#animation

1 messages ยท Page 92 of 1

wicked belfry
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I'm trying to add frames

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Anyone know why this might be happening?

winged valley
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Do you have frames?

wicked belfry
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No, it says 0/0

winged valley
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Maybe there's a bug where you can't add frames to an animation without frames.

wicked belfry
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How do I add frames?

winged valley
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Then again I don't know how you ended up with an animation with 0 frames. ๐Ÿ˜›

wicked belfry
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I think I kept deleting them because I just used it as a still pose haha

winged valley
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If you've got a pose you can do Create Animation - Create from current pose.

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Then you should have 1 frame at least, and you should be able to right click to add more.

wicked belfry
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How do I create animation from pose?

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These are animation 'Sequences'

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It doesn't give me the option to create such a thing

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I think those are only on anim imports

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From what I recall

winged valley
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Not there, in Persona at the top.

wicked belfry
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Here?

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I think I'll just export the anim data of the still frame and animate it in 3ds max, then re-import on a duplicate and replace its animation

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Should work

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Thanks though!

winged valley
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Persona is the editor you get when double clicking on an animation/mesh.

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And after you've done that you should be able to right click and add frames.

wicked belfry
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That did it! Thanks man

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3ds max kept crashing on import so that saved me haha

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I'm able to add frames to the new one

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Cheers

winged valley
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Not being able to add frames sounds like a bug though. ๐Ÿ˜›

green ether
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@winged valley do you know any way of getting the "state" of a state machine ?

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like, in which state it is, what is the animation current time etc ?

winged valley
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@green ether Depends on what you want to do, for debugging you can select the ABP in the preview filter.

green ether
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@winged valley it would be for using in game

winged valley
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You could just make an Enum with every state and set it to whatever state you entered with the entered state event.

green ether
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@winged valley yes but i'd need the timing of the current anim it's playing

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it seems impossible to access the anim graph from blueprint

winged valley
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You can do the same thing for a float.

green ether
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@winged valley the problem is, if the floats are not in full sync with tthe anim, the game logic becomes inaccurate

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that's why i'm trying to get the floats from the anim state to be sure they are correct

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i'm also trying to play anim montages, but now i can't even play them

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no error/warning messages or anything, it just doesn't play

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maybe it's a slot problem, i have no way to tell

winged valley
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You should show the BP where you're triggering the montage.

green ether
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@winged valley there are multiple bps because i'm trying to make it work for several characters

winged valley
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Just show one. ๐Ÿ˜›

green ether
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but in the current bp

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yeah in this bp ๐Ÿ˜Š

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there's a "PerformDab" function

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that is triggered when players press the " Dab" key

winged valley
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It's a bit weird that you can't get the state time for a state though because you can see the active time in the editor.

green ether
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that function triggers the "Dab" animation montage

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@winged valley yes, and if anim states would be a bit more easy to use, there wouldn't be a need for "animation montages"

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anim montages are completely redundent when there are state machines

winged valley
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Not really.

green ether
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they're just a different type of anim state machine that can fire events

winged valley
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You could as well say that state machines are redundant when there are anim montages. ๐Ÿ˜›

green ether
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sure ๐Ÿ˜Š

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there's no need for two systems like that

winged valley
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Did you add a slot node to your animgraph?

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There is.

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Flexibility. ๐Ÿ˜›

green ether
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@winged valley it's more "system" bullshit I have to spend time learning instead of working on the actual game ๐Ÿ˜Š

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and I don't know how to add a slot node

winged valley
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Doing everything in a state machine isn't really optimal.

green ether
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sure, I'll use AnimMontage s if i can make it work

winged valley
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You go to the AnimGraph and type "slot".

green ether
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uh ok

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i can create a "slot defaultSlot"

winged valley
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Sure, create that.

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Then put it last in the anim graph.

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(for now)

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Then try playing the anim montage again. It should work assuming you didn't change the slot in the montage itself.

green ether
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i'm confused

winged valley
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๐Ÿ˜›

green ether
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Slot ' Default Slot' is a node with a "Source" input and an output

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so I take the existing "state machine" as an input, pass it trough slot , and connect the slot output to "final animation pose " ?

winged valley
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Yes.

green ether
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__<

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now it's playing

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#monthyPythons #noLogic #nonsense

winged valley
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Why doesn't it make sense? ๐Ÿ˜›

green ether
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i mean ..; many thanks @winged valley , YOU make sense โค

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really

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but

winged valley
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If you use an anim blueprint you need a slot node to play montages.

green ether
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that "slot" node thing, coming from nowhere , I don't understand it

winged valley
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You can see it as a track for playing montage animations.

green ether
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@winged valley yes but it's not depicted as a track, it's a node passing trough two nodes

winged valley
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But playing a montage when there's no slot node should probably give a warning somewhere.

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(if the actor is using an anim BP)

green ether
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it's like a tube wrapping two wires, and it would create another tube next to it

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it's so weird

winged valley
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o_O

green ether
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@winged valley I swear I didn't see ANY warnings

winged valley
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Yeah there aren't any I think, but there should be so things are less confusing if you haven't used montages before.

green ether
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@winged valley the slot thing you mentioned isn't even in the unreal videos showing animation montages

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the guy creates a slot in the anim montage

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but never changes the animGraph accordingly ( not in the animMontage sections anyway )

winged valley
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Which tutorial?

green ether
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@winged valley one sec, finding them

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you know the unrealEngine training videos

winged valley
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In older versions you could only have one montage playing at a time, maybe the Slot node didn't exist then.

green ether
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hah yes

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facepaw

winged valley
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He uses a slot node in the next video actually. ๐Ÿ˜›

green ether
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@winged valley omg

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LAWL

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so i searched all the videos before

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and not the videos after

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aargh i'm such a bad cat ๐Ÿคฆ

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" BP 3rd Person Game: Using Slot Nodes & Branch Points "

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I didn't think it was related to Anim montages

winged valley
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You can see why montages are useful if you watch that video btw, he uses Layered blend per bone to only have the montage play on the upper body, so he can run around and jump while the montage on the upper body is playing.

green ether
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@winged valley yes but why not create two anim graphs , or restrict certain states of the anim graphs to certain slots

winged valley
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You can only have one anim graph I think.

green ether
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we could think of anything more simple than yet another layer of shit to learn and use

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@winged valley yes indeed, and i'm going to use anim montages

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it's just that ... it never ends

winged valley
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Wouldn't it be more complicated if you had states for everything instead?

green ether
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soon they will create other systems to do simple things in complex ways

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@winged valley well an anim montage is already a state machine, just presented differently

winged valley
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For example if you had your state machine with walk, run and whatever. Then you have dab too in its own state. What if you want to walk and dab? Or run and dab?

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๐Ÿ˜›

green ether
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well you have a state machine for the lower body, and a state machine for the upper body ๐Ÿ˜Š

winged valley
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Yeah you could do that too I guess.

green ether
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and you could also get the current state and time of any StateMachine

winged valley
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But for me it's easier to have a state machine for locomotion and play event based stuff with montages.

green ether
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@winged valley that would prevent creating a whole other system that is essentially the same thing

winged valley
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You can trigger Play Montage from whereever really, but you need to set up the state conditions in some way.

green ether
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@winged valley well it's great that you like it, they didn't created it for nothing then ๐Ÿ˜Š

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but it will never end,

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they will create more complex systems to do simple things

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like " bones attributors " and " skeleton driven markov chains "

winged valley
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They are complex to have the functionality to do complex things. ๐Ÿ˜›

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Playing a montage isn't really complex, as long as you know what you need to do (have a slot node for example).

green ether
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because binding data to objects isn't """ smart """" enough

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@winged valley without you, I would have spent a week making this work ๐Ÿ˜Š

winged valley
green ether
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knowing i'm forced to use AnimMontages to get what's needed , I would have brute forced my way trought the doc and videos

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@winged valley a good reason for these processes to exist would be runtime optimizations

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knowing it's anim montages and behavior trees and whatnot , they can make these run faster on very different devices

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because they know what these systems do and when they should execute, but still ...

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@winged valley see, on this node you just showed

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" On Completed " " On Blend out " " On Interrupted "

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all these events could also exist in anim graphs and state machines

winged valley
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They do pretty much.

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For state machines: Entered State Event, Left State Event, Fully Blended State Event.

green ether
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there you go ๐Ÿ˜Š

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so what is the point of AnimMontages ?

winged valley
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To be able to do that outside of state machines? ๐Ÿ˜›

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I mean you could have a state in a state machine for every attack, but it might be easier to just play them with montages instead.

green ether
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so it's a "preference " thing , bu t it's not enabling anything more ๐Ÿ˜Š

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@winged valley And I could say that montages being state machines , it would be easier to have a state machine in a state machine

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because there wouldn't be any need to learn another redundent system

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It's like blueprint event dispatchers

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what is the difference between using event dispatchers and calling a function ? nothing ๐Ÿ˜Š

winged valley
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Instead of having a state machine with 10 states for each attack you could have a Play Montage node with a animation montage reference, different start time/section and so on. Doing the same thing in state machines alone would be a lot of unneccesary work.

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Well you can't call a function on 10 different things at once, but you can call an event dispatcher that is bound to 10 things that do something. ๐Ÿ˜›

green ether
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Okay maybe that specific case ๐Ÿ˜Š

winged valley
green ether
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@winged valley That's interesting, gonna read this blog later on

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so that's very awesome too

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much thanks for these awesome ressources ๐Ÿ˜Š

winged valley
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Yeah, it's not my blog though, it's Lina Halper's (animation engineer at Epic).

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๐Ÿ˜›

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Still not sure if Copy Pose from Mesh should work even if you don't have the same hierarchy before the copied bone, should probably test that in 4.18 preview.

green ether
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@winged valley yes in my game every biped is going to share the same skeleton

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and if I can somehow summarize my point (" too many subsystems are bad ") in a non-rude manner

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i'd totally make a forum post about it

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because for some peoples, using many subsystems is lot of fun and intellectually rewarding

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for others, it means more work to do the same things, more source of potential errors and sometimes more stress

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but I digress ๐Ÿคฆ

winged valley
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Well you can do what you want, use only state machines, use state machines and montages, use montages only. ๐Ÿ˜›

green ether
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currently i'm gonna stick with state machines and anim montages if it works

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if it's the ""standard"" way of doing things with UE4, no need to reinvent the wheel

winged valley
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For me montages make sense because they do something at that point in the event graph, so for example if you put a Play Montage node on an input key it plays there, no need to add a new state and set some boolean that will trigger an animation, it's just there in the graph instead.

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Actually it seems like Copy Pose from Mesh works anyway if the root bone of the attached mesh is the attachment point.

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The wings(?) just have three bones, spine_01, wing_l and wing_r, but attached to the mannequin skeletal mesh using Copy Pose from Mesh, playing their own animations using Layered Blend per Bone.

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Yep, works in 4.17 tool, guess I just messed up the setup. ๐Ÿค–

green ether
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@winged valley I"m glad they make sense for you and they should be in UE4 if it's the case, same for blueprints

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just that users shouldn't be forced to use them to get multiple anim blends ( and it's not possible to assign two animSstates to a same skeleton, or get infos on an anim State so we have to use animMontages )

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and yes for the copy pose from mesh It's awesome that they made it working

winged valley
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You can have several state machines in the same anim graph.

green ether
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ah nevermind then, that's nice ๐Ÿ˜Š

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and nice wings demo btw !

winged valley
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And to get the time in the state you could call an event that sets a float to 0 (from the entered state event) and is then updated in tick.

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And call that from every state entered state event. ๐Ÿ˜›

green ether
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but if there's a lag or anything, the float and the anim would be out of sync

winged valley
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Not really as long as you use tick.

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Or, delta time more accurately.

green ether
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ooh, neato

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i'll probably use that as well then

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@winged valley it's very awesome that you can talk about all these things in the chat โค

winged valley
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I think that's one of the points of having this discord server. ๐Ÿ˜›

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It's nice you can use Copy Pose from Mesh that way though, you can attach anything to your characters that way.

green ether
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haha yeah but ๐Ÿ˜„

winged valley
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Wings, weapons, clothes, armor, hair and so on. ๐Ÿ‘

green ether
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indeed ^__^

terse forge
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@winged valley thanks I just got home

winged valley
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Maybe not too obvious because the recording started really late, but it's this: https://imgur.com/a/h2xy7 You could use this to split a character into a bunch of skeletal meshes and use copy pose from mesh on them, then use them as a kind of dismemberment system. Maybe a bit heavy though because you need a skeletal mesh per body part.

terse forge
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Are you talking to me?

winged valley
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Here I was lazy and just attached the lower arm and hand to the upper arm bone. ๐Ÿ˜›

terse forge
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Sorry I just had this window open and saw the comment

winged valley
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Nope, just in general. Since I found out Copy Pose from Mesh was awesome.

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Did you solve your Blender problems though @terse forge ?

terse forge
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I wasn't really sure if I was having problems in the first place i essentially made an animation that rotates the character

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and I rotated it IN blender to do the animation

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but I think you c larified that I should remove that rotation from the animation

winged valley
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Yeah, but you wanted to reverse the pose too?

terse forge
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yeah I do

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I have not had the opportunity yet, but I'm home now! I can take a look now haha

winged valley
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That's really easy to do, just select everything, copy pose, then paste x flipped in either the Pose dropdown at the bottom or Paste Flipped from the spacebar menu and tick X-Flipped in the bottom left corner.

terse forge
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I'll need to do that per frame, right?

winged valley
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Per keyframe yeah.

terse forge
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Damn, there's a ton of those haha.

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Better than reanimating I suppose

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Giw di U oaste x fkuooed

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...

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How do I paste x flipped

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I... offset my keystrokes by one on that last sentence lol..

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Only the right hand ones though apparently.

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Also!

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I've been researching this for a few weeks now

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and I ended up buying a kinect V1 which is unfortunately not useful for this :<

winged valley
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As I said (:P) there's a button in the Pose menu next to Pose Mode, or you can do Paste Pose in the spacebar menu and tick Flipped on X-axis.

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It sucks if you have to do it for a lot of keyframes though.

terse forge
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I'll just make an AHK script for it for future use

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That's not really too big of a problem to be honest it's more or less getting it working in the first place

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I pressed space searched mirror

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and when I selected it it made my model very dark

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that's before

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after

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Not quite sure why..

winged valley
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Mirroring is a different thing. ๐Ÿ˜›

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There is only Paste Pose in the spacebar menu, the X flipped hing is an option within the operator.

terse forge
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man this action editor is useless

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I swear i select all keyframes

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and go into keys

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copy

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Okay, that's some basic crap that apparently doesn't work with CTRL + C

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apparently no F curves or some crap

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and then I go into my other action

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paste the keys using the keys menu

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and nothing happens

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Also, I see. That makes sense.

winged valley
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Ah, yeah, you may need to insert an empty keyframe before pasting into a new action.

terse forge
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That apparently worked.

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Thank you.

winged valley
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It's a bit stupid though, should just work regardless. ๐Ÿ˜›

terse forge
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When I pasted the pose I did not get any operators in the bottom left area

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Any ideas?

winged valley
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You don't have the thing at the bottom left dragged up to the top.

terse forge
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oh it was scrolled down...

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Lol, of course it was.

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Blender UI is a treasure.

winged valley
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๐Ÿ˜›

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That's probably a bug though.

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Anyway, you can do it a bit faster with a certain method.

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First bind something to Jump to Keyframe. Maybe it's set by default?

terse forge
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Up arrow.

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Actually.

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Jump to next keyframe

winged valley
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Yeah, nice.

terse forge
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(down arrow is back lol)

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so yeah having an issue now that it doesn't really mirror

winged valley
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!

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It looks like your character is facing some weird direction.

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It should face forward in the -y direction.

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(green axis line)

terse forge
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When I import into UE4 with -y and he faces forward towards numkey 1

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he imports sideways

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because UE4 forward is X+

winged valley
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UE4 takes care of that automatically I think.

terse forge
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nope

winged valley
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At least for animations.

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For the mesh you can just rotate it in the BP.

terse forge
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I don't know why honestly my swords export perfectly

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and my daggers

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but my mesh / anims are borked if I make them face -y

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all rotated 90 degrees

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by default

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to be fair my swords also face the X+ axis

winged valley
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You shouldn't have transforms on the rig/mesh and it works out fine. ๐Ÿ˜›

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Anyway if you want your character facing some weird direction you're screwed because there's only x axis flipping.

terse forge
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Fair enough haha

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I wonder why

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I wonder y*

winged valley
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What's the problem with rotating the character in BPs though? I do that myself and it works fine for me.

terse forge
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I guess nothing as a workaround

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but when I was using projectile movement

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it was making them track sideways

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this is how it looks default rotated f acing the X+ axis

winged valley
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I could see why you would want that for a car (using the vehicle system) or something that doesn't work right when it's rotated.

terse forge
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as you can imagine it would be sideways facing the Y

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I don't really have the model exported facing Y haha

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But yeah anyways I'll rotate in BP for this one

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since he doesn't need to be facing any particular direction his AI wont care

winged valley
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Ah, I see.

terse forge
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I just was using projectile movement to test stuff out and noticed it was weird when importing facing -y

winged valley
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So your character is a crab like thing?

terse forge
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Yeah haha

winged valley
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Then the way it was facing was probably right all along.

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But you can't really flip its animation then.

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Well I guess it should still face -y even if it moves the "wrong" way.

terse forge
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perhaps I can just change the forward export option

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for animations

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and leave it alone for meshes

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Can't really hurt either way. Just wish my configs would save and blender would stop wiping my export configs / user prefs >_<

winged valley
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I would try having the eyes face towards -y, applying transforms and try flipping the animation again.

terse forge
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yeah for sure gonna try that right now by rotating the armature

winged valley
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That shouldn't happen, did you save with User Preferences - Save User Settings?

terse forge
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yeah I did

winged valley
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Are you using a portable or installed build?

terse forge
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I believe installed but I'm not certain

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it happens when it updates to a new version

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like 2.79 wiped it

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and didn't recognize any of my old files

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in the recent files tab

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(for instance)

winged valley
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Ah yeah, you need to import settings when upgrading the version, there's an option in the splash screen.

terse forge
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oh interesting

winged valley
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But you can also force it in some way I think.

terse forge
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I should export from now on

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the settings

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I'm starting to realize blender is areally buggy program and has lots of inconsistencies

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but it's still probably the most powerful modeling tool out there, if anything, in scope of features.

winged valley
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You can try removing 2.79, reinstalling it, then look for the option in the splash screen.

terse forge
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naw I'll be fine

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I'll just remember that for 2.8

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Which looks interesting

winged valley
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It will be a while though. ๐Ÿ˜›

terse forge
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yeah sometime 2018 probably

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PBR Shaders though and realtime rendering kinda akin to the UE4 editor

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PBR materials*

winged valley
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Yeah, actually interesting reading the viewport schedule, lots of stuff that are in UE4.

terse forge
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so how do they pay for this

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donations or ad revenue?

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I know blender doesnt have ads in software but I assume their website must

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Perhaps contracts

winged valley
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Blender Foundation Development Fund, sponsors

terse forge
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or just open source haha for the fun of it

winged valley
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And probably some other stuff too.

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Blender Cloud for example.

terse forge
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ah yes isn't that a render farm

winged valley
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A bunch of textures/HDRis, training and some more stuff. ๐Ÿ˜›

terse forge
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oh its like training

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and files

winged valley
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Behind the scenes stuff too.

terse forge
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decent

winged valley
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(from the open movies)

terse forge
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It's probably pricey haha

winged valley
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10 bucks a month. ๐Ÿ˜›

terse forge
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ah better than netflix

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As a Canadian

tame parcel
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What do you guys use to make animations

terse forge
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blender personally

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although im not one to talk

tame parcel
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What about for character creation?

terse forge
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blender

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blender = free

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if you aren't using blender you're using 3ds max or maya

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probably maya

tame parcel
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I aint no rich person, I'll just go with blender ๐Ÿ˜‚

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Im guessing that I can make stuff like guns and bullets in blender too?

terse forge
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haha yes

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im currently working on a monster

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but you can make anything

tame parcel
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Alright, nice

viscid willow
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nice monster

terse forge
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Haha I wish I could agree. It's the first one I've ever done and is more of a learning process if anything.

round shale
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I use mixamo and low expectations

tame parcel
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what "Interaction" do you use

terse forge
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Blender.

terse forge
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Interaction is essentially "what hotkeys do you want?"

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and can break stuff

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if you change it off blender

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Step 1. User Preferences

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Step 2, Emulate Numpad enable

tame parcel
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Im confuzzled

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This looks impossible to use

terse forge
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this is step 1

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1.5x speed is your friend

tame parcel
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82 video series

terse forge
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You only need like the first 15

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the rest are like... specialty things

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when you run into a problem you'll probably look it up on youtube and come across one of those videos

hardy patrol
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How can I animate a dive roll? When I go back to the idle animation after rolling, all bones twist in the opposite direction because the bones in idle have ~0 rotation and after the dive ~280 to 360 how can I prevent this

viscid willow
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every 3d software looks impossible to use

misty dagger
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Hey, got a question about ironsights.

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Those handled pretty much through anims and blueprint, right?

terse forge
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Raytrace Start point = Camera Center
Raytrace Midpoint = Some object centered at the crosshair's location

misty dagger
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Okie. Any tips on lining up animations for that, especially if the mechanic is featured on all weapons universally?

terse forge
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depends

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Is it all done with 3D models

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if so you would just center the gun model and orient it with the camera, of course centering the camera with the crosshair.

#

I'm not a gun guy though so you might want to look into youtube

misty dagger
#

Youtube no helpy.

#

So, basically, have the animator make an ironsights set of anims that line up with the center of the screen?

viscid willow
#

The thing to make sure is that your camera settings in unreal and in your 3d program are the same

misty dagger
#

Any resources to be exact on that?

#

Like a reference guide?

terse forge
#

I mean he can always just offset the animation until it's centered

#

@misty dagger why not check out how they did it int he first person shooter starter project

misty dagger
#

Good point.

#

Alrighty, guys, thanks!

icy valley
#

Is this pose related?

#

this is the skele

#

I was trying to make a reload anim

#

Using the record

terse forge
#

@cyaoeu#1358 No luck. Mirroring just messes up some of the bones. No idea why.

#

It kinda works

#

But not in any effective way

terse forge
#

I've tried renaming the bones properly (LeftFrontIK, LeftBackIK, RightFrontIK, RightBackIK) and that didn't help

#

Something to do with my shitty unparented properly bones I think (They're supposed to just be root bones but clearly aren't done properly)

#

I realize that's a bunch of links haha, but seriously weird issue.

viscid willow
#

Its easier to establish mirroring if you are consistent with your suffix ege hand.L and hand.R

terse forge
#

Yeah, I imagine that to be the case.

#

I never realized naming schemes would matter in bone names.

#

I just reparented my 5 random core bones (lol why did I have 5 detached "core" bones?)

#

and fixed all the animations because they all messed up

#

but it's done now so hopefully that'll help with things

viscid willow
#

naming is quite important for bones

terse forge
#

well I wasn't just naming randomly

#

I just didn't think mine was wrong haha

#

but yeah mirroring still doesn't work

#

even after fixing the parenting stuff

viscid willow
#

definitely not wrong coz it is organised but i do believe that to mirror you should try put _L or .L and _R or .R as a suffix

#

eg leg_back_06_R

terse forge
#

DX

#

kill me

#

if it didn't have like 60 bones

#

lol oh god

viscid willow
#

i could be wrong but yeah

#

rip :(

terse forge
#

"Mass rename" feature when?

#

:<

viscid willow
#

i was gonna say lol

reef bone
#

Anyone here experiencing a major memory leak when importing animations in 4.17?

#

My RAM goes from 1.4GB usage to 15GB when importing 6 animations at once.

#

The animations are barely a few megabytes in size...

#

Scratch that, it's 20GB

viscid willow
#

20gb animation? or 20 db mem leak?

#

Coz i have noticed my Editor slows down if i have a blueprint open for too long

reef bone
#

20GB memory usage after importing the animations

#

The animations are 5MB tops

viscid willow
#

weird

#

just curious though how long/complex are your anims?

winged valley
#

@terse forge Not having a _l _r naming convention will make things not flip the right way for sure. ๐Ÿค–

#

I didn't know that though, I learned how to name things properly before flipping. ๐Ÿ˜›

hardy patrol
#

Hey guys, how do I properly animate a dive roll? When I go back to the idle animation after rolling, all bones twist in the opposite direction because the bones in idle have ~0 rotation and after the dive ~280 to 360. Is there a way to prevent this?

winged valley
#

@hardy patrol Good question, maybe you could make the last frame of your roll into a separate animation (in your 3D software), flip the rotations back but keep the pose, remove that pose from the original roll animation, make it into a animation composite.

#

Maybe you would still notice it though, it would still flip over 1 frame, so 16.6ms on 60fps.

#

I guess you could replace the animation completely (instantly) with the other version though and blend to the idle (or whatever) from there.

#

Using blend pose by bool or something.

hardy patrol
#

Do you think blending in Ue4 will fix this?

winged valley
#

I don't know, never done it before. ๐Ÿ˜›

#

Actually you could have the whole roll animation, copy the last frame and flip it (as a separate animation), play that when the end frame of the original animation would play.

#

So the animation would still look like it blends to the last frame, but it would play the non-flipped version on the last frame so the pose should be the same.

hardy patrol
#

I will try it at home. Thanks

reef bone
#

@viscid willow - medium

hardy patrol
#

OK Unreal fix the rotation. No problem if you blend a whole rotated rig with a non rotated

winged valley
#

How did you fix it?

vast trellis
#

Do blend and blend poses by bool nodes optimize out the pose calculation of one of the inputs when alpha is 0 or 1 (or blend time is elapsed)?

winged valley
#

Probably. Does it matter though? ๐Ÿ˜›

hardy patrol
winged valley
#

o_O

hardy patrol
winged valley
#

Interesting.

hardy patrol
#

as I sayd. I dont fixed it in blender. but unreal fixed the rotation, because it uses -180 +180 rotations and clamp it

winged valley
#

I thought you got the flipping in UE4. ๐Ÿ˜›

hardy patrol
#

No ๐Ÿ˜„

#

no possibility to test it. only got blender at work

#

but now, with unreal its no problem

dry prawn
#

Ok, third time is charm: hey guys I need some help here with my project. I'm making a first person shooter and I'm using right now the Aim rotation on the bones to rotate the camera with the character and the problem is that the camera will always crop inside the mesh, making it not look the best

#

is there any way around this?

quartz cove
#

funny thing is

#

Less words helped me understand your issue more

dry prawn
#

Great, that's what matters to me

quartz cove
#

@dry prawn Pictures would help also to see what you're talking about

dry prawn
#

sure, one sec

quartz cove
#

And tbh, now that I know what you're talking about, it's actually not an animation question rofl

#

I think not anyway

dry prawn
#

.>

#

I need an answer, not directions lol

#

If you can help me, please help me

#

anyways this is how it looks

#

er sorry

#

took a little while for the pic to show up

vast trellis
#

@dry prawn you can delete one

winged valley
#

You could put the camera in front of the body (like your eyes).

vast trellis
#

the way ShooterGame arms gets around it is by moving the shoulders, but they don't show a full first person mesh

quartz cove
#

FirstPersonTemplate I thought did this also

#

OwnerNoSee

#

But maybe they don't

vast trellis
#

yeah they have separate arms too

dry prawn
#

I've tried the first person floating arms to owner and third person mesh to not owners

#

but then the way the camera is set up, when I crouch it will play the animation but the camera won't follow

#

and I don't know how to make it work

vast trellis
#

you need to make sure you have tick poses on

#

when not visible

winged valley
#

Just move the camera when crouching then. ๐Ÿ˜›

dry prawn
#

@winged valley sure I want to do that, but how? in the event graph for the character, what should I call?

#

is there a "Move camera on Z axis" thing?

#

It's probably not the most elegant way but if it works, it works

winged valley
#

Set Relative Location maybe.

dry prawn
#

@vast trellis you mean use tick poses for the third person mesh only project or the mix of the first person and third person?

vast trellis
#

@dry prawn for what I was saying it is only if you were wanting head bob from the third person animation

#

better to just have the camera fixed in place and arms attached to it in most cases

dry prawn
#

No I don't want the head bobbing actually

#

I get you though

#

in this scenario here, the camera is actually attached to the mesh as a child, not as a parent

#

so it will follow the rotation of the arms

vast trellis
#

yeah, just move the camera on crouch, there should be a callback

#

on start crouch and on end crouch

dry prawn
#

so what is it called?

#

thats what I want

#

to move the camera

#

I thought it was a blueprint question, so I posted there originally but no one answered

winged valley
#

Drag the component into the BP, then use your imagination.

#

๐Ÿ˜›

#

(dragging from the wire)

#

Or read what I wrote above.

vast trellis
#

you will need to just move the arms instead of the camera if it is attached that way

dry prawn
#

the arms will move because they have the animation added to them already

#

it will play the state from the animation blueprint

#

the camera won't follow it though

vast trellis
#

k, yeah you'll have to figure it out for your situation

dry prawn
#

I'm a 3d artist, not a C++ programmer

#

so thats why it's so hard >.<

#

I'm just flabbergasted on how hard it is to make a first person shooter multiplayer game

#

It seems like a basic thing to make

vast trellis
#

there is a built in full example ShooterGame

dry prawn
#

UDK had a lot of stuff ready to go at least

#

Yeah I've looked into it, but there's some C++ stuff that I don't even know how to begin

vast trellis
#

first person template is the other option, all blueprint

dry prawn
#

Yes, that's what I used for this project

vast trellis
#

you can add crouch there really easily

dry prawn
#

But it's a multiplayer game

#

so people have to see more than floating arms

vast trellis
#

with your custom setup you will have to figure out a custom solution

dry prawn
#

I mean... I don't see it much as a "custom" setup, I'm just trying to get people to see the characters in the multiplayer

#

the only way to do it as far as I know is using third person character meshes instead of the floating arms and change the whole thing

#

or use a mix of the two using the owner see options

vast trellis
#

what is custom is baking the crouch transform into the arms animation

dry prawn
#

anyways...

#

I think I'm gonna give up, lol

#

I've been trying to crack this down for a whole week already

#

I'm just going to make the assets for portfolio

#

and screw the game, lol

vast trellis
#

there are many tutorials

dry prawn
#

What is a good website or place to find tutorials? Don't say youtube, lol

winged valley
#

Giving up before even trying isn't too promising. ๐Ÿ˜›

dry prawn
#

@winged valley I've been trying to find solutions for this for days already

winged valley
#

Yes, search for 5 minutes more and you will find it.

dry prawn
#

it seems to be like such a basic thing

winged valley
#

At least the camera thing.

vast trellis
#

search crouch tutorial

dry prawn
#

I've searched crouch tutorial

vast trellis
winged valley
#

And if you want to move the camera, just move the camera.

#

UE4 does what you tell it to do. ๐Ÿ˜›

dry prawn
#

I've seen that video already, yes

vast trellis
#

the main difference between shootergame and first person template

dry prawn
#

the way he has it though it's quite different from what I have setup hough

vast trellis
#

is shootergame will use character properties to set the camera

#

eye height, crouched eye height

#

(though they don't have crouch hooked up)

#

first person just attaches it to the camera

dry prawn
#

I'll be honest, all the tutorials out there, while I'm eternally grateful for them otherwise I wouldn't have even got to what I have here already, they don't take in consideration a lot of things, it's rare to find one that will really deeply explain what's going on

vast trellis
#

so all you have to do is lower the camera

dry prawn
#

every project has its particularities so it's hard to make it work if you have something going on already

#

anyways

#

Thanks guys, I guess I'll keep looking a little more

vast trellis
#

yep, in general try to look for standard setups

#

because it will be more compatible with marketplace assets etc.

winged valley
#

I mean we are here, we can help.

#

If you try. ๐Ÿ˜›

vast trellis
#

depends (if it is all art portfolio work then that might not be a valid concern)

dry prawn
#

fair enough man, I'm just a little frustrated lol

winged valley
#

Like I said before, you just need to drag the camera component into the BP, do Set Local Location, then hook that up to the crouch event.

dry prawn
#

@vast trellis I want to make a game, and also use it as a portfolio piece

winged valley
#

If there's OnCrouch or whatever, good. Otherwise check what's triggering the crouch animation.

vast trellis
#

the main reason to use OnCrouch over the place you trigger the crouch is if you want to support first person multiplayer replays

dry prawn
#

Thanks, I'll try here

#

just related to the question I asked before

#

for the camera clipping inside the mesh

#

do you guys know a good way to fix that?

#

Like... I can't move the camera further away from the character anymore

#

it has to be there, but it will still clip inside it because of the animation

vast trellis
#

owner no see

#

you said your problem with owner no see was it wouldn't move the camera, so now if you move the camera that's not a problem, right?

winged valley
#

I don't see why you can't have the camera where the eyes are, that way there's no way you'll clip into the body.

#

You don't clip into your body in real life either. ๐Ÿ˜›

dry prawn
#

the camera is socketed to the head

#

if it's not a child of the mesh, the aim rotation won't work properly

#

anyways, I'm gonna try with this method here

#

I realize it might be confusing, because I'm actually talking about two different projects with two different methods, that's my bad

#

anyways I might have found the answer guys

#

I appreciate answering me back though

winged valley
#

You could make your own socket bone (from the head bone) and use that, it would still be a child of the head bone but you could move it.

terse forge
#

Hey do you happen to know of a way to add a suffix to all selected bones?

winged valley
#

Make a script. ๐Ÿ˜›

#

You can get the selected pose bones with bpy.context.selected_pose_bones or something, then put the result in a for loop, changing the .name maybe.

#

(guessing)

terse forge
#

I would have to learn python syntax

#

._.

winged valley
#

It's a good idea if you're using Blender anyway, it's not hard.

#

If you can handle BPs you can handle python. ๐Ÿ˜›

terse forge
#

How did you find that bpy.context.selected_pose_bones

winged valley
#

You can open a Python Console, then press ctrl + space to autocomplete.

#

And all the options you have are shown when you press that so it's pretty easy.'

#

Then use for example bpy.context.selected_pose_bones[0] to get the first index in the bone list.

#

Then bpy.context.selected_pose_bones[0].name gives the name.

#

Then bpy.context.selected_pose_bones[0].name = "newroot" changes the name.

#

See, super easy. ๐Ÿ˜›

terse forge
#

is concatenation done via .. or . in python

winged valley
terse forge
#

oh it's one of those

#

okay

winged valley
#

For for it's ```for bone in bpy.context.selected_pose_bones:
print(bone.name)

terse forge
#

so bpy.context.selected_pose_bones[0].name = bpy.context.selected_pose_bones[0].name + "_l"

#

oh minus the quotes around the first

winged valley
#

Nah you don't need (" in the beginning, only where there are strings.

terse forge
#

So I assume like that?

winged valley
#

๐Ÿ‘

#

But if it's in a foor loop just do

#
    bone.name = bone.name + "_l"```
#

or something.

terse forge
#

expected an indented block

#

on your first example

#

are indents with whitespace?

winged valley
#

Yeah, with tab or spaces.

terse forge
#

I thought python was whitespace

#

oh okay

winged valley
#

I blame discord. ๐Ÿ˜›

#

And if you want to write a script you do that in the text editor, just with import bpy at the top.

terse forge
#

I'm in the scripting preset

#

there's a text editor on the left

#

black console on the bottom

#

and viewport on the right

winged valley
#

Nice. ๐Ÿ˜›

terse forge
#

for some reason whhen I run your script it breaks due to unexpected indent

#

I tried removing it lol

#

still nothing

winged valley
#

o_O

#

Can you show a screenshot?

terse forge
#

nothing even pops up in the console

#

so I don't understand why it says to check the console

winged valley
#

Ah, that's a different thing.

#

Window - Toggle System Console.

terse forge
#

ah

winged valley
#

Yeah you need import bpy at the top.

#

Otherwise python says "??? bpy? what is bpy?"

#

bpy being the Blender specific modules.

terse forge
#

Fair enough, makes sense.

#

What's the code to do that?

#

#import?

winged valley
#

import bpy

#

๐Ÿ˜›

terse forge
#

oh lol

winged valley
#

import bpy

terse forge
#

that worked

winged valley
#

You can import other stuff like math too, not really important now though.

terse forge
#

yay

#

Perhaps I'll just s/_right/_ at some point

#

one day I discovered s/blah/blah1 works

#

in discord

#

I was so happy

merry rampart
#

hey all - anyone here work with blender animation to UE4?

terse forge
#

jk

merry rampart
#

was wondering if I animate using an IK setup in blender, will that translate well in UE?

winged valley
#

Yeah @merry rampart

merry rampart
#

lol cyaoeu I think I was just reading your forum post

#

anyway wondering if IK translates well from blender to UE

winged valley
#

Sure.

#

You can get some shakiness if you don't disable Simplify when exporting though (setting it to 0).

#

What you see is what you get basically.

#

Sure.

#

o_O

#

Discord lagging so no idea if you can see my messages but anyway.

merry rampart
#

Ah nice!

#

No all good

#

thanks - will keep the Simplify in mind

#

just so used to blender needing tons of back and forth checkbox testing to get shit to work

winged valley
#

Also you will want to use a scene scale of 0.01 metric so animations don't turn smaller when exporting without an extra root bone.

merry rampart
#

Yea about that - where do you set the scale for scene

winged valley
#

And naming the rig "armature" will solve that, that means you can animate root motion with the root bone in pose mode.

#

There's a bunch of buttons to the right.

#

The one next to the globe is what you want.

merry rampart
#

kk

winged valley
#

uh, to the left of the globe.

merry rampart
#

and affirmative on root bone

#

ya

winged valley
#

Length: Metric, Unit Scale: 0.01.

#

Which basically means that each Blender unit is one cm like in UE4, instead of one Blender unit being one meter.

merry rampart
#

excellent

#

โค thanks !!!

winged valley
#

np

#

@terse forge Does flipping the pose work now?

naive terrace
#

Someone help me turn my character to front

#

Every time I try it doesnโ€™t stay that way even thoUgh I save

terse forge
#

@winged valley apologies was eating lasgna!

#

Yep!

#

Works now ๐Ÿ˜„

#

Thanks dude, again, and again, and again.

#

Actually I spoke too soon.

#

It looks like it depends

#

It's not a 1:1 mirror

#

and some poses aren't working when I try to mirror and go crazy

winged valley
#

Mirror or flip?

#

You should only select the ik bones probably.

terse forge
#

the IK bones don't touch the root though

#

none of them do

#

There's like 7 IK bones in total

#

Neck, 4 legs, 2 arms.

#

here it is with just the IK bones and the root selected

#

seems like it moves some things up

winged valley
#

It won't just flip in a single axis, it will flip in all on the x plane.

#

It's not easy to see what's happening in the front view either. ๐Ÿ˜›

terse forge
#

This is what ends up happening when I do it for each frame.

#

Kinda looks hilarious

winged valley
#

?

#

Did you insert keyframes?

terse forge
#

meant this

#

apologies

winged valley
#

๐Ÿ˜›

#

What was the original animation?

terse forge
winged valley
#

The same thing? ๐Ÿ˜›

terse forge
#

i did it again

#

it's ShareX

#

it has problems lol

winged valley
#

That looks really strange then, it should flip fine.

#

Did you try selecting all bones and flipping?

terse forge
#

yep

#

that's that file there (the weird one with no animation)

winged valley
#

Can you send the file so I can try some stuff?

terse forge
#

yeah for sure

#

so apparently what happens

#

is whenever I mirror on x-axis

#

it removes all rotation or some shit

#

I apparently can not send you the file via PM.

#

Unless we are friends.

#

Download that and let me know so I can delete it.

winged valley
#

Yeah I got it. ๐Ÿ˜›

terse forge
#

kk

#

Thanks for taking the time to look into that.

#

wait

#

could it be because they have _right

#

and _left in their names

#

and they aren't matching properly

#

because of the _right and the _left aren't exact

#

it uses _r and _l to determine left / right

#

and it uses the rest of the name to determine if it's the matching bone

winged valley
#

Maybe.

#

For me it animated kind of properly though. o_O

terse forge
#
    bone.name.replace("_right", "")```
#

that should work right?

#

Do I need special include for replace command?

winged valley
#

Don't think so.

terse forge
#

said it changed 0 entries

#

So it's turning left for you?

#

For me it was clearing any kind of pose data and just keeping the rotation

#

as you saw

#
import bpy

for bone in bpy.context.selected_pose_bones:
    bone.name = bone.name.replace("_right", "")
#

btw that worked for renaming that

#

fixed it completely for me

winged valley
#

Are you not using IK right now though?

terse forge
#

I am

winged valley
#

(IK constraints don't have targets or pole targets)

terse forge
#

I have this issue now

#

whatever the hell is going on here lol

winged valley
#

Yeah I saw that too.

terse forge
#

Blender is a strange program

#

I almost want to call it unintuitive without coming off as just complaining because I'm not exactly good at it yet

winged valley
#

Maybe has something to do with you not inserting keyframes on all bones when you're not using IK.

#

Or at least not the target style IK. ๐Ÿ˜›

terse forge
#

Did you try runing that python script to rename your bones on your end properly?

#

You mentioned you saw the same thing on your version right?

winged valley
#

Yeah I changed the names.

terse forge
#

This is odd.

winged valley
#

Inserted keyframes on all bones in the animation, redid the thing, looks perfect. ๐Ÿ˜›

terse forge
#

How did you insert keyframes on all bones?

winged valley
#

Go to frame, select all bones, i, locrot

#

You can choose the whole character keying set if you want to do it faster.

terse forge
#

yeah the Up -> I -> Enter

#

approach was fairly quick

#

yeah it looks great now haha

#

I'm not sure if I should ever have a "finish turning" animation inside of the turning animation

winged valley
#

But how are you using IK?

terse forge
#

I click on each bone

#

and add constraint IK

winged valley
#

The constraint targets are all empty, and you can rotate the bones that should be constrained by IK.

terse forge
#

to do the animation

winged valley
#

๐Ÿ˜›

terse forge
#

what?

winged valley
#

Click an IK bone and go to the bone with a chain icon at the right.

terse forge
#

Yeah the targets are empty

#

but

#

they still animate the way I want them to

#

like I can pull them around

#

like little noodles

winged valley
#

Ah, it's just a bug where the IK is still affecting the bones when it's disabled (clicking on the eye) when not using a target.

#

Good to know. ๐Ÿ˜›

#

But your IK setup is not too useful, for example you can go through the ground with the legs.

terse forge
#

yeah I couldn't figure it out

#

I legit watched like 5 tutorials on IK

#

and could not figure it out they all had these huge rig setups

#

with like 15 controls

#

and I only wanted his leg not to go through the floor

#

there was a constraint called limiter I think I tried

#

and it didn't really work the way you'd expect it to

#

there's also a floor constraint

#

which also doesn't work

#

ยฏ_(ใƒ„)_/ยฏ

winged valley
#

Yeah...

#

You need a target, pole target, and probably less bones in the chain.

terse forge
#

Haha that's awesome

#

currently I do that kind of animation manually

#

by readjusting the Z position of the bone

winged valley
#

Yeah, that's probably a pain. ๐Ÿ˜›

terse forge
#

It is!

winged valley
#

Anyway you could experiment with adding target bones and pole targets, parenting them to the root (so the rig doesn't go crazy because of cyclic dependancies), then set them as the targets in the IK constraint.

terse forge
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I'd love to learn how to do this stuff better but the public tutorials are very basic and just do a lot of stuff "Just because"

winged valley
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And experiment with the length too.

terse forge
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I find none of them explain ANYTHING

#

they just say "do this"

winged valley
#

I know of a good one though.

terse forge
#

If you got one let me have at er

winged valley
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It's made by the guy who made rigify btw. ๐Ÿ˜›

#

Which is kind of awesome (but not for games ๐Ÿ™„ )

terse forge
#

What's rigify?

#

I mean, I have an idea, but is that what the tool in Blender is called?

winged valley
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A blender meta rig thing.

#

Kind of like Art Tools but for animation for movies in Blender.

#

It's what you get in the Add Armature - Add Human Meta Rig, then you do Generate Rigify Rig.

terse forge
#

Any reason my rigs export way smaller than my mesh?

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I resized them properly.

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They don't have much import issues

winged valley
#

Yeah, your rig (and mesh) has unapplied transforms.

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Fixing it will probably break your animations though. ๐Ÿ˜›

terse forge
#

Oh

winged valley
#

I can try fixing it.

terse forge
#

they're still super small after applying object transform actually

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I applied it to my rig first, than my mesh

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settings look great

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Can't recall having this issue with the previous import

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Also my attacking animation has disappeared haha

winged valley
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In the middle ish

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Transforms

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Scale says -21 for the mesh. ๐Ÿ˜›

terse forge
#

Oh, okay.

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Also apparently my animations blew up

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my impale anim no longer exists lmao

winged valley
#

To fix it, first delete all scale keyframes in the animations.

terse forge
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well it does but it just looks like something completely different

winged valley
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By clicking the hourglass, typing scale, then delete, for each animation.

terse forge
#

Alright just a moment.

winged valley
#

Then for the rig apply transforms (scale in lower left), then the same thing for the mesh.

#

Your mesh will get a strange color because it was inside out before, you just need to go into edit mode and select everything and recalculate normals.

terse forge
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ah okay

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was about to ask

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@winged valley I don't see an hourglass.

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Where can I find that at?

winged valley
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In the bar that says dope sheet or action editor, to the right.

terse forge
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haha

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I don't think I have it

winged valley
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!

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I meant magnifying glass. ๐Ÿ˜›

terse forge
#

oh lol

winged valley
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Your location keyframes will probably get messed up, you can try scaling them back up by typing location, then clicking the pivot point thing all the way to the right and selecting 2d cursor, select all keyframes and scale in the y axis.

terse forge
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._.

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how can I stop this from happening

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ever again

winged valley
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Uh, the above thing should be done in the graph editor btw.

terse forge
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make rig -> apply -> animate and pray I don't need to make any more changes?

winged valley
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Easy, don't touch the mesh in object mode. ๐Ÿ˜›

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And rig.

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You probably scaled it to make it look right and didn't apply transforms that time.

terse forge
#

all my animations are completely destroyed ._.

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and I did the thing you mentioned

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but that just made him bob his head exclusively

winged valley
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o_O

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You probably needed to insert keyframes for locrot on all frames as you did previously

terse forge
#

Yeah I'll give that a shot

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Any way to delete this root bone?

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I assume unparenting everything first would likely result in animations breaking further

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actually disregard that question I'm not going to do anything else to this animation

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just fix it and call it a day

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My Graph Editor is empty by the way.

winged valley
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Yeah, pretty weird.

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๐Ÿ˜›

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Why do you want to delete the root bone?

terse forge
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It keeps going below the floor

winged valley
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o_O

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When?

terse forge
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I have no idea why it's even moving

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it's just below the floor on all of my animations

winged valley
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Just delete the keyframes on it instead.

terse forge
#

like it's too low

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Like it's hard to explain

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this is edit mode

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that's object mode

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(completely different)

winged valley
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You've got location in the transforms?

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Everything should say 0 except scale which should say 1.

terse forge
#

I applied the pose as rest pose

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I think that did something it was supposed to

winged valley
#

o_O

terse forge
#

I really shouldn't be doing any of this man I feel like I'm just messing it up further.

winged valley
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lol

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Why did you apply the pose as rest pose?

terse forge
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Because when I was in pose mode

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the bones all had weird locations and shit

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some were like -15, 0, 41

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random crap

winged valley
#

o_O

terse forge
#

now when I switch between all 3 modes (edit pose and object)

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they all look the same

winged valley
#

I guess that's good if you liked the pose. ๐Ÿ˜›

terse forge
#

it's the same pose it has by default

winged valley
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But the root bone (or armature) should be at the center of the scene.

terse forge
#

the skeleton is just based off the models default "sculpted" pose

winged valley
#

Anyway I gotta go, good luck. ๐Ÿ˜›

terse forge
#

Thanks lol

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I'm probably just gonna delete it

#

It's so much issues with one rig

#

probably best to start over

winged valley
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You can solve all issues though.

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You can't really make something unworkable. ๐Ÿ˜›

terse forge
#

I have a feeling the animations are fucked for good

winged valley
#

But you will maybe have to reanimate things anyway.

#

But if you add IK it will be easier.

#

You could check out the tutorials and start from the beginning instead, may make things make more sense.

naive terrace
#

Hey

outer herald
#

@winged valley i'm giving the ue4tools rig another shot, but i'm confused about the cs bones... should the whole ue4tools rig be imported, or should I delete the cs bones or smt?

#

I get two different sets of bones in ue4 now

outer herald
#

nvm

naive terrace
#

Can someone help me rotate my character mesh

winged valley
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@outer herald You can export with Only Deform Bones in the FBX exporter settings if you don't want the control bones exported.

outer herald
#

I feel like i'm in over my head without a tutorial or documentation explaining what deform bones and control bones are :/

#

at the moment it feels like the easiest option is to just learn how the ue4 rig is constructed, and then make my own the same way

winged valley
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Deform bones deform the bones, control bones control the rig in Blender. ๐Ÿ˜›

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You can click the bone layers in the armature panel to see all of the different bones, like deform bones, twist bones, control bones, foot rig bones.

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The deform bones have copy rotation constraints on them targeting the control bones.

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You don't really need to worry about that though, just export with Deform Bones Only if you don't want the control bones in UE4, they don't really do anything there anyway.

outer herald
#

hmm, so why would I want to export deform bones? if they deform the bones, sounds like they are for editing the control bones ?

winged valley
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Deform is a bone option meaning they affect the mesh if it's ticked.

outer herald
#

ah I see

winged valley
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If you don't have deform bones your rig won't affect the mesh at all.

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For example a bone called thigh_l with Deform ticked will affect the skinned vertices in the thigh_l vertex group.

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You can go to the mesh and vertex groups, find the thigh_l group (click the black arrow thing and Sort By Name), then click Select to see which vertices are affected by that bone.

outer herald
#

alright so basically deform bones are the regular bones that you get when you simply do armature >place single bone then extrude bones from it ?

winged valley
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Actually I guess Weight Paint mode will have a nicer view with the colors and all. ๐Ÿ˜›

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Yeah.

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But you can toggle it per bone in the bone panel at the bottom.