwvb7n - I have added a crouch feature to my character where I press left ctrl or c key and my character slows down.

However the problem I'm having is that I don't know how to add a crouch animation to my character so that when I press ctrl or c key my character crouches.

Lightshot

Captured with Lightshot

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anyone help me?

magic whale
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Question : Lets say I want my mesh to react to hits by having a split second of ragdoll before going back to normal. Is this a thing? Is this better asked in the physics section?

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Anyone mess with this?

wise sundial
magic whale
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Ooh perfect thank you.

runic wind
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hwat about mine

tawny dome
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there is a crouch command for the character movement

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and you have to go to the character movement component and enable crouch

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you can also set a crouch walk speed

runic wind
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I already have

tawny dome
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mk

runic wind
tawny dome
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Then my best guess would be to go to your animation blueprint

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and add a state to it

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that is triggered by crouching

runic wind
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so i have to actually go to the bs_crouch walk and enable it from there

tawny dome
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no

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your animation blueprint that is running all of your other animations

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like idle/walk/run

runic wind
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I go to my third person character?

tawny dome
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go up to content

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the go to mannaquin

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then animations

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look for a thirdpersonanimation blueprint

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should be something like that

runic wind
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awh here?

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the first one?

tawny dome
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yes

runic wind
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do i just copy and paste the crouch animation?

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into the folder?

tawny dome
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no

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well yes

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that would be the appropriate place to put it

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but it isn't required

runic wind
hollow flicker
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Don't mean to be a dick, but I'm going to be one either way

runic wind
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what do i do now to get it to work?

hollow flicker
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There's plenty of tutorials about this

tawny dome
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^

hollow flicker
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Go learn how the engine works and googling instead of asking everything

tawny dome
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Like this is the easy thing

runic wind
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i've tried but they don't work

tawny dome
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How don't they work?

runic wind
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I mean the tutorials

hollow flicker
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If you can't get stuff like this going, you are going to have big trouble in the future

tawny dome
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Yes, presumably.

runic wind
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I follow everything they tell me to do and it doesn't work

tawny dome
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How don't the tutorials work?

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What are the tutorials supposed to do?

hollow flicker
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Then read the engine documentation

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That's how we've all learned it

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So you should be able to, too

tawny dome
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tbf the engine documentation can be hard to follow if you are just starting

hollow flicker
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(we all, except people with heroes like Spence by their sides)

tawny dome
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once you start to understand how things work though it is good

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๐Ÿ˜ƒ

hollow flicker
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^

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That basic understanding is where tutorials come in

tawny dome
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You missed my rant earlier this morning though

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god I hate blender so much

hollow flicker
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Tutorials are for making sense of stuff

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Then the docs are for applying said sense to your own situation correctly

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We all do at times

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I don't usually read this channel

tawny dome
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I legit dowloaded maya to get past my problem

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I'm pretty sure I saved time

hollow flicker
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And the general channels like #work-in-progress

tawny dome
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and it took me a whole 30 seconds in maya to get past the problem I had with blender

hollow flicker
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Whoop

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What did you need?

tawny dome
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blender to not be stupid

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aka not blender

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I was trying to export the default mannequin from ue

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and blender said nope

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and maya said k I can do that for you.

hollow flicker
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Lol

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Odd

tawny dome
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I'm pretty sure blender also dropped its pants and hit its head against the wall a few times along the way though

hollow flicker
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I don't usually have issues with UE4 to blender

tawny dome
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The problem was the bones

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they are formatted in ue4 in a way that blender does not like

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at all

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I wanted to edit the walk animation from thirdpersoncharacter

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and blender did not want to combine the skeleton mesh with the animation/bones

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@runic wind Look up state machine in the documentation

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That should get you started

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Mostly to figure out where it is

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It is in the animation blueprint but I'm a dork and forget

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and I don't have ue4 open so nope

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and I've been awake for just shy of 24 hours

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soo

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double nope

magic whale
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Question: I have a seuquencer track playing an animation but I wanna be able to interrupt that animation. Is this possible?

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The next animations won't start playing until sequencer ends which is weird.

urban cosmos
runic wind
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Yes dboor

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When you have the assets downloaded

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click import

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and find the folder where the assets you want to put into your project and there you go

tawny dome
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Did you go to the state machine?

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Because you need to create a new state that does the animation and transition rules for it to enter and leave the state from idle/walk based upon whether it is crouched.

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I litterally just did it 10 mins ago.

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Sucks though because I don't think there is an idle crouch anim

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NVM

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there is

runic wind
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damn I such a noob

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I've been trying for like 2 weeks to make my character crouch lmao

tawny dome
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Did you get it?

tawny dome
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@runic wind fyi if you get it finished and the jittery camera position bothers you, you can set the spring arms parent to the mesh.

runic wind
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How do I get the parameters and options box?

dusk dove
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the Parameters and Options Box changed in 4.16 and is now in the Asset Details Tab

young urchin
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I've put an idea about MP on #fab, please share your thoughts. Even negative ones. Also, be constructive.

runic wind
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if im correct the way you add different animations is by adding new skeletal meshes to your character?

runic wind
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still stuck lmao

tawny dome
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Are you sure you've watched tutorials?

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Because that question really makes me think you haven't understood any of them

runic wind
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I have

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I have a different problem

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For me to add crouch to this. Do I add it from there or do I create a new state machine?

tawny dome
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Yeah thats the default state machine

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have you tried right clicking on the background?

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like if it was a blueprint?

runic wind
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Yeah

tawny dome
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Have you tried making a new state and connecting to it?

runic wind
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Do I connect the entry to it or the idle/run to it

tawny dome
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well

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what do you think each method would do?

runic wind
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I want it to do both. So I can still sprint/ run and also crouch

tawny dome
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...

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What is "both" in this case?

runic wind
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idle/run

tawny dome
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I'm so tempted to just paste a picture of my state machine

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but you aren't going to learn anything if I do that

runic wind
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im dumb

tawny dome
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And your answer to my question makes no sense

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"what do you think each method would do"

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in response to "Do I connect the entry to it or the idle/run to it"

runic wind
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also how do I get BS_crouchwalk into the file

tawny dome
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Answer that moderately correctly and I will post my statemachine

runic wind
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It won't let me drag/ drop

tawny dome
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that has crouching for the third person character

runic wind
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I watched the tutorials and thats what he did but it doesn't work this time

tawny dome
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I have like 1 min before I have to go

runic wind
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wait theres already a crouching feature?

tawny dome
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no?

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and yes?

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Animations for it aren't default

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I did my own

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using bs_crouch

runic wind
tawny dome
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ok I gtg

runic wind
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fuck

tawny dome
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since you didn't answer my question I'm not going to paste my state machine that would also answer your recent question

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because you definitely don't know the basics

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which would just mean you would waste peeps time later when tutorials don't cover the things you are confused about

runic wind
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๐Ÿ˜ฆ

tawny dome
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Seriously

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go and watch tutorials again

runic wind
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I did

tawny dome
#

you didn't listen to them or they were terrible tutorials

#

so listen to different ones

runic wind
#

it was the unreal tutorials

tawny dome
#

Then you didn't listen

runic wind
#

from 2015

tawny dome
#

So listen to them again

#

That may be annoying to hear but it is the best advice I can give you

runic wind
#

My brain hurts

tawny dome
#

that will help you the most

#

Because I'm not going to walk you through everything

#

and It is a bad idea to be that reliant upon others

runic wind
#

It's the only way

warm hearth
#

I have the rifle animset pro from kubold but cant retarget that to the default ue4 skeleton(edited)
what do i do?
the rifle animset pro skeleton is that blue one from the versions 4.7 and below

misty dagger
#

where does ART export animation to?

#

i can't find the animation i made...

#

hm i actually didn't bake it, it saved into a .txt file

#

can't find how to bake it..

tawny dome
runic wind
#

@tawny dome I kinda got it

tawny dome
#

good

runic wind
#

but not really

#

When I'm crouching the camera goes down but my player is still standing

tawny dome
#

I'm pretty happy with my IK crouch walk

#

๐Ÿ˜„

#

@runic wind Yeah thats pretty easy to get to that point.

runic wind
#

my brain is gonna explode

runic wind
#

Anyone link me an actual crouch animation?

tawny dome
#

That crouch anim you have should work

#

You just need to not use the arms portion

#

This is using that anim

magic whale
#

Alright animation slackers: I need ya'll to come to the rescue of little ol me : Lets say I want a character to flinch and maintain a walk forward animation (as this character gets hit.) Physics animations are def not getting me where I need to go, seems ..not ideal with the results. What're y'all's recommendation.

tawny dome
#

Make a flinch animation and do layered blend by bone?

#

Dunno beyond that

lyric abyss
#

Anyone know how I can do this properly? The log complains about having "Slot 'UpperBody'" twice.

#

It seems to achieve the result I want but the warning is concerning

tawny dome
#

err

#

I think you don't need the second "UpperBody" that goes into the layered blend

#

I think you can just use that layered blend to use the upperbody

lyric abyss
#

it doesn't play properly if I remove that

tawny dome
#

Did you change the settings of the layered blend so that it only does above a certain bone?

lyric abyss
#

ya

#

branch 0 has the root of the upperbody set

#

I have a specific animation to always play in the upperbody and I am trying to set the animbp up so that it will use the default slot instead if I am not moving

#

and if I suddenly start moving to blend into just the upper body

tawny dome
#

dunno then

quasi geode
#

hi guys, anyone know how to export blendshape animation from Unreal? I know we can import, but when I export as FBX the morph animation wouldn't be exported

lone meadow
#

Does anyone here know the most current way to rig and export a character from Blender to Unreal?

haughty walrus
#

Hi, Is there any way to reset animation? (let stat machine start from entry node)

quasi geode
#

@lone meadow thanks for the link, yes I mean morph target animation. We can import such animation from FBX (check the 'import morph targets' when importing). But we cannot export such animation from UE to FBX for some reason.

summer sun
#

the dying animation from mixamo lets my characters legs grow and it becomes odds..

#

lol

runic wind
#

Hello m8's

#

Can you put two animations into one?

#

Like Pubg where when the character crouches he can hold his rifle and another crouch animation where his hands is at his side?

granite valve
#

Physics is being weird on death for a character. How to fix this?

#

That's what happens when I turn on rag doll physics on death

runic wind
#

someone tell me what I'm doing wrong here
http://prntscr.com/fxnbou - Trying to make my character crouch

i have it all set up on my state machine but he isn't crouching when I press c or ctrl. He only slows down and camera goes down
It's doesn't show he's crouching

Lightshot

Captured with Lightshot

dusk dove
#

How the hell do I use Conduits?

#

I need a transition rule for entering the Conduit and the Conduit itself is a rule

hot vessel
#

Hey has anyone here worked with unreal and motion builder

twin pilot
#

Halp plz

#

I tried to go back to the default third person mesh as a placeholder but none of the animations are happening

#

Just stuck in t-pose

drifting tinsel
#

@runic wind did you fix it?

young urchin
#

@twin pilot tried to go back - means you've removed it before?

twin pilot
#

Yeah

young urchin
#

@twin pilot then you have to rebind it, there was a reference variable pointing to that mesh, now it's gone, and you need to put that mesh in every place it was mentioned before

twin pilot
#

Urgh

#

I'm new, how do I do that

#

Sorry ๐Ÿ˜ฆ

young urchin
twin pilot
#

Hmm ok

compact lake
#

is it possible to add a static mesh as a refernce to Animation editor?

#

I just want to pose a guy to sit in chair

#

can't find it in the interface

lavish plover
#

does anyone have twist / roll bones working in unreal 4? I have them working on my rig in 3ds Max, but when i export, they don't constrain to the hand rotation (they are completely static). I can manually rotate them in UE4.
Do i need to set something up within UE4 to get those constraints working again?

hot vessel
#

@lavish plover I think it needs to be based on human IK in maya, 3ds uses a cat rig and its somewhat different

#

also theres the art tool kit for maya which directly ties to unreal and would more then likely help you to solve this issue

lavish plover
#

i can fix the issue by baking each frame on export. is that bad to do?

#

(i.e. 1 key per frame for every bone) does unreal clean it up on import?

#

File size and key # wise it seems to have compressed it in unreal about the same. But my twist links work when i bake the animation. Hopefully that is not an expensive solution

hot vessel
#

Sowhat are you working in

#

max?

#

and unreal as far as I know wont clean it.

quartz cove
#

What middleware is good for animations that you can use for UE4? I guess DCCs count as well here. I know of iKinema, Maya, MODO, Motion Builder.

#

I'm trying to compile something, if you can link to them, even better. thanks.

hot vessel
#

maya or motion builder

quartz cove
#

Did you even read what I wrote?

hot vessel
#

yes

quartz cove
#

๐Ÿ˜‰

hot vessel
#

I did

quartz cove
#

So anything other than them please.

hot vessel
#

:^)

#

there isn't

quartz cove
#

Well, if not, that sucks. But, you never know.

hot vessel
#

I'm pretty certian dude

hexed crescent
#

Anyone know a good place to find a good freelancer animator (I already have the character with unreal skeleton) for a little different 3rd person spell casting game?

stiff thunder
#

@quartz cove Morpheme or Euphoria

surreal iris
#

Hello !

#

i'm facing a weird issue .. using sequencer

#

I'm playing animation using sequencer .. but it is starting from random points..

#

posted on UE4 answerhub too

#

any idea y is it happening ?

hollow summit
#

@twin pilot I figured out how to do it, if you still need help PM me.

#

Kind've a complex method tbh.

#

Anyone here willing to help with a small animation snapping issue I'm having?

twin pilot
#

@Shell#9815 oh don't worry, I just did a stupid mistake

#

Sorted it

low elbow
#

hey this is the standard ue4 manniquen. For some reason when using the anim starter pack the arms dont attach. is this normal? also how can i fix it

twin pilot
#

@low elbow

low elbow
#

yesยจ

twin pilot
#

In today's video we check out how we can finish up our animation blueprint, setting up the conditioning and logic to determine the player's speed and directi...

โ–ถ Play video

Today we take a look at how we can import a customer character and set up the animations. We go over step by step how we can begin creating the animation blu...

โ–ถ Play video
#

Shows you how to do all animation

low elbow
#

thanks

twin pilot
#

Np

#

I'm having trouble myself rn though lol

low elbow
#

dont ask me i cant help

twin pilot
#

lol

#

Watch #6 first obviously

twin pilot
#

@low elbow have you got it working?

twin pilot
#

@low elbow ^

low elbow
#

no the arms still don't attach

#

its only a school project tho

twin pilot
#

Meh lol

low elbow
#

yeah meh

twin pilot
#

But make character in Fuse and animate in Mixamo

#

It will work

low elbow
#

the only shit ill be getting about the arms will be from kids who play cod all day long

twin pilot
#

Yep

#

I hate COD

low elbow
#

i hate the ones that don't do anything new

twin pilot
#

Battlefield = โ™ฅ

#

Yeah

low elbow
#

i don't like battlefield sry

twin pilot
#

Games these days need new ideas

low elbow
#

yeah its up to us indie devs to fix the world

twin pilot
#

lol

low elbow
#

no mans sky

twin pilot
#

Your game would be different because of weird arms lol

low elbow
#

yeah

#

but some of the cods are better than others sledgehammer and trearch like to do things differently

#

other than the core mechanics of shooting

twin pilot
#

Yeah

#

What's your favourite game?

low elbow
#

black ops 3 was the best mechanically

#

but the modern warfare has the best story

twin pilot
#

Meh

#

I just like Rainbow Six Siege and Battlefield

low elbow
#

i have rainbow but i never got into it

#

and i find battlefield annoying as i have no friends to play it with

twin pilot
#

๐Ÿ˜ฆ

#

It has a steep learning curve

#

Rainbow that is

#

You bascially need headphones, sound is so important

low elbow
#

the great shooter i've played for a while is titanfall and that keeps on giving

twin pilot
#

1 or 2?

low elbow
#

2

twin pilot
#

Noice

#

I have it but I can't run it very well

low elbow
#

on pc or ps4

twin pilot
#

PC

#

Hate console

#

It's for peasants lol

low elbow
#

at least i don't have to spend shit tons every year when i need to buff my pc

twin pilot
#

Meh

#

PC is still better hehe

low elbow
#

oh yeah grapically but you still need to buy graphics cards and new componets to run your games

#

which is why i prefer console gaming

twin pilot
#

It's expensive but worth it ๐Ÿ˜›

#

Also my PC is only 300 pounds and can run Battlefield 4 fine

low elbow
#

what settings

twin pilot
#

And the feeling when you build your computer and it runs for the first time

#

Medium 60fps

#

Do you like Warhammer?

low elbow
#

i want to build a pc for game dev and certain games cause im currently deving on a laptop

#

yeah what gave it away ๐Ÿ˜‰

twin pilot
#

Profile picture lol

low elbow
#

yeah big fan of orks

twin pilot
#

Cool

#

And nerdy

low elbow
#

got some nice ultramarines as well

twin pilot
#

Warhammer is more expensive than PC parts xD

low elbow
#

yeah but i still need to paint a shit ton of old models

twin pilot
#

Just do it

#

Right here

#

Right now

low elbow
#

no i have an on off interest in warhammer

twin pilot
#

Hmm

#

Interesting

#

Are you using a laptop?

low elbow
#

yes

#

what army do you collect

twin pilot
#

Any good?

low elbow
#

yeah it can run most games

twin pilot
#

Oh I've never got into it

#

I just know that they are orcs

#

I have a few friends that love it

low elbow
#

at least you have friends into it

#

i tried running a club at my school but no one got into it ๐Ÿ˜ฆ

#

then i did d&d and the same thing happened

twin pilot
#

My friends like Dungeons & Dragons aswell lol

low elbow
#

you?

twin pilot
#

Nah

#

I just like games

low elbow
#

too complicated

twin pilot
#

And Unreal Engine

#

I did play Dungeons & Dragons for a bit

#

But idk

#

Not my thing

#

I find RPG' cringey lol

low elbow
#

yeah but with a group who you are comfatable with its great fun

twin pilot
#

Yeah it is

#

But I prefer video games

#

Better at them

low elbow
#

to each there own but i am a mega nerd into everything

twin pilot
#

lol

#

What else are you mega nerd about?

#

Ever used Blender? That makes you look like a nerd

low elbow
#

gaming, certain anime, warhammer, d&d, web dev, game dev

#

i hate blender

twin pilot
#

Ooo you're an anime boy/guy

low elbow
#

not too into but i just like some anime

twin pilot
#

The only one I've watched it Inazuma 11

#

I actually really like it

low elbow
#

i've seen a few

#

akria is supposed to be good

twin pilot
#

And who is that?

low elbow
#

anime film

twin pilot
#

Oh ok

twin pilot
#

I hate animation

magic geyser
#

I'm trying to do an animation montage. I can see in the debug that my montage is being called through a PlayMontage node, but my character does not even flinch

#

What should I be looking at?

#

It's playing fine in the Montage tab

#

My in skeletal mesh component is blank, but I'm assuming that's fine b/c it wasn't even in the editor when the video was made

misty dagger
#

hi guys

magic geyser
#

@magic geyser

#

I figured it out, apparantly the skeletal mesh component is important

#

I had assumed it would default to self's but itdoes not

misty dagger
#

hi there

white schooner
#

Can someone tell me a program I can make 3d models from pics

#

this is the character I want in my game

#

But I want to make a 3d model of him

foggy night
#

Awesome

misty dagger
#

its hotdogman!

#

any 3d software would work dude, blender, modo, houdini, maya, 3dsmax

foggy night
#

I use 3ds Max. Should be fairly simple in Max.

white schooner
#

Yeah

#

I'm trying to create an fps where I'm the hotdog man

#

And the enemies are the dancing banana

misty dagger
#

hilarious

white schooner
#

Roblox 2.0 lol

winter goblet
#

Any idea why my animation walks out of the capsule? its making weird movements.

weary pine
#

You can enable root motion so that your capsule will move with the animation

winter goblet
#

I just found that as you posted Haha

#

Force Root Lock

weary pine
#

And if for some reason it doesn't work then your anim is broken

#

oh, didn't know about root lock

#

das pretty cool

winter goblet
#

Yup that fixed it.

#

Since its going away

#

I just grabbed all the packs

#

for free

tawny dome
#

Anyone know why when maya starts up it likes to freeze my computer?

hollow summit
#

@winter goblet what did you do to fix the animation skeleton for UE4?

#

I did a shit method by importing the current skeleton, and then overlapped it with the animation, did some control rig stuff and baked it before outputting.

#

Is there a simpler method?

winter goblet
#

@hollow summit You mean like part of the legs were in the arms and stuff? I just deleted it all, went back to the site, clicked the pack and changed the character to the one i wanted instead of default and it fixed it. But as for adding the animations on to whatever character you want, no idea how to fix it. I'm pretty new to everything

hollow summit
#

Ah, nvm then. I fixed the animations.

#

I thought you did too, using another method...

summer sun
#

im trying to rig my Mesh with the auto rigger tool of mixamo, the animations are on their back.. running. while on the site its is 'running' correctly :S

#

what gives

#

?

summer sun
frail basin
#

easiest route is to just use the mixamo skeleton AND animations

#

like, don't try to retarget them to ue4 skeleton

#

also, don't use root motion with UE4 unless you really have to

fierce laurel
#

I'm having a problem with importing a skeleton, I'm not sure if I've parneted the bones properly in blender but if someone could help me that would be great, also I've tried looking in the forums but I can't find anything that helps

summer sun
#

do you even have a root bone ?

fierce laurel
#

no but whenever I add one I get a message that its not apart of the animation track

summer sun
#

renamed your armature to root ?

summer sun
#

I need to rename the bones from the Infinity blades packs models and I need to get rid of root bone or add root bones to the animations I have currently. I've tried https://www.youtube.com/watch?v=AYlonUyPong and https://www.reddit.com/r/unrealengine/comments/62t3i4/tool_batch_convert_mixamo_animations_to_work_in/ neither work. both times the animations get yuck floating on the floor (yes I've changed the 90 degree to 0. Didn't forget it. in UE I get three meshes. 1 normal face down 2 HUGE size face down, ass up..

A tutorial showing how to get rootmotion animation from Mixamo into Unreal Engine 4 using Blender. We will first add a rootbone to a character from Mixamo an...

โ–ถ Play video
#

If anyone has a solution give me a shout ๐Ÿ˜ƒ

#

and auto-rigger from mixamo also gives me facedown ๐Ÿ˜„

native moss
#

in animstatemachine why is the default entry node one way

#

the functionality is massively better by putting a void node at the start of the state machine so that you can enter and exit any animation from any other animation but unreal makes this process clunky especially if there is any hierarchy

dry thunder
#

When attack anim play it don't moving with foot poaitions

warm hearth
#

I have the rifle animset pro from Kubold but for some reason I cannot retarget the blue skeleton that comes with the pack with the default ue4 skeleton, it never displays as compatible on the retarget manager, even when i set it as Humanoid

tawny dome
#

@dry thunder You really need to get a screen capture program. I can't help you unless I can actually see what is going on.

dry thunder
#

Yes I know but nevermind I made it :)

zenith lily
zenith lily
#

do full screen

idle plinth
#

Hey guys. I am pretty new to animations (Anim Blueprints)
I just got a task to setup character movement with a motion capture UE4 marketplace asset. It has a bunch of transition animations for walking to idle, even depending on which foot is more placed in front at the moment. My question now is, how do I set all these up? In the state machine? Or do I just play them from C++?

#

for example when I stop walking, it should play a transition animation from walking to idle. I just tried to add a state in the state machine that is put between Walk and Idle that plays it, but starting to move again while the transition plays will not interrupt the transition, which is one of the problems. The other is, that the transition conditions are super hard to get right as they dont allow any function calls

#

not asking for a solution or anything just a general direction I have to go

muted fossil
#

guys how expensive si to have the ROTORS of the helicopers (5-10 on screen) rotate instead of having like a material that looks like the blades are rotating ?
the rotors are quite low poly (rotor and 6 blades) are about 500 poly for each helicopter

idle plinth
#

close to nothing

summer sun
#

I want to make my AI walk down a path/ attack someone if they see others. Do I need to have a root for the attack sequence or even for the walk ? I don't think so, am I right?

twin pilot
#

I need help please

#

It automatically sets my sprinting animation when I press play instead of the normal running animation

summer sun
#

My ai is gliding instead of walking while it has a proper walking animation sequence

solid fossil
#

@main path I am

limber summit
#

Hi everyone! I'm working on a game for mobile with a rig I'll be creating in Maya. There will never be more than 6 characters on screen at once. All characters will have their own rig. In order to not suffer huge performance hits, what's the maximum amount of joints I should target for a bi ped character keeping in mind that I'll there could potentially be 6 of these rigs?

vast sierra
#

@zenith lily that's ghosting caused by the motion blur

zenith lily
#

@vast sierra can i do someting to reduce or ,for better, disable it. thanx for replying

vast sierra
#

you can disable motion blur in your project settings, in the rendering group

zenith lily
#

wait lemme check

zenith lily
#

@vast sierra no more ghostings but now it feels wrong, can i do somthing so that motion blur is there but there is no ghosting\

vast sierra
#

change from TXAA anti aliasging to FXAA

#

or MSAA if you are using Forward Rendering

zenith lily
#

ive seen those in other games, what are they. using fxxa now

vast sierra
#

anti aliasing is a method to filter pixels (to avoid jaggy edges on your screen)

#

TXAA is the default AA used in UE4, and can give weird results

zenith lily
#

nice, i read it someware that it kindda matches the native resolution it is build on and player's monitor

#

thank you sooo much

zenith lily
#

can i use the character movement BP from 3rd person examples into my project

ebon portal
#

the animation works totally fine in UE

twin pilot
#

So basically

#

I have my anims set so It plays the jogging animation when I go over a certain speed and then another for sprinting animation

#

But when I start the game and move around it plays the sprinting animation

proven osprey
#

How are you setting up your animations?

#

Blendspaces?

twin pilot
#

Ye

proven osprey
#

make sure your default value for your speed or whatever is set to the correct value

twin pilot
#

No but I am moving at 600 yet it plays animation that I set to play when I go over 1000

eager arrow
#

What's the max walk speed

#

Are you using a 2d blendspace or a 3d

twin pilot
#

3d

#

600

#

...

proven osprey
#

Screen shots pllssssss

twin pilot
#

Screenshot what

proven osprey
#

Of how you're setting all this up

#

Like where you're setting the speed value for your blendspace

twin pilot
proven osprey
#

Where are you setting Speed tho?

twin pilot
#

Umm

#

idk

proven osprey
#

Also if you can show me your blendspace that would be helpful

twin pilot
#

Well

#

I have a blendspace for sprinting and one for joggin

proven osprey
#

This is one of my Blendspaces, notice how I set the axis's ranges to +300 and -300, so that when I'm not moving (speed = 0) thats a direct translation into my BS of 0

twin pilot
#

Is there any way so I can just press shift (assigned for sprint) and it plays that blendspace idrk

proven osprey
#

You should probably just be using 1 blendspace for all of that

twin pilot
#

Hmm ok

proven osprey
#

Here I'm making you a gif

twin pilot
#

Ooo ok

proven osprey
twin pilot
#

That's what I have

proven osprey
#

Ok cool then the blendspace is fine

twin pilot
#

Yeah

proven osprey
#

Are you setting your speed in the animBP?

twin pilot
#

Ok

#

Uhh

#

Nu

#

The thing i

#

s

proven osprey
#

thats how im setting my speed value

twin pilot
#

Wait s

#

o

#

I need help

#

So when using the anim preview editor

#

IDK

#

Help

#

I should start the anim bp from scratch

proven osprey
#

Nah here wait

#

instead of getting the vector and rotation from the "try get pawn owner"

#

get it from your character cast

twin pilot
#

Huh

proven osprey
#

Do you see how I'm getting the "character movement" component and then getting its velocity?

twin pilot
#

Yeah

#

So I should delete the get velocity and actor rotation and pawn owner

proven osprey
#

just the get velocity and rotation

twin pilot
proven osprey
#

Nah bring back the try get pawn owner

#

but drag off that little blue thing from character and put it into get velocity and rotation

#

You can also see what the value of your speed is if you right click the connector input for it and hit the "watch this value" button

twin pilot
#

The cast to character

proven osprey
#

but thats easier if you have another screen to watch

twin pilot
proven osprey
#

Yeah

#

try that

twin pilot
#

Nope

#

Just immediatly starts with the sprinting animation

proven osprey
#

put a print string on the end of it

#

and have it print speed

#

just for debug

twin pilot
#

Where

#

How

#

lol

proven osprey
#

Right after you set speed

#

drag off the execution pin (the big white one at the top) and type "print" and then hit enter

twin pilot
proven osprey
#

yeah

twin pilot
#

k

proven osprey
#

then take the green thing on the right side

#

and hook it up into the pink one of print string

twin pilot
#

Ooo ok

#

Oh wow

#

When I start walking it goes to 3500 lol

proven osprey
#

ok but what about when you're not walking?

twin pilot
#

0

#

Like idle

proven osprey
#

Ok so it's not that speed is getting set weird

twin pilot
#

Yeah

#

Hang on

#

In the preview

#

The wal;king anim doesn't show

proven osprey
#

the preview for the blendspace?

#

or your anim BP?

twin pilot
#

Oh know wait

#

I set the transition to 600 and it does the walking anim

proven osprey
#

wat xD

#

Are you sure your default value for speed isnt 1000?

twin pilot
#

I don't know

proven osprey
#

Huh

#

well is it working now?

twin pilot
#

No

#

My walking speed is 3600

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Why is it so high

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How do I limit speed

proven osprey
#

It should be in your characters BP

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under the component "Character Movement"

twin pilot
#

Yeah and it's set to 600...

proven osprey
twin pilot
#

Ok

proven osprey
#

See how I'm dragging of my cast to my character and getting my character movement component first?

#

and then getting my velocity off that?

twin pilot
#

Yeah

proven osprey
#

Try that

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and also you probably dont want to be squaring the vector length

#

OH WAIT thats probably it

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You're doing vector length squared instead of vector length

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600 ^ 2 = 3600

twin pilot
#

OOOO

proven osprey
#

ya xD

#

You shold also look into the clamp function

#

clamp makes sure your value is between its min and max

twin pilot
#

๐Ÿ˜ฎ So it plays the walking anim!

#

But when it goes to 1000 the sprint anim doesn't play

proven osprey
#

Are you still printing speed?

twin pilot
#

Yes

proven osprey
#

is it outputting 1000?

twin pilot
#

Yes

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Oh wait

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It does work

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I just accidently put the interpolation to 10 so It was a super slow transitiohn

proven osprey
#

xD

#

yeah you gotta mess around with the interp speeds

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gotta mach it

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Ok so I gotta get back to work now

#

Glad you got your thing fixed!

twin pilot
#

Thanks

#

Have a good day

river helm
#

is it a good practice to run all my sounds inside animation sound notifiers without annutuations?

#

attenuations*

misty dagger
#

nope, if you dont add an attenuation to the sound, it will play everywhere, no matter how far away from the anim you are.

halcyon agate
#

I need to move the pivot point of an object without affecting the object placement? Due to the object being on top of another set of objects and I want the first object (A box) to go flying in the air (I have the animation, but it's on the wrong pivot point as it's using the white sphere as the pivot point)

eager arrow
#

Any reason two skeletons with same name hierarchy would be incompatible?

#

Even with same Retarget pose, and such.

#

All the rotations are also the same.

stoic remnant
#

Same number of bones, same root name?

eager arrow
#

Yep yep

#

Epic rigged, and epic rigged default assets.
(Marketplace asset, and Default engine asset.)

stoic remnant
#

Hmm

#

Thats unusual

#

what engine version?>

tawny dome
#

Hmm

#

Have you tried retargetting and ignore incompatibility?

#

Because I had a problem where it wouldn't show one skeleton

#

But when I told it to retarget anyways it worked with no problems

#

I think it was the thirdperson anims marketplace thing from epic and the thirdperson skeleton from the thirdperson project.

eager arrow
#

4.14

#

mhm.

halcyon agate
#

Can i open a .FBX file and edit an animation?

tawny dome
#

In order to edit the animation you will need to export a skeleton that works with the animation and open that in a program like maya or 3dsmax. Then you import the animation

halcyon agate
#

@tawny dome What format/Pose should i be downloading char assets in?
I have so many options...

tawny dome
#

.fbx

halcyon agate
#

For pose.. i have "original pose .fbx" and "T-Pose"

tawny dome
#

And whatever pose works?

halcyon agate
#

Original or T-Pose

#

;/

tawny dome
#

Depends on your workflow

halcyon agate
#

Can i have some example scenarios which I'd use original or which i'd use t-pose?

tawny dome
#

Not from me.

#

I don't know.

halcyon agate
#

damn, k

tawny dome
#

Do the research yourself

#

I'm sure there is things out there that explain

undone flax
#

For some reason, animation groups/slots aren't being shared correctly over source control in 4.15.3. I've had to go back and redo the groupings a few times now. :/

smoky sail
covert ivy
#

Anyone fluent in Epic's ART? I am having trouble wrapping my head around how to use the twist bones it creates for plausible wrist rotations.

smoky sail
halcyon agate
#

My door opens fine.. but when it closes it seems to be hitting the other door (double doors) can someone help?

eager arrow
#

@halcyon agate We can't really help with just that little information. What do you mean it hits the other door? Do you mean it's a physics animation, is it an animation itself? Does it have a skeletal mesh, etc. Because as it stands, it sounds like one door's frame is long enough to hit another door. ๐Ÿ˜

halcyon agate
#

It's literally a blueprint class with 2 static meshes

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one for each door

eager arrow
#

And as for your animation issues, T-Pose is the standard pose to have a character in, to see symmetry, and any underlying issues. Also, you can animate from this T-Pose, or use any program, which our colleague forgot to mention, there's Blender as well.

#

Ooookay that still tells me nothing. What does the blueprint class have, is it a trigger box? Is it using lerp with timeline rotations, etc?

silk matrix
#

How do I get Matinee to loop?
I checked "Rewind on play" but that didn't do anything.

ivory oriole
#

are we talking matinee or level sequence?

#

pretty sure there was a loop option inside the matinee...my brain might be muddled tho because of too much level sequencer stuff ^^ if you want to brute force it, you can always do a delay over the length of your matinee sequence, then play from start -> connect to the delay again and there you go

#

(mind you, not an elegant solution)

silk matrix
#

Ah, Ill try that.

undone flax
#

What is the correct way to do layered blends per bone with a multitude of montage groups: Extremities to Larger then Whole Body, or the other way around?

full drift
#

Are AI Animations done in much the same way as player Anims?

undone flax
#

Yeah.

summer sun
#

my turret barrel is facing the wrong way.. it is facing me with its side.. How Do I switch that up. Changing the axis in the blueprint mesh doesn't help :S

steep flume
#

So when i do a sequence in unreal it wont play the animation on the rendered version but, on the playback it does ?

tawny dome
#

@summer sun Can you give us some more details? It sounds to me like the rotation of the barrel is being set somewhere else.

summer sun
#

Got it fixed already thanks

tawny dome
#

Mk

#

@steep flume What do you mean by "do a sequence"? Do you mean set it up to run through blueprints? And what do you mean by rendered version vs playback? Do you mean ingame vs the preview window?

steep flume
#

Like in the sequencer, i add the character than i add the animation

#

it does the animation on the playback

#

but not when i press render sequence

plain condor
#

hey there folks! Anyone awake_

#

?

vital pelican
#

Someone used faceware live with unreal?

ebon portal
#

yes @vital pelican

summer sun
#

My projectile can't leave the orbit of my turret base/barrel, Everything has selected No Collision.

undone flax
#

I'd like to use a blendspace to be able to turn my character's head, but if I try to do so with an add additive node it screws up everything else. If I try it as a layered blend per bone, it overrides the animations on the head that preceeded it, which won't work either.
I wish it worked like a pose driver wherein there was an input and output.

warm hearth
#

How do I make an aim offset blend with the blendspace? I only want the offset to aim up and down

simple aspen
#

Is there any huge benefit to the ART vs creating your own rig / using Maya LT's autorig tool? Maya LT still doesn't support python and the licence fee for the full Maya is insanely high.

#

It seems at the end of the day, they are just tools to help streamline and speed up the rigging process but I don't think there's any UE4 specific stuff that you miss out on not using ART right?

floral sky
#

Can someone help me understand Simulated vs Kinematic bones? If I set them to simulated then they just weigh the mesh down. If they are set to Kenimatic then they are stuck in the world at that location and prevent the skeletal mesh from moving. In fact, I have to delete the bone body data to get the bone to even work with an anim blueprint. I must be missing something here...

silent stirrup
#

So I have a base character blueprint where I derive like maybe 5-6 different characters who all have different animations. How do I have all of the characters call their shooting and pain animations from the player controller?

#

because, all of the characters will have to have different animations referenced right?

undone flax
#

@silent stirrup In the base character define a "fire" function that does what all characters need. In each of the character's blueprints you should be able to call a montage that fires. (Look into the shooter game example and into how they do the First and Third person stuff)

undone flax
#

Does anyone know how to do an additive only version of a blendspace? I'm trying to get look at working as it would effect more than just the head. Right now it overrides any movement that the head is already doing.
An "Add Additive" turns the mesh into something from a horor movie.

misty dagger
#

Can someone help me put animations on my character

tawny dome
#

We need more details than that

misty dagger
#

Okay so I have a sit animation and the animation also has its own skeleton but I want to put the animations onto my character.

tawny dome
#

Different skeleton?

misty dagger
#

No they use same

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It's the default mannequin

tawny dome
#

What have you done to try to solve your problem?

misty dagger
#

Searched online, and tried it myself. Couldn't find a fix.

tawny dome
#

Have you followed any tutorials covering animations?

misty dagger
#

I've looked over some, but doesn't apply to what I'm trying to do.

#

That's why I'm here asking.

tawny dome
#

Explain "apply"

#

Because I see no reason why they wouldn't.

misty dagger
#

....

#

You're honestly not helping, so I rather want you to not talk and others discussing. You don't seem to solve anything here.

tawny dome
#

K

#

I mean thats a great way to actually get others to want to help you.

#

But you are welcome to continue without making any progress.

#

While being unwilling to work with people who are willing to help you.

misty dagger
#

Progress with you would be slow. Since you ask unnecessary questions.

tawny dome
#

Progress with you would be slow. Since you aren't willing to learn and just want the answers.

misty dagger
#

I don't want the answers.

tawny dome
#

Which means you aren't going to succeed later

#

Could have fooled me.

misty dagger
#

Okay bud. You aren't helping so just be quiet. I don't want help from someone who doesn't seem supportive.

tawny dome
#

Mate I was willing to be supportive until you decided you didn't want help

#

Which is fine

#

Just don't pretend otherwise

#

And def don't be an ass about it.

misty dagger
#

Not really.

tawny dome
#

Because thats a great way to get people to not want to help you.

misty dagger
#

You are, acting like I didn't search up.

tawny dome
#

You provided basically no information and are asking about what should be a simple problem

misty dagger
#

Can you stop typing? Like I said, I don't want help from you.

tawny dome
#

That pretty much any quarter decent tutorial should answer.

#

So I asked why they weren't working

#

And apparently that means I'm wasting your time.

#

Which is fine

#

Because I'm wasting my time too.

misty dagger
#

You've been saying"which is fine" like 3 times already. I don't think it is.

faint flicker
#

@misty dagger what's the problem? Anims imported to the same skeleton should be available on any character using that skeleton