#animation

1 messages ยท Page 89 of 1

red prawn
#

I am at a loss here.

#

๐Ÿ˜ฆ

#

But he does not cover collisions, he uses overlaps.

#

I do not want to use proximity overlaps to trigger door opening / closing for my game.

red prawn
#

"Enable Per Poly Collision" on the SKM does not appear to work. Collision no longer works when setting this.

#

Okay! There is something in the very center of the door opening blocking. I can hit it with my projectiles now. It's like some tiny invisible thing. I don't see it anywhere in the editor or 3dsmax, though.

#

Is it a root bone or something??

#

Okay.

#

Yep.

#

It was the root bone.

#

I moved it out of the way. It works now.

#

Sheesh.

fallen otter
#

is there any easy way to get my characters blendspace to stop whenever i jump? my dude just runs in the air and doesnt play the jump animation

#

gonna watch this hour long tut vid maybe itll help out

fallen otter
#

is blend spaces even the right way to go for this? i want to be able to strafe and jump with 180 degree turns and such

misty dagger
#

a bit mroe info, do you have a video of what you want to achieve?

#

what animations do you have so far

fallen otter
#

just for movement

#

in the blendspace it seems like it should work fine when i strafe and stuff but it only plays the run forward animation

misty dagger
#

do you have a proper jump state?

fallen otter
#

probably not

misty dagger
#

show the state machine

fallen otter
#

how do i open the state machine

#

wait

#

i found it

#

i already know its not right, i just dont know where to start to set it up the way i need it

misty dagger
#

do you have jump start and end animations? or just a jump?

fallen otter
#

its just a jump

#

i have other animations but for this certain class its just 1 jump

misty dagger
#

you could simplify those 3 jump states into 1 then

fallen otter
#

everything but the warriorbs is default

misty dagger
#

then make sure to have the proper transition rule so you can enter jump state reliably

fallen otter
#

so i should add a state for everything i want my class to do?

#

like strafe left/right turn180 left/right

#

or just jump

misty dagger
#

nooooo

#

just merge the jump states into one

#

you dont have start and end jump anims so those two states are redundant

#

the turn 180 stuff, is it inplace or while moving?

fallen otter
#

like while running forward if you hit S the guy does the 180 animation

#

and runs backward, is what im aiming for

misty dagger
#

k, thats quite tricky to set up man

fallen otter
#

its always a lot more complicated than i think

#

maybe ill skip the extra movements and stick to the basics and add those in later

#

i do want strafe and run backwards though

misty dagger
#

yes, thats healthy

fallen otter
#

like backpedal

misty dagger
#

that should be easier

fallen otter
#

the states are in the third person bp is that ok

#

or should i make my own

#

for each class

misty dagger
#

if it uses the same skeleton it should also use the same animbp

fallen otter
#

ok they all use same skeleton

misty dagger
#

then no need to make a new one

fallen otter
#

but each skeleton has different animations

misty dagger
#

ah

fallen otter
#

like 1 skeleton 4 classes

misty dagger
#

hm, not sure whats best practice here

#

it can be done using just one animBP and having all anims connected to a blend by int driven by classID

#

might be the best as you dont have to do multiple times the same logic

fallen otter
#

i have it setup to switch states with which character you selected

#

booleans

#

isthis isthat false true go to this state if true

#

im just trying to set one class up so far so that im only changing 1 classes animations until its right then once i knoow how to do it ill set the other 3 up

#

wait i did it

#

kind of

#

hell yea its like 70% working thanks for the info

#

there we go good enough i say

raw stirrup
#

Guys does anyone know how to make my root motion work?

#

I have a test animation in which I move my root bone forward

#

When root motion is disabled, the animation works and goes forward but then goes back to its original position which is an expected result

#

But when I turn enable root motion on, nothing seems to happen anymore

#

The translation that occured earlier is totally gone

fallen otter
#

gonna need some help on this one lol

#

followed a guide to get my character to turn left and right with the camera

#

but now my mouse controls are inverted and my guy like skippy turns?

#

uh oh i got it all fucked up

#

its not all bad though i mean my guy can strafe and back pedal now, but the main objective of the vid was to make him do a turn animation to match my camera, but now the mouse control is inverted and the turning is all glitchy, like he will start the animation then snap back into place

#

ok got the mouse controls back but now he tries to turn to match the camera when i look up and down instead of left and right

fallen otter
#

if anyone knows where i went wrong let me know i cant find it

raw stirrup
#

Why do you add Yaw input and then read off of your pitch value?

#

Shouldn't you read off of your yaw value or add pitch input instead?

fallen otter
#

in the second pic?

raw stirrup
#

Yeah

#

I may be wrong but it just doesn't make sense to me

#

Turning is yaw

#

Looking up and down is pitch

fallen otter
#

i really couldnt tell you exactly why it was some voiceless tutorial by a german

#

his worked at the end though

raw stirrup
#

I don't think you should care about pitch in a root motion controlelr

fallen otter
#

so i should get rid of that whole section?

#

adding or removing it doesnt make any difference it seems

#

yea it didnt change anything

#

i think the problem is somewhere in the first pic

#

i wish i could send little video clips

raw stirrup
#

Ok then it should be connected to InputAxis Turn

#

Not LookUp

#

You're not turning left/right according to if you look up or down

#

And it should be AddControllerYawInput

#

At least I see it that way

#

I have no idea if it would work but that's my logic

fallen otter
#

im trying it now

raw stirrup
#

Turning has nothing to do with looking up and down so it shouldn't be driven by it

fallen otter
#

heyyy

#

you fixed it

#

i tried that before but i didnt move the controller inputs so all i did was reverse my controls

raw stirrup
#

๐Ÿ˜„

fallen otter
#

but i moved the axis and controller input now its working right

#

now i need to add a blend to make these animations smoother

raw stirrup
#

Good luck ๐Ÿ˜„

fallen otter
#

oh ill be back

#

i suck at all this

raw stirrup
#

No problem xD Just PM me when you need something

#

I'll try to help

fallen otter
#

hex yea i got it all working on first try

#

with only 1 small problem, when i use my attack animation, if it hits more than 1 object it plays the hit sound that many times

#

so 5 things is 5x as loud, do you know how to stop that?

#

oh forgot to pm

winged valley
#

@raw stirrup You need to enable Process Root Motion in the viewport settings.

raw stirrup
#

Nah man, figured it out

#

Root motion can't be done with animations. It needs anim montages

#

Animations don't apply it

winged valley
#

They can if you use "Root motion from everything".

raw stirrup
#

Oh good to know

#

But I was using an animation asset to test it

#

Not an anim blueprint

#

There is no way to set root motion from everything with just an asset right?

winged valley
#

I tested it right now and you don't even need to set anything, it works anyway.

#

In Persona that is. Probably won't work in the level without an anim BP.

#

The only things you need to do is tick EnableRootMotion in the Asset Details and enable Process Root Motion in the Persona Show settings. If that doesn't make your character move your animation is messed up.

raw stirrup
#

Doesn't work in a level. Tested ๐Ÿ˜›

#

Okay lemme test that

#

I dunno where that is .-.

#

Can't find Process Root Motion anywhere

winged valley
raw stirrup
#

Okay xD Didn't look there

#

Thx

elder wadi
worldly orchid
#

the "snap" when he moves to stop moves? @elder wadi

proper aurora
elder wadi
#

@worldly orchid The snap happens when he switches from stopped to moving or moving to stopped. I managed to blend the movement between one and the other, but I'm not sure why he's offeset while moving in the first place.

worldly orchid
#

does he move "aim" with your mousee movement?

#

lol i cant type today

elder wadi
#

yes, that part works. When I rotate aim, he rotates fine.

vast trellis
#

@proper aurora one approach is master pose component

#

all your armor pieces share the same skeleton as the character, but are separate skeletal meshes that get the same animation fed to them through the master pose component (main mesh)

#

as long as they only add to the hierarchy you can add jiggle bones, chain bones, etc. to the individual armor pieces

proper aurora
#

@vast trellis , thank you so much, I'll follow a tutorial tomorrow

terse forge
#

If you had two states for hand

#

open / shut

#

would you just swap models

#

or would you use animation

#

it's VR

#

if that makes any sense :p

#

Still learning blender haha

#

I wish I knew what I was doing

wicked belfry
#

Oh

#

It depends on your needs

#

If you're snapping from Open/Empty to Closed/Holding Item, then swapping the pose/idle state would work

#

If you want to transition from open to closed in real-time when the user presses the grip, for example

#

Without grabbing anything

#

Then I would use an animation blueprint with a blendspace to smoothly transition between the two

#

@terse forge

#

Alternatively, you can use both of these methods for their respective circumstance.

terse forge
#

Ah fair enough

#

I think I'll just try animating

#

for the sake of learning animating

#

@wicked belfry thanks ๐Ÿ˜›

#

What do you folks use for animation?

#

I wasn't really suer how animation works. When I export with blender it tries to export FBX and I know that the mesh is FBX but I don't know exactly what that means, do I export the same fbx type but with an animation inside it? Are animations handled separately by ue4?

#

hahaha this looks awful!

#

better than nothing I guess ๐Ÿ˜›

wicked belfry
#

@terse forge Yeah, you can animate it in Blender and export the FBX (with animations). Then import it into UE4 (with animations). I haven't used Blender so I'm not sure how their rigging/bone system is set up. It's definitely compatible with UE4. You can also do the animating inside of UE4 so long as you have a properly rigged skeletal mesh and then use those in your game.

terse forge
#

Do I need to import the object twice

#

one without animations

#

and one with?

wicked belfry
#

I'm not sure, I think when you're importing it'll give you the option to import with animation. If that's not the case, then yes - do it twice, the first time the mesh itself (with bones) and the second time just the bones and their animations (that would be your animation sequence that you can pair up to your skeletal mesh)

#

So 1. Skeletal Mesh and 2. Animation Sequence (for that skeletal mesh)

#

Alternatively, you can import it without animations and inside of your skeletal mesh that you imported, click the record button to create an animation sequence. You can then go inside of that sequence and animate the hand inside of UE4.

terse forge
#

Hmm I see

#

alright so I have one version with anims and one with out

#

launching UE4 now haha to see

#

@wicked belfry when I try to import them it just says import animation

#

and requires me to select a skeleton

#

...Huh, well it looks like it's inside out haha

#

Looks good now

#

Which of these is the one you use in your scene?

#

I'm assuming the Skeletal Mesh

fallen otter
#

how would i go about disabling the A, S, and D buttons and forcing W to be pressed when i use a skill?

#

i cant find any "disable specific input"

terse forge
#

add a bool

#

that gets set to true when using said skill

#

and check if that bool is true or not

#

and if the skill ends set it to false

fallen otter
#

but when does it disable the keys and make the character charge forward for the duration

#

something that goes in between there

terse forge
#

Input action skill 3 -> Set bool to true -> Use Skill 3

#

and wherever you're handling input

#

add a branch that checks if that bool is true or false before continuing the branch

wicked belfry
#

Any1 here?

terse forge
#

sup

wicked belfry
#

I have a double barrel shotgun, here's a sneak peak inside of its barrel where the shells are held

#

When I reload, the barrel pops open and the shells are animated

#

To come out, then go back in

terse forge
#

cool stuff

wicked belfry
#

But,

#

When I do it

#

They move to the side and occupy the same space, then go back into the barrel (still occupying the same space)

#

They are also a little stretched

#

Once the animation is triggered

#

They are rotated 90 degrees on top of all of that

#

When I animated them, I made them go backwards based on their orientation

terse forge
#

Sounds like a big mess haha

wicked belfry
#

They are attached to a socket, could that be rotating their default orientation? Because they are 1) attached to a socket but then 2) rotated themselves whilst attached, positioned into place inside the shotgun

#

Actually yeah I think I just answered my own questions haha

#

I guess I need 2 sockets and they need to be rotated

terse forge
#

glad I could help ๐Ÿค”

wicked belfry
#

10/10 would inquire again

terse forge
#

rubber duck debugging

wicked belfry
#

err

#

nothing changed e_e

#

how can I keep the animation relative? I feel like it may be defaulting to its initial values which is causing them to merge into one (having the same default values)

terse forge
#

I'm still new to blender myself

#

If that's what you are using

#

I honestrly wouldn't be much help ๐Ÿ˜ฆ

vast trellis
#

why does the mannequin have two spine bones weighted to the rigid chest/ribs area, but only one spine bone in the flexible lower torso area

#

I would think it would be the opposite

violet carbon
winged valley
#

@vast trellis Because it's a simplification of a human skeleton.

#

@violet carbon You need a reference, try Get Pawn Owner in the event graph and save that as a reference.

violet carbon
#

but rn its not switching between animations

winged valley
#

That's a different problem.

violet carbon
#

whats wrong with this with switching?

#

its for a enemy (other character not the player)

winged valley
#

No idea. Are the values changing?

violet carbon
#

it failes

winged valley
#

Well are you printing the values so you're sure they're changing?

violet carbon
#

amd this should change it

#

no i just test but it failes to cast to

winged valley
#

Is this anim BP used by the enemy character?

violet carbon
#

yes

winged valley
#

Then the cast shouldn't fail.

#

The BP for the enemy character is called Enemy?

violet carbon
#

but it does

#

yes

#

Enemy_AnimBP

winged valley
#

Try putting the cast in Initialize Animation, then promote the As Enemy to a variable and use that in Update Animation.

violet carbon
#

@winged valley ?

#

what do oyu mean?

winged valley
#

What I typed. ๐Ÿ˜›

violet carbon
#

yes but i dont understand it

winged valley
#

Well you can write initialize in the right click menu and add an Initialize Animation event.

#

Then move the cast there and right click the As Enemy and use the created variable in the Update Animation event.

violet carbon
#

still not changing animations only the idle

winged valley
#

Print the values of the floats at the end.

#

And you should use a Get node at the top.

#

And plug it in to the GetVelocity etc nodes.

violet carbon
#

This? srry i'm bad at english so i do not unerstand everything

winged valley
#

Use a Get node instead of Set at the top...

#

Drag it out from the variable list and choose Get.

violet carbon
#

?

winged valley
#

No, for the As Enemy reference.

violet carbon
winged valley
#

GetActorRotation and GetVelocity.

violet carbon
winged valley
#

You should learn BP basics before even attempting animation.

#

You should remove the Set As Enemy node at the top, it's doing nothing.

violet carbon
#

oke

winged valley
#

Actually I guess it's setting the reference to None.

violet carbon
#

it will not look at the speed velocity etc. and that does not change that is all i know why it does not work

winged valley
#

Can you show the character BP for your enemy?

violet carbon
#

thats all

winged valley
#

No, I mean the BP by double clicking the BP in the content browser.

violet carbon
#

Do you mean the animBP The BS Or the character BP

winged valley
#

Character type BP.

violet carbon
#

and btw the Enemy is just called Enemy i know its a BP but i called it Anemy

terse forge
#

For some reason when I export my animations with my FBX

#

the animations are completely off

#

and they rotate upwards

winged valley
#

@violet carbon Please open the Enemy character BP.

violet carbon
#

@terse forge did you first inport your charecter and choosen the Character Rig for the charecter you want the animys

terse forge
violet carbon
terse forge
#

@violet carbon I'm not sure I follow

#

Sorry, new to all this.

violet carbon
#

m2

terse forge
#

It's a hand

#

see what happens when I apply the anim?

winged valley
#

@violet carbon If it's called Enemy2 you can't cast to Enemy and expect it to work.

terse forge
#

it rotates and gets small

winged valley
#

@terse forge What software are you using to animate?

terse forge
#

Blender.

#

The model / Skeleton exports excellent

#

but any animation breaks it

#

haha

winged valley
#

Can you show the Transform settings in the N panel?

terse forge
winged valley
#

Well, there's your problem. ๐Ÿ˜›

#

All of those should say 0 except scale which should say 1.

violet carbon
#

god it it works

winged valley
#

You can select the rig and do Apply Object Transform, ticking all boxes.

#

Then do the same for the mesh.

terse forge
#

dimensions change because of animation

#

im not sure why though

#

since the rig size is the same

#

outside of the animations

#

the exported FBX is regular size and the animation rig is exact same

#

inside blender at least

winged valley
#

Dimensions is the value for the bounding box basically, it will change if the hand stretches out.

#

Actually you're not using the correct scene settings either.

terse forge
#

shit

#

i forgot to change to metric

winged valley
terse forge
#

Unit scale to .01 doesn't make sense anymore

#

I have a sword I exported at 1.0 and it was perfect

#

inside UE4

#

they fixed that

#

afaik

winged valley
#

Then (assuming you reset the stuff like I said above), resize the rig 100 times and apply transforms for the rig and mesh.

#

No.

#

You're just not seeing the messed up results because you've got an extra root bone.

terse forge
#

Seirously I exported a sword with 1.0 and it was perfect scale

winged valley
#

In animations?

#

Without an extra root bone?

terse forge
#

no it's just a static mesh

winged valley
#

Well, non 0.01 metric scale only breaks animations.

terse forge
#

Interesting

#

I'll use that to export anims :p

#

should I only export the anims

#

and not the mesh?

winged valley
#

You should just have it as a Blender default setting.

terse forge
#

If the mesh imports fine at 1.0?

winged valley
#

No, change both.

terse forge
#

But why would I mess with the mesh?

winged valley
#

Because it is linked to the rig.

terse forge
#

see my dilemma stems from this: if I change unit scale to .01 and it was importing fine at 1.0

#

then my model will be 100x smaller

#

if I resize by 100x

#

then the anim will be 100x bigger and the model will be normal size

#

so how does that make sense to do that

winged valley
#

You have wrong assumptions.

#

If you change the unit scale to 0.01 and then make it 100 times bigger it will be the same size.

#

The only thing that changes is the rig size.

#

Well, scene size. It's cm instead of m.

terse forge
#

it's incredibly distorted

#

or you mean export settings

winged valley
#

Did you do anything I told you to do before changing the scene unit settings? ๐Ÿ˜›

terse forge
#

Haha apologies I've been holding in a bathroom break

#

and it's making me antsy, I'll be back in a moment.

winged valley
#

You can select the rig and do Apply Object Transform, ticking all boxes.
Then do the same for the mesh.

#

Then change scene unit settings to 0.01, resize the rig only by 100 times (mesh will also scale 100 times automatically), then repeat the above thing.

#

It may mess up animations because of location keyframes turning really small, if that happens, go into the graph editor, type "loc" into the search field, change the pivot point to 2D Cursor in the dropdown to the right, then select everything and scale by 100 times pressing Y to constrain the changes to the Y axis (not changing the animation length).

terse forge
#

Alright just a sec @winged valley ended up grabbing a shower

#

sorry haha

#

reading now

#

Where is the APply Object Transform at

#

ah I got it

#

i was selecting the mesh not the rig

#

@winged valley animations look fine still

#

Should I export with scale 1.0 now

#

Unit Scale is still .01 in project settings

winged valley
#

Unit scale should be 0.01, not 1.

terse forge
#

what about export settings though

winged valley
#

Scale 1.

terse forge
#

kk

#

@winged valley the guide I followed told me to turn off leaf bones

winged valley
#

But you need to set the unit scale to 0.01 and apply object transforms again.

terse forge
#

that's still true correct?

winged valley
#

Yes, you don't need leaf bones.

terse forge
#

I applied transform

#

and unit scale is .01

#

Well, I applied transform, everything was 1.0 or 0 (xyz)

#

then I changed unit scale to .01

#

then I made everything 100x bigger

#

well, the rig

winged valley
#

In your screenshot it says the unit scale is 1. ๐Ÿ˜›

terse forge
#

oh

#

this is what it looks like now

#

the hand is 100x size it was anyways at .01

#

I feel bad for the people who came up with this solution

#

because it sounds like it was awful before knowing what to do

#

well it was awful like 20 minutes ago but I mean without any hope in sight I'm sure it was worse

winged valley
#

You need to apply transforms again, first the rig and then the mesh.

terse forge
#

I did though

#

nothing else is changing now

#

everytime I apply nothing happens

#

i selected both by themselves and together and hit it nothing happens /shrug

#

Jesus christ this is complicated

#

for no reason

#

like fuck blender

#

with a rake

winged valley
#

You're applying visual transorm, not object transforms.

#

It's easy if you do what you're supposed to do. ๐Ÿ˜›

terse forge
#

I'm in there

#

trying to apply transform

#

it worked for the rig i think

#

but not for the mesh?

winged valley
#

Press spacebar and type apply object transform.

terse forge
#

I looked all over the UI for another one

#

can't seem to find it

#

okay should I reset unit scale to 1

#

before I do this

#

and set my scales all back to 1

#

before

winged valley
#

No, Apply Object Transforms does that.

terse forge
#

when I did it to just my mesh

#

it fell off the rig

#

okay anyways

#

I'm gonna have to start again

#

I'm here, I've pressed space, applied object transform.

#

My understanding is you want me to also select the mesh and apply?

winged valley
#

Yeah, for both. But you need to change the scene units to 0.01 again.

#

Well, not select both at once, first the rig and then the mesh.

terse forge
#

alright, location, rotation, and scale were selected.

#

for the rig.

#

Do I need to press enter or anything or is it already finished

#

as soon as I do something else

winged valley
#

It's finished when you pressed enter in the spacebar menu.

terse forge
#

Alright both are done and the unit scale is .01

#

so now I scale the RIG up by 100, correct?

winged valley
#

Yeah.

terse forge
#

Getting some graphical artifacts

#

Any ideas?

#

Ah, it was my clip.

#

Whatever that is. I know setting first param to .01mm works charms though

winged valley
#

Yes, you will need to readjust the camera clipping.

terse forge
#

Alright, so now I'll rotate the rig into position

#

and export like normal, correct?

#

with anim / mesh?

winged valley
#

Why rotate the rig?

terse forge
#

because it exports standing up

#

I like having the rig laying down and to the right

#

also blender front view

#

isn't UE4 front view

winged valley
#

Then rotate the rig and apply transforms again. You shouldn't export with any transforms on the armature object.

terse forge
#

I think it's -Y

#

Do I need to reapply the transforms to the rig and the mesh

#

or just the rig now

winged valley
#

I have characters facing forward normally and change the orientation in UE4 in the BP.

terse forge
#

and also am I supposed to be reapplying the transforms after I scale?

winged valley
#

You should always apply on both.

#

Yes.

terse forge
#

Kk

#

Oh, I see.

#

That makes it 1.0 instead of 100.0

#

interesting

winged valley
#

Yes, that's what supposed to happen. ๐Ÿ˜›

terse forge
#

This makes 100x more sense ๐Ÿ˜‰

#

shit

#

what

#

my hand is like 100x the size it's supposed to be

#

:O

#

@winged valley how did I manage this now

#

unit scale was .01 in the scene

winged valley
#

Good question.

#

What does the dimensions say in Blender?

terse forge
#

2.209m

#

3.634m

#

1.432m

#

probably should be /100 that

winged valley
#

Those are pretty huge hands. ๐Ÿ˜›

terse forge
#

should I shift the decimal?

winged valley
#

Just resize them again to some nice value and apply object transforms again.

terse forge
#

It's hard to tell what is "nice" now that 1m =/= 1m

#

haha

winged valley
#

No, the dimensions are correct.

terse forge
#

so it exports 2.2m in 2.2 UE4 units?

#

I'm pretty sure that's how it's supposed to work

winged valley
#

UE4 units are cm, so 220 UE4 units, but yes, real size.

terse forge
#

ah okay

#

Now for some reason my VR pawn wont show his hands :<

#

They are no longer attached to the HMD

winged valley
#

You should probably check how it looks in the character(?) BP.

terse forge
#

I actually have it setup correctly but i keep getting different behaviour

#

sometimes they are not responsive

#

sometimes they are attached to the HMD wrong (like attached to the wrong side of the HMD as if it were the front)

winged valley
#

How does it look in the viewport in the BP compared to the template version?

terse forge
#

@winged valley I legit have their exact layout aside from the camera (Which isn't needed anymore due to how UE4 handles hmds)

#

Root -> Controller -> Mesh

#

hmm replacing the Player Start

#

might have fixed it

#

sec

#

yup

#

Looks like you need to replace that whenever you make significant changes to the player pawn i guess

#

@winged valley thank you for your help tonight

winged valley
#

np

terse forge
#

Tomorrow I'll try using my Grab / Release animations and setting those up ๐Ÿ˜„

#

If you're wondering what it looks like when it works

clever abyss
#

Does anyone know how can I export shapekey animation from Blender to UE4?

terse forge
#
Just to clarify, are you having trouble importing shape keys or a skeletal animation, or both? Also, make sure you have import morph targets checked when importing the fbx file into ue4 (in ue4 shape keys are called morph targets).


winged valley
#

Yeah you can.

clever abyss
#

Supa, I'm 200% sure I selected "Import Morph data"

winged valley
#

You will need to export the mesh too though.

clever abyss
#

But the problem is when I want to export JUST shapekeys with mesh

terse forge
#
Just trying to understand your export process. When you export the animation from blender, are you exporting just the Skeletal rig alone? From my experience, when I needed to bring in any animated blendshapes on the face, I had to export the Head mesh along with the skeletal mesh. The keyshape animation data is baked into the actual head mesh during export and not the bones that drive it. So try selecting the rig and the head mesh and export selected.
winged valley
#

You also need to make sure you're not applying modifiers on export.

clever abyss
#

oh

terse forge
#

Solution apparently:

Yeah I figured that out not too long after I posted the question. I exported the mesh with the rig and manually switched it to the skeleton in the import settings since it automatically defaults to skeletal mesh import settings. Thank you for confirming. I appreciate the insight.


winged valley
#

The tooltip even says: Warning: prevents exporting shape keys

clever abyss
#

Where

terse forge
#

tooltip = hover

#

usually

winged valley
#

Hovering Apply Modifiers in Geometries in the FBX exporter.

clever abyss
#

ah

terse forge
#

Someguy once referred to the individual buttons in photoshop as tooltips and I was severely confused when he kept asking for my help when he clicked on all the different tooltips

#

@winged valley thanks again, off to bed this time haha I'm toast

#

10AM and still havent slept

#

jeez

clever abyss
#

I'm still doing something wrong

#

UE4 does not import shapekey animation.

#

Like, I created a separate Action Channel in Blender for SHapekeys

#

and THAT is not being exported at all.

#

Unreal Engine does not import shapekeys animation as a standalone thing.

#

It needs to be merged with "main animation"

#

Still not working

winged valley
#

Works for me. ๐Ÿ˜›

clever abyss
#

. how

#

I want to export JUST shapekey data... and import it to UE4

winged valley
#

You will still need to set a keyframe on the first frame of your rig. After that just select both the mesh and rig and export without Apply Modifiers.

clever abyss
#

oh right

#

Frame 0 isnt working with UE4

#

.

#

@winged valley Can I DM you?

winged valley
#

No thanks. ๐Ÿ˜›

#

Just solve it here instead.

#

But I haven't used the NLA, not sure how that will affect things.

clever abyss
#

exactly... you dont know.

winged valley
#

So why use it?

clever abyss
#

Because I want to create lipsync and NLA helps?

#

Thought I could easily export-import shapkeys animation from Blender to UE4... so I can adjust it in UE4 easily.

winged valley
#

I don't see how it helps, would probably be easier to have an animation per line.

clever abyss
#

NLA = Non Linear Animation

#

It's like UE4 animation composite

#

Gotta do this manually....

winged valley
#

I know what it is, but it's not usually used for games.

clever abyss
#

I'm doing this for animation

#

cinematic video

winged valley
#

Doesn't really matter if it's in UE4.

#

What exactly happens when you try to import it in UE4?

clever abyss
#

It exports armature animation, but no shapekeys

winged valley
#

Do you have the shapekeys in the Mesh view in Persona?

clever abyss
#

Yes.

winged valley
#

Just no curves from the animation?

clever abyss
#

When I import the file with animation... shapekeys are untouched.

#

You cannot export shapekey separately.... that's the thing with UE4.

#

If you want to export you shapekeys... you need to keyframe the skeleton attached to the mesh.

#

I already figured this out.

#

Just do some extra steps

winged valley
#

Yeah, a keyframe with the rest pose.

simple aspen
#

I just remade an aimoffset from RifleAnimsetPro, a simple pitch only aimoffset, but it's going backwards up and down, so instead of facing forwards moving up, the wrists bend 180 degrees and move along the back instead of the front. Any idea how to fix this?

#

It was working fine before with yaw included (that one also goes backwards now)

#

Tried inverting all max/min numbers but no joy

clever abyss
#

You could fix it in animation

#

Like UE4, animation , select bone adjust parameters , save change

#

and It should work.

simple aspen
#

The actual poses are fine though, it's only going backwards in the blendspace itself which seems odd

#

Maybe because there is no center pose, it doesn't know which way to go?

#

Seems strange that it worked for months before

#

Ah fixed it

#

For whatever reason, the center pose was in local space and not mesh space, so it couldn't be dragged into the aim offset

#

Thanks ๐Ÿ˜ƒ

lofty marlin
#

Hey, is there a trick to make the State Events call while a Montage is playing?

#

I used my Idle State Entered and Left Events to start a Timer and Stop it.
That Timer plays a random idle animation every x seconds.

#

Now when you start running, I want that to stop, but if a Montage is already playing, the event doesn't fire

stoic agate
#

Hey guys I'm looking for a programmer and a 2D artist for a game project, am I in the right place? (was sent server link by a friend)

stoic agate
#

Found some progrmmers just need an animator

lofty aurora
#

Hey guys, i'm trying to set up a directional movement for my character but im having troubles with it. is there any tuts for it or if anyone can help me, that wuld be great

stoic agate
#

@Calibur#9286 what program?

#

wait

#

unreal

#

I am such a potato

#

anyways I had a site for tuts but I don't seem to have it bookmarked, if I find it again I will link you it

ashen shard
#

Are there any blendspace examples for flyers?

#

I am trying to create a blendspace file that would allow up/down forward animations, backward animations and normal forward/backward animations

#

but I am not quite sure how to do with without 3 variables

#

To give the idea this is the pack I am using

#

so the dragon has different animations for different angles

winged valley
#

@lofty marlin You could make a notify that checks some value and starts/stops a timer.

lofty marlin
#

I'm currently checking on tick if speed is > 0 and if we are playing a Montage

#

Not the best solution but yeah

broken adder
#

4.16 seems to be crashign when importing skeletal mesh LOD with different amount of bones

#

seems to work with 4.15 anyone encountered this?

tame whale
#

Hi there

broken adder
#

hi

#

@tame whale ask ur stuff here

tame whale
#

Everyone, please tips to animate interactive props on character on UE4

#

?

clever abyss
#

I still don't understand what you're trying to say :f

lofty marlin
#

@tame whale Example might help people to understand

tame whale
#

sorry for the delay guys.

#

ok let me explain.

#

my question is how can i build a nice system to have compeling animations while the character will fight

stoic agate
#

what is a good program to use to make 2D characters?

#

I need to find one that works and to find someone experienced in it

#

plz and ty

tame whale
#

@stoic agate what do you really want to do?

#

do you want to make 2D character for animated movie or for game?

stoic agate
#

game

#

same main character only 2 options, male or female and both are basic

#

the rest of them are a bit more complex

#

the monsters you will encounter I mean

tame whale
weak beacon
#

@tame whale there is no easy way to say what a nice system with compelling animations is. It would be the equivalent of a level designer asking where to put the rocks.
What you could do is use ARTv1 from marketplace to rig the weapon, create animations, import them into unreal, set them up with montages or whatever would fit your need, start doing some Animation programming and boom (1 month later your done)

#

The only really good advice I can give is use c++ classes for some of the Anim notifys and few others

stoic agate
#

@weak beacon do you know a server or site where I can look for animators etc.?

weak beacon
#

If you want free animations the only site that comes to mind is Mixamo

#

Have to add, the marketplace Animations is up and beyond in quality, if you ain't an animator I would suggest them since they would save you ten times the value in hours spent trying to do them yourself.

stoic agate
#

bad news is the monsters i designed are rather unorthodox and unlikely to be found there

#

but ty

weak beacon
#

Ohh, first now i read you are looking for animaTORS not animatIONS

stoic agate
#

I did

#

I am still waiting

#

unless you know some one / people

#

brb bathroom

#

type out your remaining concerns

weak beacon
#

Sorry to say animators isn't as easy to find as the rest. I personally don't know a single animator.

winged valley
#

When rendering a Sequencer movie the last frame is not the camera but the game view. Is this a bug?

#

Also the Play mode gets set to New Editor Window even if you had something else before.

clever abyss
#

@tame whale That looks far more advanced than I was expecting.

#

Swapping weapon from one hand to another is actually tricky to pull it off.

winged valley
#

I just noticed I can't import one frame animations made in Blender by setting the scene render start and end to the same frame. Can you do that in other software? I can see the keyframe when importing the .fbx back into Blender so I don't see why I should get an error in UE4.

clever abyss
#

something something, Blender.

ebon portal
#

quick question ... I'm using maya for rigging, but as soon as I use the IK handle tool on the UE4 mannequin, all the bones stretch out and won't bend

#

can somebody help me?

clever abyss
#

@ebon portal Are you using Control Rig PLUGIN ?

ebon portal
#

nvm I just forgot to set the preferred angle @clever abyss

twilit marlin
#

Im having an issue where I cannot "split" the animation exec node in my anim blueprint so I can have an optional hit state on the top half of my pawn's body - anybody know why I cannot do this?

clever abyss
#

Ok. I totally don't understand why is this happening.

#

Here's a simple animation.
In Blender, everything works fine.
But in UE4, there is this weird foot spasm.

I have no idea why its like that.

terse forge
#

Anyone have any ideas regarding how I grip the sword animation wise?

#

I want the sword to follow the controller (which it currently does)

#

However

#

I want to almost... add the socket as a parent to the hand rather than the hand as the parent

#

is that possible?

#

so when I move around the bones and stuff the socket never moves and is always consistent with the controller

granite hawk
#

Can someone help me with the Sequencer? Curious if I can make the character animate when moving using it's animation blueprint. Currently having to set up the animations separately from the transform and not very happy about that.

winged valley
#

@granite hawk For me it started doing that from 4.17.

#

@clever abyss Try disabling Simplify when exporting the animation.

granite hawk
#

@winged valley thanks. That's a fairly strong incentive to upgrade.

winged valley
#

Yeah. Sequencer is way more powerful when you can use an anim BP instead of just dragging animations into the tracks (which doesn't even work when you use stuff like Copy Pose from Mesh anyway).

granite hawk
#

@winged valley hmm the upgrade itself went flawlessly but they still don't animate in my case. Did you have to do anything special to make it work?

winged valley
#

Not really, but it doesn't show up in the viewport, only in renders.

#

For me all I had to do was add the BPs by right clicking and choosing Actor to Sequencer or whatever and not add any animation sequence.

terse forge
#

looks like the bones end up scaling

winged valley
#

That looks... a bit strange.

#

Can you share the .blend?

granite hawk
#

@winged valley doesn't seem to work with my setup, not in PIE at least ๐Ÿ˜ฆ

winged valley
#

Even when rendering?

#

But as I said it won't work in the viewport because anim BPs only play in "game" (or when rendering).

granite hawk
#

Trying to render gives me a black screen for whatever reason

winged valley
#

At least until the experimental debug anim BP in viewport thing is expanded to Sequencer.

#

A black screen? That doesn't sound right. ๐Ÿ˜›

granite hawk
#

But they definitely don't animate in-game at least

winged valley
#

They don't animate just playing in game either?

#

The playing back anim BP in Sequencer thing kind of assumes you've got animations playing without user input, or feeding input from events in the Sequencer event track.

granite hawk
#

yeah

winged valley
#

If you don't have an anim BP that does things automatically you'll have to use the Sequence Recorder which is super broken.

granite hawk
#

hmm so I guess its the problem with how animation controller is set up then. They definitely require input from user or AI to move

winged valley
#

But you've got an anim BP that does something on user input right? What exactly are you trying to do in Sequencer?

granite hawk
#

Just get them to move from A to B while playing a walk animation

#

For starters

#

Basically trying to make a little cutscene in-game using the sequencer

winged valley
#

You can trigger events from Sequencer with the event track, just add your character BP to the listening thing in properties by right clicking on the track, add an event in your character BP that does something to trigger your anim BP, then add a keyframe in the event track and right click the key and type your event.

#

And in that event you could set the speed or whatever in the anim BP to make the character move.

#

Not sure if you can send pure key input from Sequencer though, that would be easier and something I requested before.

#

Or you can make a branch in the anim graph itself and do a blend on bool or something, and that bool is only set from your event.

granite hawk
#

Hmm, I could just pass over coordinates and speed I guess. Not sure if that'd make it any easier to use than just setting walk animations by hand

winged valley
#

Not really, but using the anim BP directly you can do stuff that would be impossible to do by setting a bunch of animations in the animation tracks, but it requires you to set up things that makes that possible (basically triggering things on events/variables instead of user input).

#

And it works with stuff like Copy Pose from Mesh, anim dynamics.

#

The main benefit is that you wouldn't have to redo animation if you wanted to change timing of things, you could just move the event instead. And set up complicated layering of things using the anim graph. But this realtime anim BP in Sequencer is a pretty new way of doing things, maybe not useful for everything.

clever abyss
#

@winged valley Thanks.

winged valley
#

Did it help? ๐Ÿ˜›

clever abyss
#

Yes.

#

A lot.

winged valley
#

Does it look the same in UE4 now?

clever abyss
#

99.5% the same

winged valley
#

If not maybe you need IK to have it perfect.

clever abyss
#

Perhaps I need to adjust something in Import settings

winged valley
#

You could try animating at 30 fps and respampling to 30 fps on import.

clever abyss
#

Had to enable one option. Now It works perfectly ๐Ÿ‘Œ

winged valley
#

What option was that?

granite hawk
#

@winged valley might really be easier to just tell them to follow a spline via sequencer events, then the actual movement is performed by the characters on their own. I mean it was really supposed to be a simple thing, walk from a to b in a given time while a dialogue is playing

winged valley
#

If your animation is in place you could use a spline path for the character.

granite hawk
#

It is, yep. Timing their movement becomes the only problem in that case

clever abyss
#

@winged valley In Animation section, I had to enable [Preserve Local Transform]

winged valley
#

Okay, cool. Not sure why it's not a default if it makes things look better.

lofty marlin
#

Yooo, so I have a Blender Skeletal Mesh with Anims.
Imported to UE4, everything is awesome.
Now I added new Anims to the Blender Skeleton.
Exported, but how do I import the new Anims?

#

Reimport does nothing useful

#

Nvm, found it, just import it into a diff folder than the existing skeletal and untick the impert mesh boolean

terse forge
#

@cyaoeu#1358 Hey, thanks for your help again from the other night. Went through our chat again because I ended up remaking the hand ๐Ÿ˜ƒ https://i.imgur.com/4lqQQUL.png

Hopefully not too bad for my second hand model ever ๐Ÿ˜›

winged valley
#

Because of stuff like this it can be a good thing to have animations in separate files.

#

@terse forge Yeah, it looks nice. ๐Ÿ‘

terse forge
#

@winged valley haha thanks man

#

check out the anims now

winged valley
#

Not sure why they use that rigify method, it's a mess.

winged valley
#

Some reasons why you would not want to use it:

#
  1. Blender scene units not correctly set, so you have to run a script before exporting every animation to create a new rig with the fixed settings (instead of changing the scene unit settings once and be done with it).

  2. Unapplied 0.01 scale on the mesh because of the above workaround, which could make newbies think that having unapplied transforms on meshes isn't a bad thing, which could screw them over later.

  3. When running the script the armature is replaced by the "fixed" armature, so when you want to animate again you'll have to delete the "fixed" armature (and the empty) and add the normal armature back in the armature modifier because it is empty after deleting the fixed rig (after exporting an animation the mesh will stop responding to the rig every time).

  4. Because of having to run a script before exporting every animation you can't run other script like normal animation batch exporting scripts for exporting every action in the file to a separate .fbx file.

  5. The bones do not even have the right names, so if you want to retarget you'll have to select the right mapping in the retarget manager which is a bit strange for a custom rig, it should just autodetect the bone names (by using the correct names in the rig).

#

Conclusion: nod while watching the stream, then use UE4Tools instead. ๐Ÿ˜›

terse forge
#

tried doing materials

#

was mostly just pluggin in constant values haha and seeing what happened

winged valley
#

Is the flat shading intentional?

terse forge
#

yeah

#

I figured it was easier on the VR stuff

#

I have no idea why the sword isn't reflective though

#

The preview is very reflective haha

winged valley
#

You could try smooth shading in Blender and adding a subsurf modifier to see how it would look.

terse forge
#

eh

#

I'll figure it out eventually haha

winged valley
#

I meant the faceted look on the hands, but if that's the look you want it's not a problem. ๐Ÿ˜›

terse forge
#

@winged valley oh you mean the tris showing and stuff

#

yeah it's pretty rough haha

winged valley
#

Man, Sequencer is so broken for rendering at least.

#

Warm up frames/warm up delay messes with event timing, no AA because you need multiple frames (could be solved by per frame delay feature), widgets show when rendering, the last frame rendered has the wrong camera view, you need to right click events instead of having a dropdown menu at the left where the tracks are... and more. ๐Ÿ˜›

misty dagger
#

Hey guys looking to get a better understanding, I've gotten good at animating in bllender, should I just import my animations from blender to UE4 or just animate everything in UE4? There's so much out there that I'm not sure which way to go about all this.

winged valley
#

Animate in Blender, you can't really animate in UE4 yet.

pliant karma
#

Hey folks, got a animation issue now , its not playing the full animation in preview, but in the animation editor it plays it in full ,, the range is set to the correct amount as well.... ?

#

nvm..........mistoook how far my animation went and was triggering its own event......and its not even late here flops head

misty dagger
#

@winged valley Thank you

sour elm
#

How do I enable IK for characters?

#

Is this something I need to do with the graph?

#

so just change their rotation

#

@ me pls

ripe raven
#

Having a problem with the transition from idle to walking for Ai character. The character pops from one pose to the other, is there a way to smooth the transition?

sudden sedge
#

What is the easiest way to do aimlayers?

#

or aim matrixes

clever latch
#

is it normal that blendspace direction calculator sets character to rotation 90 degree when standing still?

misty dagger
#

Anyone here experienced with animation and would like to help out

#

unpaid

soft swan
#

so i have a problem, my player character and AI character use the same mesh and the same animation blueprint, AI has blocked input and its own controller but for some reason whenever i jump with my player character or use attack, the AI character does the same

light atlas
#

@cyaoeu you mentioned something about a script that exports each action in the blendfile to a seperate fbx. I did a bit of googling but couldn't find anything. Where do I find said script?

winged valley
#

Well it's my script so probably pretty hard to find. ๐Ÿ˜›

#

Select a rig and change singleanim to False if you don't want a single animation, then run the script.

#

Also by default it uses every action in the .blend file.

light atlas
#

Haha that explains it then. Cheers, this will be so useful ๐Ÿ‘

winged valley
#

If you want a certain action "type" or whatever you can do something like this if action.name.startswith("FNH"):

#

and have a prefix for the animations.

#

or suffix .endswith("") and so on.

light atlas
#

I've never done python but it seems simple enough c:

winged valley
#

Yeah, pretty simple. ๐Ÿ˜›

#

But you can do some more crazy stuff if you want to, my own export scripts are pretty unreadable to anyone except me.

light atlas
#

Haha yes I can imagine ๐Ÿ˜„

#

Where does it take the framerange from?

#

Isn't that what NLA tracks are usually for?

winged valley
#

The last keyframe of the action.

ripe raven
#

Having a problem with the transition from idle to walking for Ai character. The character pops from one pose to the other, is there a way to smooth the transition? @me please

neat plover
#

so i'm trying to use sequencer to make a "fly-over" of a level, now i have texture streaming disabled, its set to cinematic mode, 1080p, no compression, but the rendered video from it all my textures/objects look terrible as if they're at (or close to) their lowest mip/lod

#

any ideas?

winged valley
simple karma
#

Anyone know if there is a way to access vector parmeter of a notify in a animation blueprint at run time as to say for instance change a initial color value of something that fires in an animation?

vast trellis
#

@winged valley will that let you use marketplace assets with a rig and export back with the real epic skeleton?

winged valley
#

@vast trellis Yeah, as long as you can retarget the marketplace animation to your skeleton first.

#

That way you can also add root motion and stuff if you want that.

tame whale
#

Hi UE4Slackers

#

i have a little issue with my project

#

i'm using UE4.17

#

here is the look i have now

winged valley
#

That happens when the retarget base pose doesn't match the UE4 mannequin skeleton.

tame whale
#

thanks @winged valley how can i fix that?

winged valley
#

You can change the pose in Persona to more resemble the mannequin skeleton, then go to the retarget manager and click Modify Pose, then set the pose.

#

But it's better if you set the rig up to look like the mannequin skeleton when creating the rig, that way you won't have to do it in the editor.

tame whale
#

thanks bro @winged valley

devout dagger
#

How do I setup IK for vehicle suspension in UE4? (I simply want to move my vehicle actor from A to B over the terrain and have vehicle react to the terrain more or less in a believable manner)

worthy walrus
#

Is there a way to get the length of an animation being played if it's not a montage?

I'm playing animations with the animation BP but I need to know how long an animation is so I can stop the player from moving until it's completed

winged valley
#

The regular functions should work even if it's not a montage.

worthy walrus
#

get play length?

winged valley
#

Get Length, Get Play Length, something like that.

devout dagger
#

So, no one worked with vehicles and IK in UE4 ?

worthy walrus
#

that node takes a sequence base but how can I get a reference the the current animation playing

#

@devout dagger I haven't sorry

#

ive been looking for about an hour now and all im finding is forums where people get the length of a montage, my animations arent a montage

devout dagger
#

what are they ?

worthy walrus
#

whatever it is when I import an animation and use that

#

from an fbx

#

I need to somehow get the play length of that animation in blueprint

devout dagger
#

you might be going backward on how to use anims in UE4..

#

it's not really that simple and straightforward

#

took me a while to grasp the anim system and I only scratched the surface (only used it with montages )

worthy walrus
#

hmm, So I shouldnt be using the tree? because i cant plug montages into that

winged valley
#

You can't?

worthy walrus
#

i cant even put a montage on that canvas

winged valley
#

But yeah, it's probably impossible to get the playing animation in the anim graph, that's more for animations triggered from the event graph.

#

You use a slot node in the anim graph and the play montage node in the event graph.

#

But what you want is probably a state machine instead.

worthy walrus
#

yeah I am using a state machine for my whole character so far

devout dagger
#

I haven't worked with states yet, so I just assume you need to get state first, then final pose, then anim and then anim length

#

in the anim BP graph that is

#

I might be totally wrong ๐Ÿ˜Š

winged valley
#

You can use the enter/left state events to set up your input disable thing.

worthy walrus
#

i cant get the state at all by the looks of it

#

and @winged valley I need to wait a portion of the length to open the attack que window for the player to attack again

winged valley
#

That doesn't sound like an animation thing then, solve that on the input check.

worthy walrus
#

because the animations will vary in length

winged valley
#

Then set a float value on each attack and use that instead.

worthy walrus
#

was hoping to avoid that ๐Ÿ˜ฆ

winged valley
#

Why? ๐Ÿ˜›

worthy walrus
#

I would need to seach for the attack im up to

winged valley
#

Yes? Aren't you doing that now anyway?

worthy walrus
#

no

#

i was hoping ther'd be a way to determine how long the current animation that is playing is

#

because then id just use that time instead of manually looking and setting a time for each animation

#

gonna look into montages now

winged valley
#

That sounds like something you would do if you're using montages, but you're using state machines instead.

worthy walrus
#

I just liked the tree for the combos :(
made it nice to visualise

winged valley
#

You can do something similar with enums.

worthy walrus
#

yeah thats most likely what ill end up doing

winged valley
#

It's way easier to do gameplay stuff using montages, especially the new play montage node.

worthy walrus
#

thanks ๐Ÿ˜ƒ

raw dew
#

@worthy walrus Not sure if I fully understood what you need. But if you want to know about a specific moment in any animation, regardless of being a Sequence or Montage (for instance, the precise moment your attack has enough momentum to generate damage), you could use an AnimNotify.

#

But Montages - as mentioned before - might be good for attacks and other actions, and just know when they are done playing.

winged valley
#

One click too.

terse forge
#

check it

winged valley
#

A bit sticky. ๐Ÿ˜›

terse forge
#

The cloth?

#

I don't know what's going on with it glitching out

#

it looks like all cloth simulates at the same time if you add an impulse or something

winged valley
#

I thought it was some skinning glitch at first, but if it's cloth, cool!

terse forge
#

yeah it's cloth @winged valley

#

Trying to figure out why FPS is dropped significantly

#

probably.. the cloth

#

lol

#

Disabled lighting on all my daggers and their strings

#

still getting reprojection

#

how can I see what's causing issues?

split vale
#

My second animation attempt in life

zenith fog
#

Guys, does mixamo dead now?

#

the animation packs are gone

#

are there any alternatives ?

worthy walrus
#

@raw dew that's part of it, but I also need to open a window of opportunity before it finishes to allow the player to chain attacks together before the animation ends. Also animation notifies seem like a hacky way around the issue

#

If you look at one of the images above where I was delaying for 80% of the full animation duration before opening that window and then delaying again for the remaining duration before processing any attacks that were qued up during that open time, otherwise the combo chain will be lost

misty dagger
#

yo

#

anyone on who can help me with blending animations>

round shale
#

ugh, is there any tutorial for unreal 4 that doesn't simply rely on importing from maximo?

zenith fog
#

mixamo is not what it used to be. only basic characters and animations

#

i think they all relied on it

#

i tried one tutorial that used makehuman, but even that used animations from mixamo

round shale
#

lol

round shale
#

newbie question - can you activate animations via events?

tawny dome
#

hmm

#

Not quite what I want

#

But I'm happy I've got IK working for legs and mostly arms

tawny dome
#

So I'm having a problem and at this point I'm not sure what is wrong

#

I'm using a two bone IK and giving it the center of that sphere

#

well

#

the center of the sphere is the point I'm giving it + the hand_l bone location

#

this is the properties window for the two bone node

#

so I'm not sure why it isn't moving the hand to the center of that sphere

#

What it seems to do is put it in line with the line trace from the shoulder to the hand

#

So I'm thinking I'm misunderstanding something about the properties

#

but I'm not sure what

#

(stretch is there just because it gives me a better idea of what it is actually doing, the problem is the same with or without that on.)

dim cloak
#

are you giving it that point in bone space?

tawny dome
#

If by bonespace you mean a vector that is an offset from the location of the bone, then yes.

dim cloak
#

it needs to be offset using the bones rotation too

#

ie 0,0,1 would be 1 unit along the bone's up vector

tawny dome
#

derp

dim cloak
#

you can just choose world space for the effector location and use that too.. might be easier depending on what you're doing

tawny dome
#

yeah

#

but I had it as bonespace without the rotation

#

hmm

#

closer

#

But still not quite right

#

welp world space works

#

or not

#

the collision is fine

#

but when it moves the desired position doesn't change correctly

#

hmm

#

welp I can figure it out from here

#

Thanks

urban spear
#

Hey guys, when i export from blender to fbx then to ue4 it tells me i have multiple roots

#

how do i rectifythis

winged valley
#

Only export with deform bones.

bronze osprey
#

whats the diff with anim dynamics in anim bp and physical anim component in bp?

#

is dynamics better?

vast trellis
#

why do the ik bones in the mannequin have a separate root?

weak beacon
#

First time doing armor, hence the rookie question

reef viper
#

It's possible use Animation from Unity to unreal engine skeleton???

knotty sandal
#

It is worth noting that I am using Mixamo, and used Blender to add root bones

round shale
#

Maybe look into physic animation component?

urban spear
#

Hey guys, i'm trying to export a first person rig animation that i made in blender. I tried importing to UE4 and it says that multiple root bones were found

deft dust
#

Hey bois hows it going? Anybody got a couple seconds to answer a quick question?

round shale
#

Anyone use C++ for their animations

#

?

#

Also for my animation I have an attack animation - if I don't have it transition back to idle it plays but then doesn't transition back to idle. I think I need to make it transition back after the attack is finished using Current Animation Ratio < 0.1 but it's not working - any ideas?

winged valley
#

@knotty sandal You could check the physics asset and see if the bodies are below the feet, in that case move them up. If that doesn't fix it you can export the animation and import it again with an offset in Z.

round shale
#

Can you have multiple animation graphs?

#

Or is that a bad idea?

winged valley
#

I don't see how that would work, what would the output be? Even in multiple event graphs you can only have one event of each type (engine defined events).

#

But you can have several anim BPs and switch them at runtime.

round shale
#

yeah ok

winged valley
#

Or blend in the anim graph.

round shale
#

one other question - I'm using the C++ of animation notify, however this may get very tedious. Is there a more abstract way of approaching it? Maybe with notify callbacks or something like that?

devout dagger
#

maybe use notifies in BP ?

ashen elbow
#

Is using "GetAnimInstance" on a character a great way to change variables in your Animation Blueprint, for example if your character punches, you use "GetAnimInstance", cast to your Animation and use the Punch bool in your Animation Blueprint?

#

I always wondered why even in the Epic tutorials, people would make 2 same variables in the character and in the Animation Blueprint

#

Can "GetAnimInstance" cast fail at some point or do people lack knowledge of this?

winged valley
#

You can do that, yes.

lime bramble
#

A character should be able to have as many blendspaces as it would need, correct? For some reason as I inserted a second blendspace the character stopped animating and just plays the idle loop.

#

Is there a way to debug this?

#

Althrough, in the preview things work fine

winged valley
#

How exactly are you inserting a second blendspace?

lime bramble
#

via state machine triggered by bool

winged valley
#

And inside the state?

lime bramble
#

just the speed reference

#

preview works fine

winged valley
#

Then you're not setting the values correctly in the game play nodes.

lime bramble
#

Hmm

#

Game play nodes?

#

This is ingame

clever abyss
#

Imports animation from Blender to UE4

winged valley
#

You should print Speed and the result of the boolean on tick.

clever abyss
#

Shoulders are fucked up

winged valley
#

Claives?

clever abyss
#

Shoulders

winged valley
#

What kind of rig?

clever abyss
#

The same as I used before.

winged valley
#

@lime bramble You can also open the anim BP while in the game and pick it in the debugger thing, it will show you the states/values.

lime bramble
#

ah right

clever abyss
#

Even when I edit bones position in Persona , animation... It doesnt work

#

I'm slowly thinking about scrappting UE4 for this project >:\