#animation

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dusk dove
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How do I tell an Anim Montage to play once?

winged valley
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In the sections, remove the loop by clicking the x.

dusk dove
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There's no x xD

winged valley
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o_O

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If it's green it should only play once

dusk dove
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omg

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a bug?

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if the Section's name is "None", it will repeat

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if it's "Default" it won't

vital sun
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possibly an old link, but thought i'd share it again if someone hasn't seen it

outer herald
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if anyone knows a good up-to-date tutorial on how to get bones from blender working with retargeting please post it, been trying for days...

vital sun
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i'd be interrested in that too... also if someone has a good skinweight painting tutorial for blender it would be awsome

viscid willow
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By retargeting do you mean a skeleton that emulates the Default Unreal Skeleton? Then allowing you to throw it into the retarget manager as a retarget source

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Coz if so I have been working on that exact thing lol and in terms of skeleton creation I have got a skeleton that has an almost one to one heirarchy to the Default Unreal Skeleton

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I havent set up retargeting just yet and I am currently at work but I will make a post when I get home tonight which will be about 8 hours from now ๐Ÿ˜ž

viscid willow
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The character might not be a game asset but the techniques and principles still apply

analog palm
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when i do a sqeuence, and roate, lets say a door, sometimes the door chooses to open the wrong way through the wall. Is there a way to control this?

twilit marlin
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Has anyone every had the issue where inside your Anim BP by testing the preview, your animation works, but in-game it seems like some states are not firing correctly?

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I am printing the values to the screen as I play, and the boolean that controls the state switch says its true, yet the animation still does not play

twilit marlin
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Nevermind - figured out it was a rouge Boolean value that was default set to true when it should have been false.

winged valley
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@outer herald @jonas_molgaard#1272 @viscid willow What's wrong with UE4Tools?

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Stop trying to reinvent the wheel. ๐Ÿ˜›

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@analog palm Are you rotating over 180 degrees?

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You might need to set the value manually, sometimes you can get flipping when rotating in the viewport.

viscid willow
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@winged valley Nothing wrong with them at all, I use them a lot and its helpful to not have to worry about things like scene scale and export directories, I'm just going for something a bit more custom

outer herald
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@winged valley didn't know about ue4tools, seems nice, but still wouldn't mind knowing how to make it all work with my own armature.

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@viscid willow yeah, watched that also, but still can't get it working, in 4.10 I managed to retarget ue4 animations to my own character on first try, but no luck in 4.17.

outer herald
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been reading about UE4Tools and it seems like alot of people are having problems with it, also seems like it's not updated for ue4's new rig :/

viscid willow
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@outer herald This is a block out character I built a skeleton for with the UE4 Skeleton in mind

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I added this to the retarget manager and retargeted the mannequin idle animation to this guy

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You can see the rotations and positions look pretty funky coz the proportions of this character differ from the original mannequin

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@outer herald If you did want to make a rig for UE4 the important thing to consider is matching the main deform bones of the mannequin character. That is if you want to use the animations provided in the engine for example.

But in any case having matching deform bones that you can assign in the retarget manager is all you really need. That applies to any characters you want to share anims between. Having the base "humanoid skeleton" will allow you to fill out the retarget manager pretty successfully

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To get it closer to perfect is when you need to get in there with IK Bones, which I have here, however they carry no animation in the current UE4 assets

outer herald
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yeah, that's what I tried to do, on my first try in 4.10 I didn't even have the scale in blender set up for ue4, and the bones were really simple, but I got it working, now in 4.17 I tried to make the bones as close as possible to ue4 skeleton but stil cant get it to work

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from one of my tries

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I tried with several different characters and bones

viscid willow
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oh cool, ill have a look

outer herald
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thanks ๐Ÿ˜ƒ

viscid willow
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Have you set up the UE4 Mannequin in the retarget manager with the humanoid rig as well?

outer herald
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yeah

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first set up ue4 character, then save then my own, set all bones accordingly, then try to retarget

viscid willow
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you say you didnt set the scale in blender?

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if you import the skeleton and ask the engine to make a physics asset for you does it say bone size is too small?

outer herald
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yes

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or wait let me check

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I'm sure it did it before, but not sure on my latest character

viscid willow
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right coz im wondering if thats the issue because if you are using the default blender scale your rig will be 100x too small

winged valley
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It's easy to check, just check your Blender scene unit settings.

outer herald
viscid willow
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scaling skeletal meshes is one of the biggest nono's

winged valley
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And in general the transforms on the mesh/rig in Blender (object mode), they should be at 1 scale.

outer herald
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I "applied" location,rotation and scaling before exporting, is that bad ?

viscid willow
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hmmm, interesting, doesnt say its too small but yeah would you mind checking your blender units?

outer herald
viscid willow
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Ah okay

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to work in unreal best practice is to begin by setting your scene scale to 0.01 and your units to metric then work from there

outer herald
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can I simply change it now or do I need to remake everything from scratch ?

winged valley
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By the way, the bone size too small thing was fixed a long time ago, but the physics asset still gets messed up (3 bodies instead for a body for most bones).

outer herald
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unit presets is meters btw

winged valley
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You can change it now, it's not hard.

outer herald
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alright, so I just change that and try to export again?

winged valley
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You need to do a few things, but you can change the scene units to 0.01 metric first.

outer herald
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unit preset still meters ?

winged valley
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Yeah.

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Then select the rig in object mode and scale it by 100 times, after that select the rig and do Apply Object Transform ticking scale, then select the mesh and do the same thing.

outer herald
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alright

winged valley
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Then it should be fixed after reimporting.

viscid willow
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If I were you I wouldnt scale up the bones

winged valley
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Why not?

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If you don't you get a 1cm mesh. ๐Ÿ˜›

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The scaling is just to get things back to normal after changing scene units from 1 metric to 0.01 metric, the scale doesn't really change in Blender, just in the .fbx.

viscid willow
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Personally I would delete the skeleton, scale the scene and the mesh appropriately and then remake the skeleton. Scaling skeletal meshes can be problematic, not all the tiem but most of the time it will be. You will get cases where it looks fine in the viewport but the rotations require extreme numbers to rotate a simple 90 degrees. This is because as far as unreal is concerned your mesh is 100x bigger than it should be

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I have been doing this for about a year and making rigs in maya, blender and max. And the first step you should always do is set your scale correctly

winged valley
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I don't see why you would need to do that.

outer herald
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I'll try like this to start with this, can try to remake bone if it doesnt work

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btw those 2 error messages are nothing to worry about ?

viscid willow
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Its good practice for a clean asset

winged valley
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I mean it's not only possible to rescale rigs made in an incorrect scene scale, you can fix animations too.

outer herald
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smoothing groups and influence count

viscid willow
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smoothing groups are part of your blender export

winged valley
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For smoothing groups you should set the normals to Face or something, Normals is bugged (but got fixed really recently).

viscid willow
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the vertex groups could be an issue , some of your weight painting might be off because UE4 supports 8 influences per vertex, you have 13 on some vertices

winged valley
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For the influence count you can do Limit Total in weight paint mode.

outer herald
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anything extra to select in import options? other than TOA refs ?

winged valley
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Disable leaf bones maybe, nothing really.

viscid willow
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import normals and tangents might be a good one to have on for importing your mesh smoothing, this is getting outside the realm of animation lol

outer herald
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definately an improvement

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atleast now the camera is outside the character

winged valley
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You should try retargeting again.

viscid willow
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what does the thumbnail for your asset look like?

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Oh i can see it, it looks pretty normal. Does it look normal in the content browser?

outer herald
viscid willow
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ah thanks

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not to be a pain but i do think creating the skeleton at the correct scale is going to help shed some light on this ๐Ÿ˜•

winged valley
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It's not. ๐Ÿ˜›

outer herald
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๐Ÿ˜„

winged valley
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It more looks like the weights are off or something.

outer herald
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I'm happy to try whatever, been trying everything for days, need to get this working ! xd

winged valley
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Or the retargeting settings for the bones.

viscid willow
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lol why is it so hard to believe it might be a scale issue

winged valley
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Because it's fixed now. ๐Ÿ˜›

viscid willow
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uh

outer herald
viscid willow
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lol

winged valley
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Animation looks normal (in scale), so scale is not the issue.

outer herald
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not sure about that red bone

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dont even have it in blender

viscid willow
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red bone is the root

outer herald
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but my root bone is a smal bone just below pelvis

winged valley
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You should have the root bone at 0 0 0 location.

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Then it's wrong. ๐Ÿ˜›

outer herald
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hmm

winged valley
viscid willow
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root bone shoyuld always be at 0,0,0 when at rest

outer herald
winged valley
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In edit mode you can press shift+c to set the cursor at origin, select the root bone, do Snap Selection to Cursor, that should fix that.

outer herald
winged valley
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o_O

outer herald
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wtf

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alright

winged valley
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You can upload images here by pressing the + thing at the left.

outer herald
winged valley
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Yeah that doesn't look right.

outer herald
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how do I snap to origin ?

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"selection to cursor" ?

viscid willow
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shft+c to get cursor at 0,0,0 then snap your bone to the cursor

winged valley
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You can just type Snap Selection to Cursor in the spacebar menu.

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@outer herald

outer herald
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same thing... I'll just try to remake the bones

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thanks for the help so far guys!

winged valley
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Remaking the bones won't change anything, I would guess something is messed up with your retargeting, you should try it in a new project.

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Also did you reimport the skeleton itself?

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Or you could share the .blend and I could try it out.

viscid willow
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thats a good idea, I still think scale is something you should be keeping consistent between your modelling tool and UE4

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it is pretty important

winged valley
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If it looks right and is at 1/1/1 scale it is consistent.

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๐Ÿ˜›

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You can change scale after the fact by scaling and applying transforms.

viscid willow
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Its not really that simple, there is a reason most epic devs say to get your scene scale right first

winged valley
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It is that simple.

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The scene scale is a different thing, it's for making the rig 100 times bigger so it's in centimetres (like in UE4) rather than meters (like in Blender defaults).

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But rig scaling not working properly in UE4 is a UE4 bug, it doesn't happen when using Maya because it's in cm already, so it's not fixed yet.

outer herald
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I tried in a new project now

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last time after fixing scale

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this is after I repositioned root, but there might be some problems with automatic weight now, I just went into edit mode, then removed the armature modifier, then remade automatic weights, not sure if that's all that's needed for reparenting armature

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I mean I went into edit mode and positioned root bone

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then removed armature modifier and remade with automatic weights

winged valley
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Weights look messed up for sure, not sure why you remade them.

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๐Ÿ˜›

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You could've just used limit weights instead.

outer herald
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it's just every tutorial shows automatic weights

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not sure what the other ones do

winged valley
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Ah, it's faces inside the mesh.

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Is that clothes or just a mistake?

outer herald
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clothes

winged valley
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Okay, you might want to copy the weights from the mesh later.

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Anyway I'll try your mesh and see what I get.

outer herald
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oh after making two objects one, with ctrl-j I need to remove doubles or something ?

winged valley
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Not really.

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Anyway the problem is your rig.

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Your clavicle bones are called upperarm, the upper arm bones are called lower arm, the lowerarm bones are called hand, and there is no real hand bone.

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Also there are upperthigh bones that don't exist in the mannequin rig.

outer herald
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yes I know, but I posisitoned them accordignly

winged valley
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And the spine bones don't have an underscore like spine_01 so you need to select them when retargeting.

outer herald
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just left out the calvicles

winged valley
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You can't do that. ๐Ÿ˜›

outer herald
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but it worked on my first character in 4.10 ๐Ÿ˜ฆ

winged valley
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At least not if you don't change the retargeting settings to the right bone.

outer herald
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yeah that's what I did

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but yeah I see what you mean

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can create alot of room for errors

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will try to remake bones to be more precise

winged valley
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(with the clothes removed)

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Anyway I suggest you just use the UE4Tools rig instead of creating your own, or you will run into lots of issues.

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And make the mesh fit the rig rather than changing the rig.

viscid willow
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Glad it has been resolved

winged valley
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Here's an example with a UE4Tools rig, as you can see it looks way better even though I didn't fix the weights for the feet/legs (/anything), and the mesh isn't aligned perfectly either.

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But your mesh is pretty weird in general, it's triangulated for no good reason, it's not symmetrical and so on.

viscid willow
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night guys, good job @winged valley

outer herald
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thanks guys! will try to remake everything and see if I can use ue4 tools also

round shale
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Is there a good way to 'break' out of an animation via animmontage? I.e. a player gets attacked mid-movement or something.

winged valley
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Play another montage? ๐Ÿ˜›

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Or Stop Anim Montage.

round shale
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heh, I was thinking that or I can play another montage er.. thing.

viscid willow
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oh actually, before I go to bed, hey @winged valley have you had any experience getting a squash and stretch bone out of blender and into UE4?

winged valley
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Nope.

viscid willow
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K coz i am trying to figure it out and Im pretty close

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currently looks like this

winged valley
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You could try using the Constraint node in the anim graph to constrain scales for the bones to control bones in your rig that are not connected.

viscid willow
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Okay, ill look into that. What do you mean by "bones that are not connected" though?

winged valley
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Just not attached so they don't inherit scale in UE4.

viscid willow
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All the bones here follow a standard skeleton heirarchy so the spine is all connnected

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does this mean i would have to disconnect the bones to have a squash and stretch rig without inheriting scale to child bones?

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because as you can see if i dont rotate the bone it behaves like it should, stretching in the torso but maintinaing its shape on the chest

winged valley
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Actually I found a way, you can inherit the scale of the next bone in the chain to some other bone (in my test the control rig bone for the same bone which has 1 scale)

round shale
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just checking - animBP exist by default on the client, right?

winged valley
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First constraint, scale to some other bone (you could probably replace this with the squash/stretch bone in Blender)

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Second constraint on the next bone in the chain, important is setting the Offset Option to None.

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The second constraint will make sure the scale is set to 1 for that bone and any child bones of that bone, so just insert constraints like these for any bones that should not inherit scale from the squash/stretch.

viscid willow
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ho dang, i think i need to update my engine coz i cant seem to find the node in 4.16

winged valley
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Probably 4.17 then. ๐Ÿ˜›

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But using that node you should be able to get squash and stretch to work.

viscid willow
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my god

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a whole year..ish of trying to figure this out

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what exactly is the name of the node so i know what im looking for?

winged valley
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Constraint (in the anim graph)

viscid willow
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yeah must be in 4.17

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guess im updating tomorrow

winged valley
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Could you share your stretch leg rig?

viscid willow
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the one i made for my forum post a while back?

winged valley
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Yeah, just the leg. ๐Ÿ˜›

viscid willow
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sure im gonna have to fish around for it haha

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please ignore the disgusting topology this was made in a rush, also you might want to double check the bone heirarchy. I recall i dosconnected the foot bone for testing purposes

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but yeah if you extend the leg the calf stretches and you can stretch down the knee too to further extend the leg

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ideally the knee would move to 50% of the stretch of the calf so it would stretch the full leg in one go, allowing the animator to tweak the knee position after but this is as far as i got

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anyway its 1:40 am and i have work tomorrow, im off to bed, will be back for round two though

winged valley
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Later.

winged valley
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Here's what I got, you need extra control bones that should not get messed with so you've got something to copy the rotations from. For scale you could have any bone that has 1 scale.

winged valley
viscid willow
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The extra control bones are they one's you export with the skeleton?

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This is incredible though

winged valley
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Yeah, but you could make special controls for that.

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But you need to have extra bones that are not affected by the squash and stretch for stuff like the feet, you need something to copy rotations from.

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I just used the rig as it was kind of, I guess if you really wanted squash and stretch you would have set it up to work right from the beginning.

craggy patio
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Guys, I want to create a character customization system based on morph targets and my question is about the performance. My model contains about 40 morph targets for the face and about 20 for the body. I'd like the online players to use two base models for male and female, the rest is up to how they set the morphs. Will I get a big performance hit while having a lot of players in one place at the same time?

winged valley
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Just make a bunch of random morph targets, apply them and throw a bunch in a level and profile it with them enabled and then disabled.

viscid willow
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Sorry @winged valley I'm just a bit confused. So you made control bones for the feet that are exported with the skeleton so you could copy their rotations?

winged valley
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Yes, well I used bones that already existed in the rig (exporting with Only Deform Bones disabled).

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The rotations got messed up because of the IK so I used another constraint to keep the rotation of the feet.

viscid willow
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Ah okay. Would you mind sending a screenshot if the skeleton heirarchy so I can take a look?

winged valley
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It's a UE4Tools rig with Stretch To constraints added to the thigh and calf (deform) bones, nothing special. ๐Ÿ˜›

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But the rig is not really set up right for squash and stretch to work so you need bones that don't get transformed by the Stretch To stuff or whatever you use.

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And in UE4 use Constraint nodes to replace the scale values to 1 and the rotation value to whatever the bone rotation should be.

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For anything that isn't supposed to get stretched I mean.

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But you could probably do it the other way around too, have stretch bones that aren't attached to anything, then copy the scale from them to the bones that are supposed to stretch. That might be a better idea because you wouldn't get strange rotations on stuff like the legs.

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Uh, feet. ๐Ÿ˜›

craggy patio
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@winged valley Yeah I will do that when I finish the model, but that involves tons of work so that's why I prefer to ask someone experienced with morph targer performance and to ask if it's actually a proper way of doing things like character customization. Many games that I've seen use very tricky ways to optimize stuff like that. I'm doing a test with totally random morphs and it doesn't seem to hit the performance too much.

winged valley
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I think it's cached so if you don't change them at runtime too much it should be okay.

viscid willow
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Right okay I see. So say I'm stretching spine 01, I would create two bones to export. The main deform bone and the stretch bone, then constrain from one to the other

simple aspen
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Getting some incorrect animation playback in UE4 when exporting using ART with the default Maya 24 FPS playback speed (since ART only allows 30 FPS export) - does everyone normally working with the tool set the Maya defaults to 30 FPS?

winged valley
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@viscid willow Just try a bunch of stuff and see what works and what doesn't. ๐Ÿ˜› I didn't have to do anything to the stretchy bones themselves, just the ones that shouldn't be affected.

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For example if you want spine_01 to stretch but spine_02 (or anything above) to not get affected, set the scale of spine_02 to 1 using a constraint.

viscid willow
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@simple aspen for games a lot of animators work at 30 fps, at work we use the ART tools and we work at 30 then use the exporter to export at 60

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thanks for your help @winged valley I will mess around with it tonight when I get home from work

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needless to say I am very excited to get this working :D

simple aspen
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@viscid willow Awesome, thanks! Any reason you are exporting at 60, not 30?

viscid willow
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it gives the animations extra fidelity with no extra work on our part. It can be problematic as it adds keys to get from 30 fps to 60 fps so sub frames can have some strange interpolations but so long as you are careful it should be fine :) the extra fidelity helps for things like anim trails and arcs

simple aspen
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So with 30FPS you'd miss out on some manual keys? UE4 handles the interpolation regardless right, so if I had only a few major pose keys, 30FPS should be fine?

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Would be interested to see the comparison between 30 and 60, since I imagine it's more expensive to playback a 60FPS animation

viscid willow
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UE4 does handle interpolation between single frames if you set the animation interpolation to linear, in any case if you export your animation through ART it will bake the animation anyway so yeah that will be fine
The file is slightly heavier in terms of file size, im not sure about the in game cost of running a 60fps animation.

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and yeah you do miss out on some manual keys, we call them sub frames, not sure if thats the correct terminology but yeah haha

simple aspen
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@viscid willow Ok gotcha, thanks for all the info! TLDR: use 30 unless you need more fidelity (have more frames that might get lost if running lower than 60) or are working with mocap, then go higher.

Also, is playing back an animation that has all frames keyed (baked on export) more expensive than just exporting the anim with only the actual changed poses keyed and letting the engine handle the interpolation, or does it just not matter?

carmine cove
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Hey all, figured i'd ask since i've been wondering about this for a while now....

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I have a base class that can do everything except throw grenades, and then a grenadier that just extends the functionality to throwing grenades

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I'd prefer to put the ThrowGrenade state, boolean variables, and notify events in a child class, but it doesn't seem like i can add nodes into the anim graph on children, only overwrite existing ones

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I guess the only time you'd want a child ABP is for different characters that do all the same things

viscid willow
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@simple aspen Any animation I export I bake before hand. That is the way that Unreal wants animation data, I believe this is consistent across most engines but in my experience it is best practice to bake you animation before sending it out the door to the engine

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that is why most animation programs have a "bake animation" option in the export settings

simple aspen
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@viscid willow Awesome, thanks a lot ๐Ÿ˜ƒ

tender sigil
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Hey, I'm trying to import a character in T-Pose from Mixamo. The character's feet are flush with the ground in Mixamo but when I import the character in UE4 the feet hover like this:

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What's the proper way to fix this?

misty dagger
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Lower him

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Down

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Like move him closer too the ground

tender sigil
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There are multiple ways to do this. I can do it on the skeleton, on the character controller, on every individual animation, on the import transform...

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I'm not sure which one is correct for this situation.

misty dagger
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Well it could be becuase of the location mixamo has

oblique tusk
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is it the character in the capsule (so capsule causing elevation) or is it skeletal?

tender sigil
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This is just in the skeleton view, so no capsule.

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It also happens in every animation.

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I can lower the hips in every animation individually but I'm wondering if there's a better way.

misty dagger
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I wish UDK had blueprints

oblique tusk
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I think in the left panel there is like a global transform property which you can apply to the skelton right? actually don't think so

tender sigil
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Under Import settings there's a "Import Translation" vector that I can change to apply an offset but it doesn't seem to work on the animations

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So I'm setting the Import Translation to apply an offset that fixes it in the mesh view, but doesn't help with the skeleton view or any animations

viscid willow
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@tender sigil if you turn this option off is the character flush against the ground?
Also if you drag the asset into they world are the flush against the ground?

The reason i say this is because if i have this option on, the character looks like they are floating, but when i drag the asset into the scene it is fine, when i turn this option off the floor stays at 0

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Also as a note if you have a character in a capsule you should drag the character location on Z by -2.15cm below the capsule, we found that Unreal applies a small offset when playing in game. As far as I know this is so the capsule doesnt snag on small surface details in geometry/intersect with ground geometry.

tender sigil
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Yeah, I guess I can just apply a correction in the capsule.

viscid willow
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if you drag the skeletal mesh into your viewport is it still floating above its origin?

tender sigil
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Yeah, though not when I apply the import translation

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I can just do that per-animation

viscid willow
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dang, thats a pain ๐Ÿ˜ž

carmine cove
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@tender sigil It's normally from the bounds. Turn off 'Auto Align Floor To Mesh'

viscid willow
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sorry @tender sigil i realised i never posted the image to show shich option i was talking about, this option

tender sigil
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Ah, that seems to help in the display once I apply the offset. Thanks.

viscid willow
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its the same option @carmine cove mentioned

plush adder
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Anyone know where I can get a male/female human character for prototyping purposes . That is useable with the unreal skeleton . Getting sick of looking at the mannequin. Prefer free but can pay a little . Thanks

outer herald
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can this create any problem ? some bones have y axis pointing upwards

viscid willow
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Y axis orients down the bones in Blender and as far as I know you cant change it, I also know that the Y axis orientation is fine so long as it is consistent.

#

The only time it becomes a pain is when you want to import marketplace anims/rigs into blender, as assets made in maya for example will usually have their bone axis oriented down X

winged valley
#

You can retarget animations to your skeleton, then export with the preview mesh option to import the animation into Blender.

viscid willow
#

So it converts the bone axis, that's neat

winged valley
#

Actually both export options (anim data and preview mesh) will change the bone axis, but preview mesh also accounts for any edits in the bone retargeting settings (the animation, skeleton, animation scaled etc) so it's usually the better option.

#

At least when doing something with the screwed up animation starter pack animations. ๐Ÿ˜›

viscid willow
#

@winged valley how do you know so much about everything? Do you work as an animator?

winged valley
#

Nope. ๐Ÿ˜›

#

Probably just experience from messing around with things. The Blender-UE4 workflow was a lot more... complicated before.

viscid willow
#

lol you're telling me, i remember being mystified trying to get smoothing groups out of blender

winged valley
#

It's pretty good now though, except the 0.01 scene unit scale thing which screws over newbies. But that is an issue for other programs too like Max where you get inch problems instead.

viscid willow
#

haha I would hate to be working in inches, so do you do this as a hobby in that case?

winged valley
#

Yes and no, meaning it will probably be my job in some time. ๐Ÿ˜›

viscid willow
#

oh right, goodluck in that case

misty dagger
#

@outer herald Why do you have an additional bone between the legs, I've been seeing people rig like that and wonder what purpose it serves?

outer herald
#

becasue it's the root

#

but Im sure Ive done something wrong

#

after I import to ue4, all the names of the bones change one step in the hierarcy

#

so pelvis becomes the root bone

#

and root bone becomes the lower ball on the pelvis bone ๐Ÿ˜’

#

and the root bone/ball gets a red color :/

winged valley
#

Can you share a .blend?

outer herald
#

yeah 2 sec

#

this is right after I finished making bones

#

havent made aprent

#

parent

#

so all that's left is to put automatic weights or whatever

winged valley
#

Your bone names are still messed up though.

#

๐Ÿ˜›

outer herald
#

what do you mean ?

winged valley
#

For example your calf is named foot and so on.

outer herald
#

yeah, but that's how it is in ue4

winged valley
#

Yeah but that's not how it should be in Blender. ๐Ÿ˜›

outer herald
#

if I select calf of ue4 manniquin it shows foot

winged valley
#

That's just a selection outline bug.

outer herald
#

dammit -.-

#

hmm

#

alright, will try to change the names

#

why don't you fix this @Staff

winged valley
#

It's not just the names, it's the position too, for example the pelvis bone should be in the pelvis.

#

And the thigh bones aren't Connected to the pelvis, they shouldn't have that ticked.

#

(in the mannequin skeleton)

outer herald
#

hmm now im really lost

#

no tutorial says anything about disconnected bones :S

winged valley
#

If you don't know what that means you probably shouldn't make your own rig. ๐Ÿ˜›

outer herald
#

all just say " extrude extrude extrude " ๐Ÿ˜„

#

well, how are you supposed to learn with that attitude?

winged valley
#

I guess that's right, but I think you'll be pretty frustrated when things don't work the way you think they would.

outer herald
#

I have been for a couple of days now, but that's how I have always been learning

winged valley
#

Of course you can make any rig if you just want to make your own rig, but if you want to be able to retarget other animations to your rig it needs to be set up in a certain way.

outer herald
#

but if the legs are not connected to the pelvis, how come they are in the hierarchy like that

winged valley
#

The thighs have the pelvis as parents but they are not connected, there's an offset.

#

It's like in your own body, the legs aren't stuck in your stomach somewhere, they are attached to the hips.

#

It's the same thing with the clavicle bones, they have an offset too.

outer herald
#

bah

#

it's sucks that tere is no way of seeing that

#

when I have this bone selected, what I really have selected is the root bone ?

#

not the pelvis

winged valley
#

In UE4 you can see the offsets, in Blender the view is just different.

#

What you have selected is the pelvis bone but the root bone has the selection outline (bug).

#

You can see that if you move it it moves correctly.

outer herald
#

I see

winged valley
#

Anyway, gotta go now, good luck. ๐Ÿ‘

outer herald
#

๐Ÿ˜ฆ

#

anyone know how I cna see that there's an offset there ?

#

looks connected like all other bones :/

jolly escarp
#

We're looking to have a character punch at a player provided location (say, holding up a mitt or pad) - does anyone have suggestions on how to achieve an accurate punch, but also nice natural looking punches that are't just awkward jabs?

jolly escarp
#

A better example might be a snake striking

tender sigil
#

Any good resources for setting up a good looking no-root-motion controller in UE4? (For RTS units that are driven by the navmesh.)

#

Trying to figure out how to incorporate turn animations and also sidestepping/backstepping etc. in blendspaces.

#

Or I guess I mean a controller that just uses the current velocity (forward/back speed and right/left speed, for example) as an input as the navmesh character moves around.

broken geyser
#

what would be a good way to have a two-piece animation that plays only the first part usually but both parts if they meet a certain requirement

#

im doing a sword slash that i want to go back and forth but only if they click within a certain frame window

viscid willow
#

@outer herald one way to think about the bones in Blender vs the bone in Unreal is that the base of the bone is where the rotation comes from and Unreal will draw the connections as the white bones you see

#

This is how you can disconnect a bone

#

the bone is still parented to the first bone but you can freeely move it around

#

Like this

#

the dotted line shows the bone has a parent-child relationship but unreal will draw the bone connection in engine along the red line i have drawn

#

@broken geyser You would use animation montages to achieve actions like that

broken geyser
#

anything in particular i need to know about the montages to get started? iv never used them

viscid willow
#

There is a lot to find on montages but you fill them with animations, you can set up sections and notifiers. you can then call the sections in code/blueprint and the notifiers can be used to trigger events like a particle effect or input enabled/disabled

broken geyser
#

ok ill start researching, thanks homie

jolly escarp
#

@broken geyser Look into the Montage system?

#

Whoops too late

viscid willow
#

the more the merrier

broken geyser
#

I found one solution to my issue using montages

#

i would create 5 separate animations, a starting, a right swing, a left swing, and two separate endings

#

then loop between the swings until they stop meeting the requirement

tender sigil
#

Hey, I have a walking blendspace set up for my character but I'd like to have a separate animation play on the character from the spine up while walking. Both animations are full body animations. What should I search for for a guide to see how to do this kind of layering in UE4?

lavish plover
#

@tender sigil look up ABP anim graph and layered blend per bone. Lots of tuts out there explaining how to set this up! Blending from the spine bone up is pretty simple. Good luck!

#

and now a question of my own...

#

Hey everyone! I have a character who does a melee attack. The attack animation is full body and uses the hip bone to rotate and have some up and down motion. We also want the character to be able to walk and attack at the same time, and use the hip bone's rotation and movement from the attack anim. The issue we are running into is that the hip is the parent of both the spine and the legs so im not entirely sure how to set up the ABP to keep the feet moving from the run anim, and the hips and body from the attack (or at least 70% of the hips for the attack or something).

viscid willow
#

@broken geyser That sounds pretty solid :)

#

@tender sigil with the layered blend per bone you will also might need to set some anim slots which are bone targets to tell the engine which bone to target to start the blend

#

timestamped

lavish plover
#

@viscid willow thank you! ill check it out

lavish plover
#

@viscid willow that is pretty much what i wanted to do, but i dont think he explained how he did it ๐Ÿ˜ฆ

viscid willow
#

there is probably some extra work involved but he mentioned root rotation

lavish plover
#

yeah i didnt understand what he meant hmmm. my melee animations are quite dramatic and move a lot vertically from the pelvis. so when i blend from only the spine, it looks completely stupid because it loses all the weight of the attack. None of the secondary motion makes any sense if there is no vertical movement from the hips.

broken geyser
#

anyone know why a function call to Montage Play would only play the first section?

#

i have a montage with 5 sections, a start, 2 swings, and 2 endings, but when i run the function Montage Play, it only plays the start section and then stops

broken geyser
#

ok so its not that its only playing the first section

#

its like blending out for some reason

light atlas
#

In an AnimMontage, are Sections and Segments different terms for the same thing?

winged valley
#

Segment isn't really an anim montage term though, but yes it probably means section.

#

The important part about sections is that they have names, and you can jump to sections and so on. These nodes are called Jump to Next Section, not Jump to Next Segment.

light atlas
#

I just got a bit confused because inside an AnimTrack they're called AnimSegments

#

MyMontage->SlotAnimTracks[SlotIndex].AnimTrack.AnimSegments

#

still not entirey sure if that's the same but it seems to work ๐Ÿง

devout dagger
winged valley
#

Anyone know of a way of exporting curves out of Blender without using the shape key editor?

winged valley
#

It seems like there's no way of importing custom attributes from .fbx which is a bit disappointing.

#
If enabled, import a custom attribute as a curve within the animation. Requires Import Animations to be enabled.``` ... except it doesn't do anything. ๐Ÿ˜›
tender sigil
#

Is there a way to disable the grid snapping when making a blendspace?

winged valley
#

I created curves using animation modifiers instead, worked fine. (except for random crashes) ๐Ÿค–

broken geyser
#

yo @winged valley can i bother you for a sec about that combo system you mentioned?

#

what i want to do is actually slightly more complicated than i originally said

winged valley
#

Sure but I didn't make the whole combo system, just the ring buffer. ๐Ÿ˜›

lavish plover
#

@viscid willow okay i finally get what he was talking about. Hes actually using the strafe as the base for the attack. So when he initiates the attack, the base switches from run forward, to strafe forward and then the attack actually looks like its twisting the hips, when in reality its just the strafe that is doing it. Thanks again for posting that vid!

winged valley
#

@broken geyser You have a ring buffer which adds input to an array (fixed size) every frame, some sort of player state like FSM or enums/switches if it's not too complicated, a move list with a priority, then on input check the array (backwards) for moves, if any were found choose the one with highest priority, and after a combo was executed clear the input buffer. Very simplified. ๐Ÿ˜›

broken geyser
#

so the thing im trying to do is less of a input window and more of an optimal time to input

#

like lets say the best time to input the followup as halfway into the first attack

#

if you input it too early it wont come out as fast or come out immediately and override the current attack

winged valley
#

You can do that too, just check how far away the next input was from the first attack.

broken geyser
#

ok i think i get you

winged valley
#

You would probably need to create some custom functions for the array stuff though, for example the Find Item node only gives the index of the first found variable.

#

And then set some enum or whatever depending on the result and switch on that, then do the action/animation stuff.

broken geyser
#

would it be better to port the mixamo animations onto the UE4 skeleton so i can keep my old animations and blueprints or start from scratch using only mixamo stuff

#

because the mixamo skeleton doesnt easily retarget the humanoid rig

winged valley
#

Are you sure? I tested before uploading a UE4 tools rig to Mixamo and downloading some animation, it retargeted fine.

broken geyser
#

oh ok so i just upload it first

winged valley
#

No root motion though. ๐Ÿ˜›

broken geyser
#

aww man, any way to fix the root motion?

winged valley
#

Not really, the animations are kind of messed up, rotating the armature in object mode.

#

It was possible before but I don't know if it's possible now since they removed some of the functionality.

broken geyser
#

do i need to change anything about the ue4 tools mannequin to upload it?

winged valley
#

I don't think so.

broken geyser
#

hmm said it couldnt map it, maybe im exporting it wrong

#

ok using different export settings got me somewhere

#

though i am seeing two of him lol, one in T pose one animated

winged valley
#

You should probably upload a rig without any animations or anything, that might mess things up.

broken geyser
#

i got it working by deleting the herotpp hierarchy and the mobile character hierarchy

#

easy way to pick between 3 animations in anim graph?

#

without additional states, i just want it to randomly pick one of 3 attacks

#

blend int by pose seems a good way to solve my problem

raven owl
#

Looking to make a tornado using 'Animate Noise' in the Noise modifier in 3ds max. However, after having the Animate Noise setup and exporting it to UE4, there is no animation.
The animation also disappears if I collapse all of the modifiers in 3ds. Anyone any ideas?

spice hill
#

my pipe line from mixamo/fuse to 3ds max to unreal doesn't work, but from mixamo straight to unreal works fine. anyone know if there is some fbx setting i need to go through 3ds max.

#

more specific, retargeting the character from 3ds max is all messed up. even though its unmodified from mixamo.

viscid willow
#

@winged valley There is very little documentation about importing animation curves huh?

winged valley
#

Yeah, but I don't know if the Blender custom parameter thing in the FBX exporter works at all.

#

๐Ÿ˜›

#

But it was pretty easy to make curves using the animation modifier blueprint.

viscid willow
winged valley
#

Yes, but you create the modifier itself in the create blueprint window, searching for modifier in the class list.

viscid willow
#

ah neat. what are you applying it to?

winged valley
#

Animation sequences. ๐Ÿ˜›

viscid willow
#

lol yeah i get that, i mean what is the result you are trying to achieve?

winged valley
#

Just a thing for corrective morph targets, so I have a modifier that creates a curve with the same name as the animation sequence, and then if a corrective morph is required I can just create a morph target on the mesh with the same name as the animation and run the modifier.

viscid willow
#

oh naisuu

winged valley
#

Normally you would have to export both the rig and the mesh, and have the shape key editor set with a keyframe for the morph, which is a bit annoying since it's decoupled from the normal action editor.

viscid willow
#

ah yeah i see. You have to set up the curves in the modifier right? but its a one time setup rather than going through and creating the curve on every sequence

viscid willow
#

@lavish plover Awesome dude! Im glad you figured it out

spice hill
#

is there a way to overlay another character inside the animation, mesh or skeleton viewer ?

#

to use as a reference point

quasi ocean
#

Has anyone here used Ikinema?

velvet blaze
outer herald
#

i'm confused about the selection outline bug when selecting bones... if I select the head like this:

#

it shows the name head, but it outlines the neck bone, so where is the head bone ?

#

if I make an extra head bone in blender it shows the bone like all others in ue4, so how can I make a head bone in blender that is invisible in ue4 like the ue4 manniquin....

winged valley
#

@outer herald UE4 just displays the bones in a different way.

#

It's kind of hard to explain, but when you select a bone in UE4 the head of the bone is selected, and the part that goes to the parent.

#

Any bones without a child bone will just look like a ball, but you can still rotate it/move it and it would transform the way you would expect. You only see the axis lines change though, the bone shape itself doesn't change which is also strange.

outer herald
#

I see

#

so on that pic, if that was in blender, I would see an actual bone from that last ball ?

winged valley
#

Yes.

outer herald
#

alright

#

tried with the riggify addon in blender, and it seems to work better than my own ๐Ÿ˜„

winged valley
#

Rigify was never meant for games so it probably won't be perfect.

#

To me it's a bit strange that the UE4 streams on Blender used a rigify type rig, it has a lot of issues.

#

Like the "selecting the right bone in the hierarchy when retargeting thing" with little screen estate, that was just painful.

sour elm
#

Any idea if there is a way to do this? @ me pls

astral walrus
#

Hey guys just curious do we make the animation in UE4 and the rig or is that done prior to importing a static mesh that is meant to be animated?

outer herald
#

@winged valley i renamed all bones to fit ue4

viscid willow
#

@winged valley Using the "Rigify to Unreal Script" can make it work fine

winged valley
#

@viscid willow I wrote something in the forums about why you shouldn't use the rigify style rig:

#

1. Blender scene units are not correctly set to avoid issues, 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). This will also cause problems with custom rigs, for example if you make a hair rig (or whatever) in the same scene it won't work properly if the root bone is removed.

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 removed 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 scripts like normal animation batch exporting scripts for exporting every action in the file to a separate .fbx file. Or at least they become way more complicated.

5. The bones do not 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). We saw this in action in the stream. :P

Rigify was never meant as a rig for games and anything to make it work like that is more or less a hack (as you can see in the script). It can work as showed in the stream but it takes more time to set up than should be necessary.```
#

And also

#

1. It forces you to use correct scene setup (0.01 metric) because the rig is that size.

2. No unapplied transformations.

3. No script required after generating a rig, you can use it for multiple animations exporting the same rig (control rig with deform only ticked) instead of having to create a new one.

4. Ability to run batch export scripts or other crazy scripts (see https://www.youtube.com/watch?v=Iy-CXoIkr8k for retargeting UE4/marketplace animations to the IK control rig).

5. Correct names for retargeting by default so you don't have to waste time doing that.

It's also on github (https://github.com/lluisgarcia/UE4-Tools) and uses templates for the rig so it could easily be expandable by the community in the future to support other kinds of rigs like four legged rigs and so on. I think it's a better alternative all things considered.```
#

So there are lots of reasons why you might not want to use that, but you can use whatever you want. I just think UE4Tools is better. ๐Ÿ˜›

viscid willow
#

I suppose the reason I dont have an issue with the fact that i cant batch export is becuase I have used maya for a long time and when i started doing stuff with that there was always a destructive export workflow. So its not ideal but it does work.

Also the thing with the transforms, for me at least, was a case of changing the scale parameters of the script from (100,100,100) and (0.1,0.1,0.1) to be (1,1,1) and (1,1,1) that solved any issue with scaling the scene/skeleton.

#

I suppose i generally dont use a lot of retargeting or marketplace assets. Im very much geared toward making my own assets so options like the ue4 tools and rigify are great for different situations. Nowadays I prefer making things custom

winged valley
#

I'm just saying, why have two rigs when you can just have one instead. ๐Ÿ˜›

outer herald
winged valley
#

The streams would have been way smoother with UE4Tools used instead.

outer herald
#

finally D

#

๐Ÿ˜„

viscid willow
#

@outer herald naisuu

outer herald
#

thanks for all the help guys!

#

@winged valley @viscid willow

#

still needs alot of tweaking but atleast it looks like a running man ๐Ÿ˜„

viscid willow
#

@winged valley It is definitely good to have a standard for the bone setup so that everyone starts using a universal language when it comes to rigging. And its not fair to expect people to learn rigging when they wanna just make something work. But you know...

winged valley
#

Because one is superior. ๐Ÿ˜›

viscid willow
#

Also i think most blender users are familiar with rigging a humanoid from tutorials, it seems to me that a tutorial on how to rig for unreal would go down a treat

#

superior is a strong word lol

winged valley
#

Of course if you just need a rig for retargeting marketplace/UE4 assets to there's not really a difference except of the bones having the wrong names.

#

And a tutorial for rigging is not too useful if there already is a good rig with controls.

#

Superior is a strong word but it's the truth, it's at least what I think.

viscid willow
#

its like, give a man a fish he eats for a day, teach a man to fish he never goes hungry again or whatever

#

having a rig is one thing but understanding how it works and how its made is far more valuable to users imo

winged valley
#

It depends, it's useful if you want to make your own custom rigs later, but if you just need a rig for a character just using the one standard thing that exists works fine.

viscid willow
#

yeah and its like @outer herald here, he could use the UE4 mannequin and develop, but having your own character run around is pretty neat, and it does a lot for your morale to have something that you like in the engine instead of prototype cubes or the default man

#

I mean, they got it working

winged valley
#

Yeah but in that case you could just attach your own mesh to the rig instead.

outer herald
#

true that, although I used riggify now ๐Ÿ˜„

winged valley
#

That's what I did for my characters.

outer herald
#

I don't know how you can see what bones are connected and not in the ue4 manniquin, so it was really hard to make a new rig (?)/bones

viscid willow
#

yeah and thats allgood, using whatever method is fine, i just dont see the reason in trying to make everyone conform when everyone's game is gonna be different

outer herald
#

but I totally agree, the more you make yourself the more motivated you'll be and happy when its finally working

winged valley
#

Well if you need a rig you should probably choose the one that's flexible, you can still edit the bones and everything if you want to.

#

I don't really care about what rig everyone uses but I do care when people are having bad experiences using Blender because of using a rigify rig instead of something that's nicer to work with.

#

Like new people not knowing they have to click a button at the top to enable the rigify script, stuff like that isn't really obvious, but when using an addon it just works instead.

#

I mean, the retargeting thing I linked for example just isn't your usual experience, what I do is select "Human" and it's done. And that should be it.

#

And if you use some rigify script that requires you to input all bones that weren't detected right I just have to ask everyone: "Why bother doing all this unneccesary stuff when you there's an alternative where you don't have to bother with it".

#

๐Ÿ˜›

#

Anyway, end rant. Just use what you want. I use UE4Tools because I think it's better.

outer herald
#

clikcing a button?

#

I didn't have to click a button? ๐Ÿ˜„

#

will definately try ue4 tools

viscid willow
#

@winged valley That's fine. Not everyone is going to have the most efficient workflow. I feel it would be very limiting to not encounter some problems in the pipeline, and ofcourse you want to make your pipeline as bug free as possible, but if there are troubles it requires creative solutions. Having issues and being able to go online and find answers from other users teaches people a lot, and getting that solution to work is really satisfying, making you willing to carry on and solve the next issue.

outer herald
#

but ue4tools is like riggify right? You need to position all the bones manually?

#

you get a skeleton but it doesn't fit completely to the character, so have to drag some bones to correct places

#

?

winged valley
#

@outer herald You don't need to click a button if you've got Auto Run Python Scripts enabled in the settings, but it's disabled by default. If you open a .blend file with a rigify rig it will look messed up until you click the button.

outer herald
#

ah I see

winged valley
#

Yeah, but it's better to change the mesh, because the rig retargets perfect to the UE4 mannequin.

#

You can change the bones if you want to though.

outer herald
#

but then all your characters will be the same ?

viscid willow
#

^

winged valley
#

You can have different scaling for the rig, and for the individual bones too.

#

And the mesh. ๐Ÿ˜›

#

But yes, usually characters which are sharing the skeleton would look similar.

#

If you want to have different skeletons for each character, that's possible too, but you will have more trouble when retargeting (having to fix the pose).

bronze osprey
#

the manuel bastoni lab rig is pretty easy to retarget to UE4 rig

viscid willow
#

a new contender

bronze osprey
#

only 2 or 3 bones dont have the same name

viscid willow
#

cool, i had never seen this one before

#

its 4am though im off to bed, night all

bronze osprey
#

its inside of blender givin it a big advantage over some external programs

#

can do some stuff with it u cant do with other generators

winged valley
#

Names aren't the only problem, there's the orientations too.

#

That being said I talked to Manuel in the blenderartists forum and he said he will make a feature for retargeting the base pose of characters, so that will probably solve things.

bronze osprey
#

yea its off a bit, hes pretty cool tho lot of progress on his plugin

winged valley
#

Here's how it looks after the mesh was changed to fit the UE4Tools rig, I didn't spend a lot of time so it so the fingers look bad (you can't really see those anyway here) but it's easy to fix.

#

If you know the skeleton is perfect you can just change the mesh until it looks good in the animations, but if you change the rig you will have to mess with extra base retarget poses and so on. That's why I think changing the mesh is better.

bronze osprey
#

yea, if u fix it up takes a lil time but u can reuse the skeleton

winged valley
#

Of course if you've got some crazy cartoony looking character you will have to change the rig, but in that case you probably want to make your own animations anyway. ๐Ÿ˜›

bronze osprey
#

yea, it aint no octodad rig ๐Ÿ˜›

#

custom anims from blender is no problem at all tho

outer herald
#

@winged valley when I press append rig I get error message :/

#

on ue4tools

winged valley
#

What does it say?

outer herald
#

alot of text, runtime error not in library at the end

winged valley
#

How did you install it?

outer herald
#

install from file

winged valley
#

Can you try it in a new .blend?

outer herald
#

oh, do I ned to put the install file in a specific folder?

#

need*

#

I just extracted the addon in a random folder

winged valley
#

Nah it should just work anyway I think.

outer herald
#

same with new file

winged valley
#

Can you check if the .blend is there where it says it should be in the path?

#

The mannequin template thing.

outer herald
#

that is also in the folder I extracted it to

winged valley
#

o_O

outer herald
#

ah works now

#

that was the problem

winged valley
#

Did you extract the file instead of just installing the .zip?

#

๐Ÿ˜›

outer herald
#

I put the template in the blender foundation folder

#

๐Ÿ˜ƒ

#

thanks

#

oh so you should install the entire zip file? ๐Ÿ˜ฎ

#

didn't know that was possible

winged valley
#

Yeah, usually you do that. ๐Ÿ˜›

#

Actually you can open the template .blend file and change a thing:

#

In pose mode there's a tiny bone called "Bone" in the left elbow, you should delete that.

#

Then save the file again.

outer herald
#

alright thanks

#

it seems like alot of work to edit my character to fit the bones, if I were to edit the bones to fir my character, do I just need to select layer 1 of the armature and edit those bones ?

#

or should I not touch the bones at all if possible, and only edit my character ?

#

nvm think i got it

#

seems like these bones dont have the names of ue4

#

lowerarm_r is called cs_lowerarm_r

misty dagger
#

Are montages glitchjed?

#

they play when we set the slot to default (in the preview window) but when i set it to a separate slot, the preview stops playing

#

in persona

winged valley
#

@outer herald The control bones are called cs_ something.

#

You should also enable all bone layers if you want to edit the bones.

outer herald
#

I think I'll just stay with riggify ๐Ÿ˜„

winged valley
#

I don't even know what you were trying to do.

lilac plank
#

Is there any way to make AnimNotifyStates to set their own variables? When I attempt to "Set" a variable in an AnimNotifyState it says that the variable is read only. It would be useful to be able to get an actor, and then save a reference to it.

winged valley
#

@outer herald You can see in the layers that you only have the control bone layer selected, so you probably only changed the controls and left the deform bones as they were making things not work.

#

@lilac plank Why would you want to save a reference to some other actor? You can already get a reference from the mesh component and anim sequence outputs in the overrides.

lilac plank
#

@winged valley I have a "weapon actor" that is attached to the player's hand joint. I have a AnimNotifyState that is supposed to set a "CanDamage" variable on the weapon. It would be useful to store a reference to that weapon actor in the NotifyState

winged valley
#

You could store it in the player character BP and from the notify get/cast to the player character, get the actor reference and set the variable there.

lilac plank
#

@winged valley That is what I am currently doing ๐Ÿ˜ƒ However which variable the weapon ref is stored in in the character may change mid-animation, meaning that the "notifyEnd"-function in the AnimNotifyState may change another weapon instead (which is unwanted)

winged valley
#

Is there a reason you have a CanDamage variable in your weapon instead of your character?

#

If you're playing the animation on the weapon itself you can get the actor reference by doing GetOwner or something on the mesh reference, then casting it to the weapon, then it shouldn't change.

lilac plank
#

@winged valley Playing the attack animation on the weapon mesh itself is an intriguing thought... Hmm, I have a reason, albeit not a "hard" reason for the "CanDamage" to be on the weapon; it simply makes sense that the animation controls when the weapon can deal damage (by activating it's hitbox). Doing a Dark Souls-like combat system. I have found alternative solutions to my problem that I will try. Thank you for your help, kind person. ๐Ÿ˜ƒ

winged valley
#

Well it doesn't need to be a real animation, just a sequence that has the notify on it. Anyway if you found something else you can try that. ๐Ÿ˜›

outer herald
#

@winged valley yeah, but had enough trouble moving only control bones, cant imagine the time it would take to move all of them

winged valley
#

Not any longer because you would select all of them and move them at the same time? ๐Ÿ˜›

outer herald
#

but is it possible to select all of them and move only the hands ?

winged valley
#

You would box select and move the ones that are in the same place.

#

And use stuff like pressing x, y or z to constrain the rotation to some axis.

outer herald
#

yeah, that's what I did

#

but I guess all bones have to be moved proprtionally, so the distance and scale between bones would have to be the same as original

#

so that makes it even harder to get it exactly right, but im not sure about that

winged valley
#

Then it should be pretty fast, you can do it in pose mode (remove the armature modifier from the character first) and do it for one side, then copy and paste it flipped to the other side and apply it as a new rest pose.

outer herald
#

yeah I have mirror x-axis

winged valley
#

Well yeah, but if you are moving bones you are screwing up everything anyway. ๐Ÿ˜›

outer herald
#

yeah thats what I mean xd

broken geyser
#

im using blend poses by int to randomly select a death animation but its looping instead of just playing once

outer herald
#

riggify was very simple, but then again it's much simpler bone, and you dont get ik stuff

#

because riggify doesnt have different sets of armatures/bones

#

like control bones, deform bones etc

#

@broken geyser not sure if it's of any use, but you can uncheck "loop animation" in detail panel

broken geyser
#

ill give it a shot, forgot about that thing honestly lol

#

๐Ÿ‘ worked lol

outer herald
#

nice ๐Ÿ˜ƒ

#

I just had the same problem with character jumping twice in the air xd

winged valley
#

If you've got some weird pose you can still get a good result using UE4Tools by constraining the IK bones transforms to an untouched version, then baking the bones. Then use a pose asset to se the base pose.

#

Well I guess it doesn't work if you had much changes, you would have to do it on the deform bones then. Still possible though.

halcyon canyon
#

So I deleted the earlier versions of UE4, and now I cant find the UserSetup file for maya ART tool. Anyone know how to get it back?

broken geyser
#

what would be a good way for a projectile to knock back a ragdoll enemy

#

launch doesnt seem to do anything when they are in ragdoll

elder wadi
#

couldn't you just apply a force and let the ragdoll do the rest?

#

that was to @broken geyser

broken geyser
#

im not sure where to apply the force and when

elder wadi
#

I haven't done it, so don't take my word as gospel, but you'd probably need to make sure the capsule follows the ragdoll and then apply the force to the capsule using AddImpulse

#

Anyone know why my retargeted animation's arms go through my character's chest, even though the retarget reference pose is a standard A pose for each character? I'm using the ThirdPersonShooterKit animations from the marketplace and retargeting them to the default UE4 skeleton.

bronze osprey
#

radial force or add imulse to bone

elder wadi
#

I tried setting my skeleton to recursively set AnimationScaled, but while that fixed the animation I'm trying to get working, it ruined my existing animations. I'm not sure how I can fix just this animation without affecting other animations on the same skeleton.

broken geyser
#

adding impulse doesnt seem to do anything, do i need to do it after i set them to ragdoll or befo

elder wadi
#

Hmm...animation relative setting on the left and right clavicle tentatively seem to have fixed my issue

hasty pivot
winged valley
#

@hasty pivot Yes, but you should be able to retarget them anyway.

hasty pivot
#

i downloaded it now as an normal fbx

winged valley
#

You can upload a UE4Tools rig there, download the animations, then in UE4 retarget from the UE4Tools rig to the mannequin or whatever you're using.

hasty pivot
#

wtf why its when I downloaded it an normal file?

#

@winged valley i uploaded my own mesh

#

so what have I then to do?

winged valley
#

Good question, you can try retargeting that to your character.

#

No idea if it will work though.

#

If you upload a UE4Tools rig you get an a-pose result which is good for retargeting.

hasty pivot
#

and how do I come to the ue4 rig? its an uasset i think

winged valley
#

? You do that in UE4.

#

You need to import your animations first. ๐Ÿ˜›

hasty pivot
#

yeah and thats the main problem when I download it then its an normal file and I had choosen the fbx format

winged valley
#

What do you mean by "normal file"?

#

You didn't get an .fbx file?

hasty pivot
#

that what I got

winged valley
#

I renamed it to rifle.fbx and it worked. ๐Ÿ˜›

hasty pivot
#

Lol

#

Only lol

#

@winged valley

winged valley
#

Yeah, that's why you don't choose the same skeleton as your character. ๐Ÿ˜›

hasty pivot
#

So should I let the skeleton section empty when Im importing it?

winged valley
#

Yes, then retarget it after importing it.

hasty pivot
#

Ok fixed it by myself but thanks

#

One thing that I noticed it that he havent imported any animations yet or what im doing wrong?

winged valley
#

Did you import with Import animations ticked?

hasty pivot
#

Ok was a fail by my files but fixed it

ashen elbow
#

What is the major differnce between a composite and a montage? Why can't I use Montages in an AnimationBlueprint for example?

winged valley
#

You can, using a slot in the anim graph.

#

You can also play montages in the event graph.

ashen elbow
#

So the only difference is that Montages have blending?

winged valley
#

Montages don't have blending inside the montage itself.

#

But montages just have more functionality.

hasty pivot
#

@winged valley so how can I then add other animations to my skeleton?

winged valley
#

? Retarget animations?

hasty pivot
#

no in mixamo I exported it with one animation how can I add others to the skeleton?

#

@winged valley

winged valley
#

You can only export one at a time I think.

hasty pivot
#

yeah and how can I add every animation to each other in ue4?

winged valley
#

Retarget animations. ๐Ÿ˜›

hasty pivot
#

ok

winged valley
#

But if you've got your mixamo skeleton in UE4 you can select that for the other mixamo animations too. Then retarget them from there.

#

What skeleton are you using for your real character in UE4?

hasty pivot
#

the mixamo generated skeleton

winged valley
#

Okay, that's probably not a good idea because you won't really be able to use marketplace/animation starter pack animations. Depends on what skeleton you uploaded though.

hasty pivot
#

I dont want to use the anim packs from ue4

#

thats why im using mixamo lol

winged valley
#

Yeah, but you won't be able to make your own animations either so you're pretty limited that way.

hasty pivot
#

I know but this is only for testing

dusk dove
#

A question regarding the optimal Skeleton Setup:
Should it be
Root->Hips(Translation)->Pelvis->Leg
Root->Hips(Translation)->Spine

Or

Root->Hips(Translation)->Pelvis->Spine
Root->Hips(Translation)->Pelvis->Leg ?

winged valley
#

Why do you need both pelvis and hip bones?

serene perch
#

Yo, just a quick q, what's the conversion rate from Unreal Units to Blender?

#

Or are they identical?

naive terrace
#

Can some one help me with my walking animation

winged valley
#

@serene perch Use metric 0.01 unit scale in Blender.

serene perch
#

cheers

elder wadi
#

hey guys, is there a way to rotate an animation 90 degrees within a blend space? I've got an animation that is rotated the wrong way, but it's just the one animation, so modifying the skeleton's rotation doesn't fix it.

broken geyser
#

what does an anim graph transition interrupt do by default? does it go back to its original state?

#

does it reverse the transition?

misty dagger
#

hello

broken geyser
#

can i make an anim graph interrupt restart the state its transitioning from?

#

nevermind that would be a bad idea lol

drifting oyster
#

Are there any up-to-date tutorials on Fuse -> Mixamo -> UE4?

#

The non-CC fuse, that is.

#

It used to be simple, but now the results I'm getting are... Less than satisfactory, to say the least,

icy valley
#

To animators out there.. what the heck is this?

#

Is it mesh or animation related?

golden tusk
#

i want make skeletal bone controlled in pawn, but i don't know how to make it.. i was put my skeletal mesh to pawn, and try make bp like that, but it doesn't work. can you help me? btw i'm newbie ๐Ÿ˜„

ashen elbow
#

Is it possible to rotate your character while he is in a root motion animation?

#

Some people on the forum (and me now) are confused how to make a Devil May Cry combat system, where you can rotate your character a split second after you started to attack

#

Last guy even recommend not to use root motion at all in DMC type game which I think is nonsense

dusk dove
#

@icy valley Looks like a skinning problem to me

icy valley
#

๐Ÿค”

viscid willow
#

Yo @naive terrace what's the trouble with your walk anim?

naive terrace
#

I fixed it now just need to know how to mantling

hasty pivot
#

is there a way how I can smooth the movement of ue4?

inner zephyr
#

anyone used the mixamo befor?

hasty pivot
#

i used mexamo one day before

inner zephyr
#

were you able to make 2 or more animation smooth?

#

cause im struggling between a jump attack anim and running

inner zephyr
#

@hasty pivot

#

?

hasty pivot
#

@inner zephyr you know the movement of mass effect andromeda?

inner zephyr
#

no?

hasty pivot
#

do you know the movement of battlefield 1?@inner zephyr

naive terrace
#

How can I make my running animation lock in place there checkbox in ue4 isnโ€™t working

inner zephyr
#

anyone who can help me with a mixamo character (animation in general)

#

??

broken geyser
#

is it better to do my hit reaction animations as a blend of the final animation or to make it a state in my machine?

#

currently i have it as a blend and the annoying thing is that i cant figure out how to make them react to taking damage if they are already reaction

#

reacting*

broken geyser
#

figured out a good way, i put a custom event in my anim blueprint to change which anim to blend and i call it whenever they take damage

#

@winged valley know of a good way to blend by custom enum?

winged valley
#

Blend Poses (Enum)

broken geyser
#

when i search for that i comes up with a list of all the individual enums but i dont see my custom one

winged valley
#

Well if your enum doesn't have Enum in the name it won't show up if you search for Blend Poses (Enum).

#

๐Ÿ˜›

#

Also you'll need to right click the node to add the pins.

cinder ocean
#

how do I make the idle animation on the blendspace go back to the time 0.0 (first frame)?

hasty pivot
#

@inner zephyr yeah?

inner zephyr
#

how can i fix a animation that has a different rotation then my running animation?

broken geyser
#

@winged valley how do i add a root bone to just a mesh in blender? my buddy made me a simple spear mesh but i want to turn it into a skeletal mesh with a root bone where you would hold it

winged valley
#

You can just import it as a skeletal mesh without a skeleton, then offset it in the BP.

broken geyser
#

ok ill give it a try

broken geyser
#

but im not getting anything playing, anyone know of a way to do this?

#

the stored value is coming up null here

drifting oyster
#

I remember something about being able to blend two animations together, in a way that top of the character's body has one animation, and the bottom has another one. So that you can have just one set of animations for walking, and then simply blend, say sword holding animation with it, so you have a whole set of walking with a sword animations...
Not sure if it's a real thing, or just my delusions, though. If it's real, I'd very much appreciate any pointers, even what to google for will be useful.

elder wadi
#

Does anyone here know how to export an animation to Blender? I just need to rotate it around 90 degrees and then re-import it, but when I open the FBX in blender, it's just a mess a bones with no reference to go by, so I assume I need to export the animation with the skeleton...just don't know how to do that.

serene perch
#

just hitting the export button does the trick for me

#

you shouldnt even need to do any extra transforms from UE4

#

atleast I didnt

elder wadi
#

But how do I import it in Blender? It just creates a second skeleton with bones in all kinds of crazy locations when I do so.

serene perch
#

I usually empty out everything

#

the way blender handles objects and stuff is a bit weird

#

you cant just import a single animation really afaik

#

it doesnt separate them the same way ue4 does

elder wadi
#

so what's the right way? to export from Unreal and to import to Blender?

serene perch
#

that's what I do

elder wadi
#

I found UE4Tools add-on for Blender during my research, and it creates a default UE4 character in Blender, but when I import the animation, it imports a second skeleton instead of using the one I've got.

#

I'm a total Blender noob, so I'm sorry if I try your patience.

serene perch
#

yea, thats because when you export from ue4 it packs the mesh aswell

#

and blender doesnt really do the effort of trying to figure out it's the same one

#

What I do is just open an empty project

#

and work with the export

#

and when it's all done I reimport it back to UE4, while only importing animations

#

you can do that from blender -> ue4

#

not the other way around tho afaik

elder wadi
#

so you're saying that if I have an animation in Unreal 4 that needs fixing, I can't export it intact to Blender?

serene perch
#

you can

#

but the export will be mesh + animation

elder wadi
#

I'm okay with that. In my experience though, that's not what's happening. When I import, I only see bones, and they're all over the place.

serene perch
#

did you make sure to also export the mesh then?

elder wadi
#

I guess I'm not sure how to do that part.

serene perch
#

it should prompt you when you export from UE4

elder wadi
#

When I export, it only asks me for a file name, no other options. Let me check again.

#

I just closed Unreal though, so it will take me a few minutes to load it again.

#

thanks for your help so far, btw

serene perch
#

uw its not like I got anything better to do rn

#

I only really just picked up animation in UE4 myself for placeholders

elder wadi
#

Yeah, it only gives me a save prompt. I don't see an option to select the mesh with it

serene perch
#

it shouldnt ask you to pick one

#

just whether you wanna export the mesh too or not

#

maybe you accidently skipped it?

elder wadi
#

nope, Right Click->Asset Actions->Export

serene perch
#

ic

#

try opening the asset proper

#

and clicking the export button in the bar above

elder wadi
#

I did. Same thing. Could you take a screenshot please? So I know I'm not crazy? This might be a Linux-specific bug, and I might have to upgrade to a new engine. I just avoid doing so because it requires compiling the entire editor from source.

serene perch
#

which version u running?

elder wadi
#

4.15.....2?

serene perch
#

thats the same as mine actually

#

so it cant be that

elder wadi
#

I think it's the last version of 4.15

#

no, I'm saying that it might only be missing in the Linux version of 4.15

serene perch
#

"Export to FBX"

#

thats the one I mean

elder wadi
#

Sorry to be a pain, I meant a screenshot of the part where it asks you to select whether or not to export it with the mesh.

serene perch
elder wadi
#

yeah, I 100% don't get that prompt

#

sigh, I'll try downloading and compiling a new engine tomorrow then

serene perch
#

perhaps theres a setting somewhere

elder wadi
#

thanks for at least giving me some idea of where I'm headed

#

maybe, but I doubt it

misty dagger
#

Why can't i combine animations.

#

like i get so many errors

serene perch
#

you mean like append them together?

dusk dove
#

Can Unreal handle 3Ds Max' "Skin Wrap" Modifier?

#

I would like to animate my Low Poly model only and simply use the High poly Model ingame

clever abyss
#

I think as long as it work in 3ds Max, It will work in UE4 as well.

winged valley
#

@elder wadi To not get a mess when importing you'll need to retarget it to a reasonable skeleton first (like UE4Tools), then export the retargeted version.

#

@elder wadi

#

Woops. ๐Ÿ˜›

#

@drifting oyster Layered blend by bone maybe?

elder wadi
#

@winged valley The problem seems to be that I can't export the animation with the mesh, since that prompt is missing for me.

winged valley
#

Do you need the mesh?

#

Also if you just need to rotate the animation you can export it, then reimport it back and changing the transforms on import.

summer sun
#

Trying to capture cinematic using camera rig. while recording it shows a wide view of the complete map at the 3rd keypoint, but while checking the track/keypoints there are no error.

#

anyone know why it starts to record the wide view after 10sec (300frames)?

winged valley
#

Maybe the camera cuts track is too short.

#

Are you recording though or just placing keyframes in a sequence?

summer sun
#

recording

winged valley
#

With the Sequence Recorder?

summer sun
#

ye

winged valley
#

Maybe the animation recording time is set to something instead of 0.

#

But I never got the sequence recorder to work properly.

#

I would just make a real sequence instead, it should still play back things in the level, you can't preview it that way though.

elder wadi
#

@winged valley Someone on reddit showed me how to rotate the animation even if it doesn't have a mesh to go along with it, but when using a blend space, it blends the animations by doing a full 360 rotation in between instead of doing a shortest-path rotation. Ever seen that before? And if so, do you know a fix?

winged valley
#

Never seen that before.

#

But still, if you export the animation by right clicking in the content browser and doing Export, you should be able to import it to a skeletal mesh, and there you can rotate the animation in the transforms.

#

@elder wadi

elder wadi
#

I found one record online of someone who has the same problem, from a year ago, but no fix for it.

elder wadi
#

If anyone else has seen this problem before, I'm open to suggestions.

green ether
#

So I have an animation blueprint, with a node activating an animation montage

#

that part works well

#

however, the animation montage is supposed to trigger some "notifies" at certain places of it's timelines

#

those notifies are linked to events back in the animation blueprint

#

and those notifies(and therefore events) are never triggered

#

if anyone would have any idea about why that would happen, that would help a lot

ebon portal
#

hey guys quick question ... what's more efficient? blendspace or aimoffset?

elder wadi
#

@ebon portal I feel like each one is better for a different job.

ebon portal
#

it sure is, although I'm curious whether it's more efficient to work with aim offsets (meaning additive animations) or with blendspaces

#

because I can imagine blendspaces being a tiny bit better since they have all the animations in them and you need a base for the aim offsets

green ether
#

it seems my animation montage is reset every time it's triggered

#

so that's why the events aren't firing up

green ether
#

it's not just that, i'll continue working on this tomorrow

winged valley
#

@green ether How are you playing the montage?

terse forge
#

@unreal cosmos Apologies for the bother but I figured it would be more appropriate to ask in Animation. You mentioned that it depends on how the animation is imported into UE4 whether or not the rotation of the object is handled by the rotation of the animation. I was wondering if you could dive further into that for me.

#

I've done as you asked, and put a root bone at 0,0,0 that is the parent of all the other bones.

#

I currently have the rotation built into the animation and would like to pass that into UE4 and rotate the figure from that animation but I have to assume it's more complicated than that haha.

broken geyser
#

is there a way to change the play rate of an entire animation blueprint not just the individual animations?>

terse forge
#

you can probably just create a variable called playbackrate and make it a float

#

and then set the playback rate on each animation using that variable

broken geyser
#

oof thats a pain, guess theres no default value i can easily change then huh?

misty dagger
#

Anybody got a bunch of guns I can animate in Blender?

#

I've got to practice but ever model I download is fucked in various ways ๐Ÿ˜ฆ

#

*every

green ether
#

@winged valley I play if from the AI controller of my character

#

sometimes it's triggered by a behavior tree task, sometimes by the player, sometimes by the AIcontroller

green ether
#

@misty dagger I don't, but fortunately, guns are not the hardest thing to do with blender

empty crypt
#

hello

misty dagger
#

@green ether I know but I just wanna cut to the chase tbh fam

#

Sometimes you just feel like animating

green ether
#

@Kojiro#8889 hi

#

@misty dagger hah yeah ๐Ÿ˜Š

empty crypt
#

oh

#

didn't ping me

#

I need help on state machines animation

#

on UE4

#

I set a blend space for idle > walking

#

and in there I set jumping animation

#

jumping up > in air loop > down

#

now I need to edit the blend space to idle> walking > running,

#

but to run, I want to use a specific key

#

so normally when you move forward, you just walk,

#

then when you press a key, the character runs

#

either after idle or after walking

#

plus setting the speed and the state machines for the "jumping while running" animation

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how should I set the key to trigger running in the first place?

viscid willow
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Blend spaces change the animation based on a variable, usually speed. You can have a key that increases the max speed of the character. So as the speed increases they will start to run

empty crypt
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can you teach me how?

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I'll show you my configuration if needed

empty crypt
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sadly, I don't understand

green ether
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@Kojiro#8889 in the project settings menu ( project settings/engine/input )

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you will be able to define action mappings and assign keys to them

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you can define your run key there

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and in your character blueprint, you can place a red "event" node " RunKeyPressed" when the event is pressed

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and you execute your code from there

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Also, if you're more specific about what you don't understand, we might be able to help better

empty crypt
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let me test a few things first, will let you know if works or not

green ether
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my animation montages are still not working

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and I don't comprehend why they aren't

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i followed the tutorials to the letter, but nothing is showing what doesn't work

empty crypt
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what kind of animation is it?

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just have a slight knowledge on state machines and blend states, but could probably help

green ether
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@Kojiro#8889 it's an "Animation Montage"

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I need it because I need to have feedback from an animation ( get the current animation time etc )

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it's mad

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i'm trying to get the active montage , I see the animation playing

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but i still can't get the active montage in blueprints

empty crypt
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oh you mean the

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animation in blueprints where the connectors are conducting energy, as in when an animation works?

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in that case, no idea here

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apologies

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: (

terse forge
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hola

winged valley
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@green ether How does your animgraph look?

terse forge
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How's everyone doin'

green ether
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@terse forge hello, doing animation montages how are you ?

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@winged valley the anim graph isn't used when the animation montage is used

winged valley
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?

green ether
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@winged valley i'm changing things a little bit, getting back to you in a second

winged valley
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Then how is it supposed to work? ๐Ÿ˜›

green ether
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๐Ÿ˜ƒ

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the animation graph is normally used

winged valley
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You will need a slot node in the anim graph at least.

green ether
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except when the behavior tree fires up the animation montage

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then the animation montage " replaces " the anim graph while it's playing

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once it's finished, the anim graph resumes execution

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the animation montage is launched from the animation blueprint of the character

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behavior tree-> "launch animation" task node -> animation blueprint launches the animation montage

winged valley
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So again, how does the anim graph look?

green ether
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what do you mean by anim graph ?

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do you mean the animation blueprint ?

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oh right

winged valley
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The animation blueprint anim graph.

green ether
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the anim graph indeed

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@winged valley there is a state machine driven by some bools

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Idle-> walkRun blendspace

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but the anim graph isn't supposed to play when the animation montage is playing

winged valley
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So what happens when you play a montage right now?

green ether
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right now i'm changing things so not much

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but before

winged valley
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I think you just need to put a slot node before the Result node.

green ether
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the anim was playing

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but events were not firing up

winged valley
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You mean notifies or something else?

green ether
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yes the notifies

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i removed the "sections" of the animation montage

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seems to work better

winged valley
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It should work anyway. ๐Ÿ˜›

green ether
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@winged valley yeah i'd need to get back to you perhaps later but i see what you mean ๐Ÿ˜Š

green ether
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so now the events are firing, but the animation isn't playing

terse forge
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So do you guys happen to know if I should have my rotation in my animation stored in the animation itself or should I handle the rotation logic on the game side because I'm not familiar with how this works I assume that an animation is just that and doesn't actually rotate the character but I wouldn't know enough about how bone animation works to make a good call. The guy from last night recommended I add a root bone which I did do but did not explain exactly what that accomplished

winged valley
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Usually you handle rotation in the game. Unless you have an aimoffset or something.

terse forge
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Yeah it can be interupted so the animation may never finish

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So I should remove animation rotation on blenders end

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That's what I figured

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It was useful during the actual anim process though

winged valley
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It depends on what you're doing though. But you either have gameplay affecting animations (capsule/movement component controlled) or animations affecting gameplay (fighting games/Dark Souls style games).

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Or both, movement component for locomotion and animation controlled for attacks and so on.

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You should make sure you know what you're doing before animation the root bone though. ๐Ÿ˜› Usually it's not needed.

wicked belfry
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Nothing happens when I right-click my animation timeline