#animation

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soft crown
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I found a tutorial for doing it with montages

wicked belfry
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@soft crown Yes, a blendspace can be used to blend between two or more animations

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When you create a new blendspace, you'll see the animations in the asset viewer to the right and the timeline to add them to.

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In most cases, you'd use a 1D blendspace unless you needed a multi-layered, directional timeline

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Going from Idle to Walk to Run would use a 1D blendspace, for example

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Going from Run while pressing W and run forward and slightly to the side by pressing W and Q would use a regular blendspace

soft crown
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Yup, so I have my regular blendspace all set up, and I call it in my statemachine

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the thing is, from within my statemachine how can I blend the walking that is happening there so only the lower half of the animation is happening and the top half remains untouched? Even just an affermation that it is possible (as I've described) would be good.

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Doesn't seem like I can cache a pose inside a statemachine?

viscid willow
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Also blending when it comes to montages is something you can utilise to blend between animations, there is a blend time you can specify and when changing from one montage to the next the engine will blend/interpolate between the two poses of in the animation

winged valley
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Or just use Layered Blend Per Bone after the blendspace. ๐Ÿ˜›

hasty pivot
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Hey guys just wondering how i could make the movement in ue4 like in mass effect andromeda

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Ideas?

copper dawn
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procedural XD

soft crown
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@viscid willow I realize how slots work with montages but does it only work with montages is what I'm trying to understand. Blendspaces take animation cilps and thus can't have slots to them?

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Also guides I find show how to use slots to mix aniamtions in the AnimGraph but not inside a state machine node.

soft crown
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I guess the question I'm trying to ask is, can I have blendspace movement only control legs even though the clips used inside the blendspace cover animations for the whole body.

dusk dove
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t@soft crown you can use the Node "Blend Bones per Layer"

winged valley
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It's Layered Blend per Bone. ๐Ÿ˜›

soft crown
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Ok I think my confusion was with thinking blend pose 0 worked from spine_01 and down not up

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basically I have switched it and now it seems like my legs are the only things animating, which is good!

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now the tricky part is this. My Statemachien has some animations that cover the full body like walkl and hold pistol, but I don't have a crouch animation for crouch walk and hold pistol, so I've done the layered blend per bone to only have movment deal with legs despite some of those movement animations also covering the fully body. What trick should I use to now also apply back the upper body animations from full body animations I do have? Do I just copy the statemachine and blend them in for upperbody?

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I think I'll try that but it seems like overkill

main ferry
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Anyone have any experience with Maya HumanIK?

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I'm trying to add a pole vector

soft crown
winged valley
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Is it animated?

soft crown
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actually in both they are in fact animated,

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but the bottom pic one has the top animation set for the pistol animation, for some reason though the IK_hand_r gets displaced.

hasty pivot
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@copper dawn yeah i meant the movement like running and then when i press w+a it will be very smooth

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Not like in ue4s pawn where it will compmetly change his direction

winged valley
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@soft crown And that happens in the animation too? (you can check the location of the bone)

winged valley
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That's not an animation... ๐Ÿ˜›

soft crown
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that is an animation on its own not being blended in with the seperate crouch animation

winged valley
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Why use the ik_hand bone though instead of just the hand bone?

soft crown
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idk?

winged valley
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Because the ik_hand bone is a controller for IK, you shouldn't attach stuff to it.

soft crown
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I didn't know that

winged valley
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Now you do. ๐Ÿ˜›

soft crown
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so its just for controls not for attaching eh?

winged valley
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Yes, it's for having the ik_hand bone act as a target for IK.

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The IK will try to reach the target (but won't stretch).

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But if you're not using IK anyway those types of bones aren't too useful.

soft crown
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yup that solved it! Good to know! Maybe you also know how I can lower my First Person animation when I crouch? When I crouch it lowers my camera but my animation stays where its at.

winged valley
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If you have a crouching animation you can blend that with the legs maybe (using layered blend per bone).

soft crown
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well I do that for third person

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but in first person there are no legs

winged valley
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Ah, right. ๐Ÿ˜›

soft crown
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is there like a simple way to offset?

winged valley
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I guess you could do it in the event graph.

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Just modify bone or something, move everything down with a lerp or something, then when it's released move everything back.

soft crown
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oh so literally move the first person mesh eh?

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that could work

winged valley
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Or in the character BP itself moving the skeletal mesh components.

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Or create an animation where you move everything down a bit (you can do that in editor with create from current pose).

soft crown
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That sounds like it could work. And one final question for the moment that has been lurking on my mind which could help me with my animation resources. How possible is it to use my First Person animations which only animate the arms with my third person mesh?

winged valley
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If they have the same pose it's easy, just retarget.

soft crown
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and using layer per bone I should be able to aniamte the rest of the body and animate the arms of the body with my already existing first person animations correct?

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Providing for a fully animated experince ?

winged valley
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Probably yeah.

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But I haven't done so myself so I don't know really, just test and see if it works or not. ๐Ÿ˜›

soft crown
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ok

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Yea becuase if I can do that, I'm going to get the FPS Kit, which has the 9 weapons and animations for it, then use the starter animation kit for basic movement animations and layer the FPS animations in for the arms in third person and then of course I'll have all the FP animations already for FP.

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This in theory once I can prove it in a trial run will allow me to animate everything in FP and TP with a lower budget.

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thats the hope anyways.

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BTW thank you all from #animation you guys have been the best! I've learned so much from this section then anyother section.

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sadly I think retargetting is going to be a pain with my idea

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lol

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I think it looks very natural

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Shipping it...

hollow patio
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Heyyy

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I recently watched the devstream about physical animations and I have a question. If I wanted to do a skate 3 like game...Tbh I have no idea where to start, the confusion on greatens when I know more about it.

misty dagger
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Is there a way
to always make bone Afollow Bone B
i have a bow and arrow, but because of my aimspace, the bow string isnt always in between our players fingers unless we are looking straightrr.
Im wondering if there is a way to essentially lock a bone to another bone or socket location

hollow patio
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Anyone know how I should animate using physics animation for a skate 3 like effect lmao

winged valley
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@misty dagger There's the Constraint node.

soft crown
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Any insight on Translation Retargeting Animation vs skeleton

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and any of the other two options?

soft crown
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well I got what I asked for but the FP animations look bad in TP

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๐Ÿ˜ฆ makes sense and now I have to considor what I want to do

oblique canopy
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Can anyone tell me why the transform values are all 0? my characters IK arms are pulled to the floor, where they should be positioned where the LeftHandB and RightHandB points are, which do have values

winged valley
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@oblique canopy How are you setting the references in BP_MTB_Trials?

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Also casting on tick is expensive, don't do it. ๐Ÿ˜›

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Do it on Initialize Animation instead and save them for later use.

dusk dove
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Short Question about Root Motion:
Does the Root have to be at 0,0,0 on the first frame or is translation calculated relative to the previous frame?

winged valley
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The 0/0/0 thing is for the skeleton itself, not the animation. But your animation will probably be weird if you don't start with the root at 0/0/0.

sour gazelle
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how do you add meshes with animations to the third person character

winged valley
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Adding meshes: open the character BP, add skeletal mesh components, set anim BPs for those components.

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Replacing meshes: open the character BP, click the skeletal mesh component, replace the mesh with another one, change the anim BP to your custom one.

spiral cloak
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Hi all, apologies if this is the wrong place for it, but I know a company who are after someone to model and rig a basic character for them (non-ue4). It's paid. If you're interested, drop me a message and I can pass on your details.

Admins/mods, if this isnt the channel for this, please feel free to delete, just let me know ๐Ÿ˜ƒ

thin trout
ruby bobcat
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does anyone have any references how to replicate morph targets/shape keys onto clothes? im a bit worried that this takes weeks of trial and error

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for example if you make a character fat AND taller, clothes would need the same shape keys, i guess as a child mesh in blender and exported with the same shape keys?

green ether
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Anyone knows how to get the position of a bone from a skinned mesh in an animation blueprint ?

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i can get it with a poseable mesh, but not from a skinned mesh apparently

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do i have to use sockets ?

winged valley
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@ruby bobcat Morph targets don't work with the clothing tools in engine (simulation). If you're not using that you can use morph targets.

ruby bobcat
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yeah i did read about that they wont work with physics :/

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but my question was how they work when they would influence each other

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like .. do i need the exact same morph targets in a second object (e.h. trousers) to make them fit on the main character if, lets say, the morph targets for character height and fatness were changed

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just some references for that would be nice, there are like 0 available articles for this

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but it must work somehow, i mean ark does it ๐Ÿ˜„

winged valley
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Yes you need the same morph targets.

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Well not really but it makes things easier if they have the same name. They do need to fit the character at the maximum value.

ruby bobcat
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awesome if that would work exactly as i think it would

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will get a bit annoying with a ton of different clothings, but worth it

winged valley
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Then you just need some logic that sets the morph target on the body and the clothes at the same time.

ruby bobcat
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yeah thats how i imagine it

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i was just confused how they would correlate

winged valley
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It's a bit disappointing that morph targets don't work with the clothing tools though, I would gladly pay the extra performance cost.

ruby bobcat
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e.h. body height and then something like fatness

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these 2 morphs would be like .. influence each other

winged valley
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Really?

ruby bobcat
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yeah sure

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because one morph target would already change the complete body structure while the other one would make it fatter

winged valley
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Morph targets usually only do something from the base pose, so if you have several ones you still move the vertices out from the base pose, if they have been changed they are combined obviously.

ruby bobcat
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but by watching the ue4 morph target training vid i learned that ue4 does not take it too strictly

winged valley
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For example if you have a morph target for body length it will stretch the vertices, those stretched vertices would then be used for the fat morph target.

ruby bobcat
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thanks for your input, i was really hoping that it works this way ๐Ÿ˜„

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currently occipied with my >30kmยฒ landscape, tiled level streaming ftw

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thats why i didnt dare to run blender next to it

burnt vapor
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Alright. Alright.
Noob as hell question.
How do I add a keyframe to an animation in UE4?

winged valley
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You don't really do any kind of animation in UE4. ๐Ÿ˜›

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If you really want to you can make a single pose animation by editing the bones, then do New Asset at the top choosing animation from current pose.

burnt vapor
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...

winged valley
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If you want to add frames you can right click in the timeline at the bottom. But it's impossible to add keyframes in UE4.

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Use Blender or something else for making animation with keyframes.

burnt vapor
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Alright. Thanks.

devout dagger
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@winged valley do you happen to know of any good Blender tutorials about FK/IK switch and FK/IK snap ?

winged valley
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No. ๐Ÿ˜›

devout dagger
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๐Ÿ˜ฆ

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that's what sucks about Blender.. Something that should be standard isn't implemented and there no training materials about that either ๐Ÿ˜ฆ

winged valley
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And that's Blender's fault? ๐Ÿ˜›

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For example the UE4Tools rig already has IK/FK switching.

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And for IK/FK snap you can just bake the bones.

viscid willow
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@devout dagger There are a lot of youtube videos on the subject. This thread explains the theory behind IK FK Switching.

winged valley
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I mean bake the action for the bones.

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At least for IK to FK, I guess you can't do the reverse. But that's pretty easy to do too.

viscid willow
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IK FK Switching is not a standard setup in any 3D package as far as I know unless you use a generated rig like Rigify or the UE4 tools rig, it is something that a Technical animator/rigger would set up on the rig

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Who knows, they might come out with an official Blender tutorial on it since they have been making that new tutorial series, and IK FK Switching is a common part of rigging if you get more into rigging and technical animation

winged valley
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I don't see the point of even making a custom rig for UE4 when there is a few already either.

viscid willow
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this again lol

devout dagger
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I actually mean snapping IK ot FK and FK to IK

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switching is something else

viscid willow
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Snapping is a feature of a fully implemented IK FK Switch

devout dagger
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no

viscid willow
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WIthout snapping its just IK or FK

devout dagger
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snapping is when you animated with FK and then you need to continue animating from last FK pose using IK and then when you done, you need to continue back with FK from the latest IK pose

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aligning IK rig to FK rig manually (and vice versa) is a royal pita and it never matches up exactly

viscid willow
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Yes i know how it behaves, what im saying is you need both snapping and switching for a fully implemented IK FK Switch

devout dagger
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switching FK/IK is when you need to enable IK or Fk rig to animate with either one of them at a time.. It has nothing to do with matching poses

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I did switch in the past using drivers, but could never make snapping (not Py programmer) :/

viscid willow
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Yeah, you need to be able to snap the transforms in both directions (IK >FK and FK>IK ) so that you can have a seamless switch

devout dagger
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oh well, hopefully I get my questions answered about Akeytsu.. It looks super friendly to animation - no scripting and no mess

viscid willow
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did you put a question on the forum about it?

devout dagger
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@viscid willow Akeytsu ? Yeah.. I am guessing they only check it once a day, so I missed window of opportunity today

viscid willow
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Found your thread from May this year, it seems people have used it and been somewhat successful, one guy mentioned it exports without a root bone, which is problematic

devout dagger
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hmm.. that's odd

devout dagger
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@viscid willow I just tried exporting from Akeytsu and it exports fine. Root was there too.

viscid willow
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nice, they must have just had the wrong export settings

ruby crow
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hi, how do i set a bones location too a parameter?

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i'm trying to use a bone in a rig to offset a materiel UV to make cartoon eyes

winged valley
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Try Bone Driven Controller.

ruby crow
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where do i find that?

winged valley
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Animgraph. ๐Ÿ˜›

ruby crow
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ok wheres that, sorry kind of new to unreal still

winged valley
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Ah ok.

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It's in the animgraph in an animation blueprint, you can create an animation blueprint by right clicking a skeleton and doing "create anim blueprint".

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The animation blueprint has two tabs, the event graph which is used for initializing stuff/triggering montages and so on, the anim graph is for doing state machines/blend spaces/playing normal animations/montages and more.

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I started implementing IK/FK snapping for UE4Tools btw. ๐Ÿ˜›

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Not sure how useful it is though, I usually just blend between IK poses and FK poses myself.

ruby crow
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well im trying to get the location of a bone to use as a parameter, so how do i set this up.

winged valley
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The only thing that's not mentioned is that you can set the output to affect morph targets and material curves. In your case you want material curves.

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Then just set it to the same parameter name as in your material.

ruby crow
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ok how do i get the output, i tried dragging the node and and searching the tab and material curves dident show up

winged valley
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Destination Mode Material Parameter.

ruby crow
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so i just put the name in the box? also do i need to put any thing in front of the controller?

winged valley
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Well... your animation. ๐Ÿ˜›

ruby crow
winged valley
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You need a source bone and stuff.

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Did you read the documentation? ๐Ÿ˜›

ruby crow
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Thank you ill test that when i get home, class finished.

soft crown
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So I was hoping for a one socket fits all type of deal but the FPS starter kit's weapons seem to all need their own unique socket position to align right with the animations. Any tips on solving that? Is it normal to specfiy at run time the correct position the socket should have for a given weapon?

viscid willow
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Ideally the weapon should be modelled so that its root is where the hand should grip it (usually the right hand), you then have a bone/socket in the right hand which is where you socket the weapon. It is a bit odd that all the weapons require different offsets ๐Ÿ˜•

soft crown
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yea... I'll line one weapon up perfectly and then test another weapon and it needs to be offseted

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what I think I'm going to do is just have 9 sockets

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one for each weapon

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since in my weapon class I can tell it which socket to attach to

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I'll just tell it to attach to its tailored socket

round shale
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Sounds like you need a weapon class

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one that takes into account all the default stuff and the animation / mesh changes for the sugar.

oblique canopy
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@winged valley The references are Billboards in the scene, attached to a bone but with transforms, so the hands should get the reference in the animation BP and go to the right spot. But all the references are reading all 0 for their transforms, leading the the IK's all being drawn to the bottom of the scene

desert heart
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Why can't I use the animation morph lines thing

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fuck

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why would someone just take something like that and ruin it?

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I can't use the blendspace timeline

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ok so i have to hold down shift

reef bone
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Anyone know if I HAVE to have a UAnimInstance in order to populate a FCompactPose?\

visual ore
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Greetings, I imported a model into ue4 and it was paralel to the ground, so I went to 3ds max and reposition it and now the skeleton is weird, like pic related.

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How can I resize and reposition it inorder for it to be the size I want relative to the other character in my game and be facing the correct orientation when I place it?

winged valley
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You probably need to rotate it 90 degrees so it faces forward in Persona. Also the scaling of the bones look weird, are you using inches instead of cm?

visual ore
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well the character is very tiny when I imported it to ue4, like he is smaller than the foot of the ue4 mannequin ๐Ÿ˜’

winged valley
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o_O

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Maybe you're using meters then. You should check the units.

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Or your character just has the wrong scale in general (compared to real life measurements)

visual ore
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Ok. 3ds max says the unit of mesure is in inches, While I believe the unit of ue4 is meters. Other imported character work fine. Would I be correct to just resize and repositionner the model in the ue4 meshe/skeleton tab and save it?

winged valley
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I wouldn't recommend it because it would screw up the physics asset and maybe other stuff too.

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It's better to set the units to cm, then resize the character to the right size and freeze transforms again.

empty crypt
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Hello there!

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I need help

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Need to make my character approach a weapon, and when inside the area (I guess I use a trigger box?) I press a key, and my character picks up the weapon

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Then presses they key again, and drops it

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Please ping if can help me, thanks!

winged valley
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@empty crypt Not really related to animation but whatever. You can have the trigger box in your character, when your weapon overlaps it set something to true. When you press the key do a branch checking if the thing is true, if it is do a flip flop with attach to, then detach to.

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Detach from I guess. ๐Ÿ˜›

empty crypt
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Can you teach me how, please?

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I have my UE4 open, in case you can help me out with screenshare

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@winged valley

winged valley
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No. ๐Ÿ˜›

empty crypt
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Eh

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Okay

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But idk how to do it

winged valley
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Do what?

empty crypt
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That what I just asked

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My character is supposed to approach this hammer, press a key and the hammer gets attached to its hand

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Then also press another key to drop it

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I don't know what to do if you just tell me "set to true, branch, true, flip flop", I don't understand

winged valley
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So you have no experience at all?

empty crypt
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I don't, I'm new to this

winged valley
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Okay, that's fine.

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In your character BP you should have an add component thing in the top left, you can add a box collision there.

empty crypt
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Okay, added a box collision component

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What next?

winged valley
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You drag the component into the BP, then drag from it and assign On Component Begin Overlap and End Overlap.

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And hook the blue ones into Begin Play.

empty crypt
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one sec

winged valley
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Then you create a boolean variable, IsOverlapping and Set it to true on BeginOverlap, and to False on EndOverlap.

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Also hook up the Bind Event to Begin Play, you should have it somewhere or you can create it by right clicking and typing Begin Play.

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In the project settings Input add an action mapping called PickupDrop or whatever and set it to some key.

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Then add that event in the event graph by right clicking and searching for it.

empty crypt
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Where's the bind event?

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oh

winged valley
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Bind Event to Oncomponent etc. ๐Ÿ˜›

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But you should set the boolean in the event (red box), not the blue box, the blue box is only for attaching those events to your character.

empty crypt
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Hmm

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this one?

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the one at the top

winged valley
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Yes, but the blue ones should be attached to eachother too and the booleans should be attached to the red boxes.

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Is your hammer a BP?

empty crypt
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one sec

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figuring this out first

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hmm

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how do I connect this again?

winged valley
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Begin Play - Bind Event - Bind Event.

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You can delete wires by alt clicking.

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Or drag them around with ctrl+drag.

empty crypt
winged valley
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Yeah, you could have it more straight though so it makes sense. ๐Ÿ˜›

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Then attach the boolean Set nodes to the events, True for BeginOverlap and False for EndOverlap.

empty crypt
winged valley
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Yeah.

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Then you need to check if the overlapping thing is your BP, so is your hammer a BP?

empty crypt
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Blueprint?

winged valley
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Yep.

empty crypt
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I imported it as fbx from Maya

winged valley
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But it's in the world right?

empty crypt
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yes

winged valley
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You can just click it, to the right there should be a box that says "Add blueprint" or something.

empty crypt
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ok, made a bp for the hammer

winged valley
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Then make a nice name for it. ๐Ÿ˜›

empty crypt
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hammer_bp

winged valley
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In BeginOverlap and EndOverlap you need to drag from OtherActor and do Cast To hammer_bp

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So if you overlap you cast to your hammer which is basically asking the object if it is your hammer, if it is it will continue execution, if it isn't it will just stop and do nothing.

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Then move the Set boolean thing after the cast and connect it to the execution wire that does not say "Cast Failed". ๐Ÿ˜›

empty crypt
winged valley
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BeginOverlap - Cast To - Set

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Just use the top wire.

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The Cast Failed is for when the cast failed (meaning the overlapped thing was something else than your hammer).

empty crypt
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or

winged valley
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No. ๐Ÿ˜›

empty crypt
winged valley
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Even more no. ๐Ÿ˜›

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BeginPlay - Cast To - Set

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er

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BeginOverlap.

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๐Ÿค–

empty crypt
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like this?

winged valley
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Yeah but connected to the BeginOverlap too. Not sure why you made extra nodes though. ๐Ÿ˜›

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You should probably do things horizontally rather than vertically.

empty crypt
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okay

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connect what to what again?

winged valley
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First delete the Set nodes to the right.

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Then move the other Set nodes over to the right.

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Then ctrl+drag the white wire going into Set into Cast To instead.

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And add a new wire from Cast to to Set.

empty crypt
winged valley
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Yep.

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Then you can make the action event in Project Settings (Input category) if you didn't do so.

empty crypt
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ok, how to add it?

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I'm in input tab

winged valley
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Action Mappings somewhere, then expand it by clicking the triangle thing to the left, then click the +.

empty crypt
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Pickup, >Drop

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added Z and X keys respectively

winged valley
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Then add those keys in your BP.

empty crypt
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how to add?

winged valley
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You right click and type the name.

empty crypt
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where do I link it to?

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or from

winged valley
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Yeah, you need to do some more stuff before using those though.

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You can right click the As Hammer BP in your top Cast To node, then do Promote to Variable.

empty crypt
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alright

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what next?

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do I do the same on the bottom one?

winged valley
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Nah, you drag the variable you created from the left into the BP, then do Set.

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And connect that.

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It doesn't need to be connected with the blue wire, it will just be nothing if you end the overlap.

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But it should be connected with the white execution wire or nothing will happen. ๐Ÿ˜›

empty crypt
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hmm

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wait how?

winged valley
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The top one should be connected with the white wire and the blue, the bottom one should only be connected with the white.

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You can rename the variable HammerReference or something.

empty crypt
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wait which wires?

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which to which?

winged valley
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Do you understand what you're doing? ๐Ÿ˜›

empty crypt
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not really

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: (

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kinda

winged valley
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Well you can think of what you're doing.

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The white execution wires make sure things happen in the right order.

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Basically from the left to the right.

empty crypt
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I'm studying it on the go

#

kinda working it out with the names, but still very new to BPs

winged valley
#

Wires with other colors are for setting variables to some value. If it's connected to something it will use that value.

#

If it's not connected it will just be nothing (or the default value).

empty crypt
#

I see

#

so in the end, which goes where?

#

kinda confused, which one is the top one?

winged valley
#

I meant the top Cast To node.

#

Basically you've got two things you're working with right now, the two red events (Begin Overlap and End Overlap).

#

So everything should be connected into two lines, one line for each event.

empty crypt
#

ok

#

I think I have it already set like that?

#

the top cast to hammer_bp is connected to the white and the blue

#

the bottom one is only wired to the white

#

right?

winged valley
#

Can you show how it looks now?

empty crypt
#

same as above I think

winged valley
#

How is that Set node connected to the white? ๐Ÿ˜›

empty crypt
#

oh

#

err

winged valley
#

Yeah. ๐Ÿ‘

#

But straight. ๐Ÿ˜›

empty crypt
#

ayyy

#

oh right

#

ok, what next?

winged valley
#

Then you need the same thing below but without the blue wire, just duplicate it by right clicking it.

empty crypt
winged valley
#

Yeah.

#

Then you can use your pickup key and do Attach to Component.

#

And change the Location Rule to Snap To Target.

empty crypt
#

ok one sec

#

how?

winged valley
#

First you should not put that there. ๐Ÿ˜›

#

Use the pickup event you created.

#

Also you should type the name of the action event, not the name of the key.

empty crypt
#

oh

#

that

#

ok

winged valley
#

You remove the wire from AttachToComponent, then drag a wire from Pressed to it.

#

But first you should check with a branch if it's overlapping or not, drag IsOverlapping into the BP and do Get, then drag from there and do Branch.

#

If it's true connect it to AttachToComponent.

#

For the target you will need the HammerRef you created earlier, drag it out into the BP the same way and then connect it to Target.

empty crypt
winged valley
#

Pressed should go into the branch first. ๐Ÿ˜›

empty crypt
winged valley
#

Yep.

#

You can try running the game and see if anything happens. ๐Ÿ˜›

empty crypt
#

still nothing

#

hmm

winged valley
#

Debug time then I guess.

#

You can add Print String next to stuff, for example right after begin overlap/end overlap that say "overlap start" "overlap end" and so on.

#

And probably the reason it didn't work is that you didn't have Mesh attached to Parent, you can drag your Mesh into the BP and connect it. ๐Ÿ˜› (forgot that)

empty crypt
#

ah yes

#

Should I connect the same thing for the Drop too?

winged valley
#

Nope!

#

๐Ÿ˜›

#

But you should test if your pickup key works for now.

empty crypt
#

ok

#

how do I attach the mesh to parent?

#

oh

winged valley
#

You drag it from the component list into the BP.

#

Usually you drag components in and drag off of those, that way it's context sensitive and will automatically fill in stuff.

empty crypt
#

static mesh?

winged valley
#

Your character is a static mesh? ๐Ÿ˜›

empty crypt
#

oh

#

nono

#

my hammer

winged valley
#

The Mesh is from your character.

#

You're attaching the Target (hammer) to the Parent (character mesh).

empty crypt
#

hmm

winged valley
#

That box is super tiny, it won't overlap anything. ๐Ÿ˜›

empty crypt
#

how do I attach this?

#

the hammer

winged valley
#

?

empty crypt
#

how do I attach myhammer to the character mesh?

winged valley
#

You don't. ๐Ÿ˜›

#

At least not here.

empty crypt
#

oh?

#

oh

#

ok

#

then how do I do it?

winged valley
#

In BP.

#

๐Ÿ˜›

empty crypt
#

oh

winged valley
#

With AttachActortoComponent.

#

Where Actor is the hammer and Component is your character skeletal mesh component.

#

Did you connect Mesh to Parent?

empty crypt
#

HammerRef is wired to Target

#

guess I drag the character BP as reference?

winged valley
#

No, you drag Mesh from the component list in the top left into the BP, then connect it to Parent.

#

Or Skeletal Mesh or whatever it's called. ๐Ÿ˜›

empty crypt
#

alright

#

like this?

#

it was the Mesh inherited

winged valley
#

Yeah.

#

Then in your character BP you need to increase the box extents.

#

Right now it's so tiny it won't overlap something on the ground.

empty crypt
#

ok

winged valley
#

Yes, you should see box extents to the right.

empty crypt
winged valley
#

Yeah, but you should move the view down and align it to the feet so you're sure it's all the way to the ground.

empty crypt
#

yup, it is

#

it's uh

#

the bottom of the square is touching the bottom of the feet

#

and no further below

winged valley
#

Then you should be able to pick the hammer up in game.

empty crypt
#

don't I need to set the hammer's position in the hand first?

winged valley
#

Well you can see if it attaches to your mesh at all first. ๐Ÿ˜›

empty crypt
#

it doesn't yet

#

hmm

winged valley
#

Did you add print screens for BeginOverlap and EndOverlap?

#

Also add one for your button that says "Pickup key pressed".

empty crypt
#

ok

#

ok

#

it is detecting the key

#

but nothing happens

winged valley
#

You can add a print screen to the false output of the branch in the key "Not overlapping"

empty crypt
#

ok

#

going to false

#

it's not overlapping

#

should be something here missing

#

do I connect the bottom hammer red for target too?

winged valley
#

I think your box is still just too small then, it can be bigger than the character.

empty crypt
#

need to make it bigger?

#

like how big?

winged valley
#

Yeah, you can make it huge right now and make it smaller later.

empty crypt
#

ok

winged valley
#

Ah actually it could be another thing.

empty crypt
#

still not overlapping

winged valley
#

You can open your hammer BP, under Collision there should be a checkbox for enabling overlap events.

#

Maybe your static mesh didn't have that checked.

#

Then click the hammer in the world and check if it's enabled there too (if not, click the yellow arrow).

empty crypt
#

Generate Overlap Events?

winged valley
#

Yes.

empty crypt
#

ok

#

it's now overlapping, but cannot pick it yet

#

now I need to attach it to the hand?

winged valley
#

It should still attach to your mesh. ๐Ÿ˜›

empty crypt
#

it doesn't

#

it doesn't show the string of "not overlapping!" that I set

winged valley
#

What happens if you run around after pressing the key?

empty crypt
#

hammer stays there

winged valley
#

Do you get an error after exiting PIE? (play in editor)

empty crypt
#

hmm

#

ah yes, did not see

#

๐Ÿค”

winged valley
#

๐Ÿ˜›

#

Do you understand the meaning?

empty crypt
#

my char is not static

#

?

winged valley
#

Yeah, but the second part.

empty crypt
#

or idk

#

anything beyond that

#

hmm

#

hammer is static

winged valley
#

It says your hammer is static. ๐Ÿ˜›

empty crypt
#

shouldn't be?

#

ah

winged valley
#

Probably not.

empty crypt
#

should be movable?

#

ooo

winged valley
#

Yes. ๐Ÿ˜›

empty crypt
#

alright, it picks it up

#

just need to adjust the position

#

it's like 5 meters in front of him

winged valley
#

o_O

empty crypt
#

idk why

winged valley
#

That shouldn't happen if you use SnapToTarget.

empty crypt
#

do I set it for rotate and scale too?

winged valley
#

You can try that.

#

But for attaching it to the hand you can add a socket, you do that in the skeletal mesh skeleton view.

empty crypt
#

that yellow thing's myhammer

#

ok

#

skeletal mesh skeleton view

#

how to do it?

winged valley
#

Then check the bone list to the left, you can right click hand_r for example and add a socket.

#

You can go to Mesh in the component list, to the right you can double click the mesh there.

empty crypt
#

where's the component list?

winged valley
#

In the BP to the top left. ๐Ÿ˜›

empty crypt
#

I have a Mesh and it's my character

#

do I create a new one for my hammer?

winged valley
#

... no.

empty crypt
#

oh?

winged valley
#

You should do this in your character. ๐Ÿ˜›

#

Just double click the character mesh.

empty crypt
#

ok

#

double clicked my char

#

then?

#

I see Parent Socket?

winged valley
#

Then go to Skeleton in the top right, then see if you can find a bone list to the left.

empty crypt
#

I see thebone list

#

added a socket to right hand

winged valley
#

You can right click the socket and add the hammer as a preview mesh.

stiff thunder
#

You do know that there is #blueprint for such stuff, right? ๐Ÿ˜›

winged valley
#

Persona animation tools at the top, in Persona right now. Check mate!

stiff thunder
empty crypt
#

hmm

#

where to go?

winged valley
#

? You right click the socket in the bone list to the left.

empty crypt
#

oh

winged valley
#

Then add preview mesh or something, then search for the hammer.

#

Then you can rotate/move the socket around so the hammer looks better.

empty crypt
#

can't see the pivot

#

weird

winged valley
#

Pivot?

empty crypt
#

to move the gammer

#

hammer

winged valley
#

There are shortcuts for the move/rotate tools, I forgot the defaults though. But there are probably buttons you can click at the top to do move/rotate/scale.

empty crypt
#

yes the W E R

#

but

#

i cannot find the cursor to move it

#

aka the pivot

winged valley
#

O_o

#

I'm pretty sure the hammer shouldn't be way over there.

empty crypt
#

ik

#

it's

#

odd

winged valley
#

Did you export it from the center of your scene in Maya?

#

With frozen transforms?

empty crypt
#

oh I see now

#

it has to be exported like that

winged valley
#

Well if you would like things to make sense. ๐Ÿ˜›

empty crypt
#

omw

winged valley
#

But you can fix that, export the .fbx, then double click the hammer mesh in the content browser, then reimport.

empty crypt
#

double clicked

#

hmm

#

ok

#

need to place at center of scene

#

and freeze transforms

#

right?

winged valley
#

Yep.

empty crypt
#

I cannot move it now

#

๐Ÿค”

#

it's in the center

#

cannot see the pivots to move

winged valley
#

It should be where the socket is.

empty crypt
#

I mean the scene

winged valley
#

No idea how Maya works.

#

In Blender it's really easy, just move it to the center and do apply object transforms.

empty crypt
#

@winged valley err

#

my character

#

went flying into stratosphere

#

when I picked the hammer

winged valley
#

Cool. ๐Ÿ˜›

empty crypt
#

how to fix : (

winged valley
#

You could set the collision for the hammer to only overlap pawn instead of block it.

empty crypt
#

ok

#

did not fly

#

but

#

picked it, but did not use thehand to grab it

#

more like just following my char around

#

hmm

winged valley
#

Did you check the socket?

empty crypt
#

it's probably the animation mode?

#

sec

#

and what do I need to check on it?

winged valley
#

That it looks good with the preview mesh. ๐Ÿ˜›

empty crypt
#

the animation looks good in the skeletal mesh

#

but not in gameplay

winged valley
#

Anyway for the rest you can add a variable IsHolding, set it to true after attaching the actor, then check it with a branch on the drop action event.

#

If it's true you can connect the HammerRef to DetachActor.

empty crypt
#

oh

#

variable is boolean?

winged valley
#

Yeah.

empty crypt
#

where do I attach this?

winged valley
#

I told you. ๐Ÿ˜›

#

Anyway, I gotta go, you can ask someone else for help. Good luck. ๐Ÿ‘

empty crypt
#

thank you

#

@winged valley err wait please

#

cannot figure out that last part

visual ore
#

Greetings. I have a meshe of a humanoรฏd creature and I want it to have some of the ue4 mannequin animation. I noticed that the humanoรฏd model the not have the same number of bones than the ue4 mannequin. Notably it has less spines bones than the mannequin. Can I open the fbx of this model in 3ds max and remove the actual skeleton and generate a New one before putting it back in ue4?

empty crypt
#

Hello? need help with sockets here

soft crown
#

So it seems AActor does not have PlayAnimMontage, does that mean it will not play montages but only work via Blueprint?

barren wing
#

@soft crown, AActor don't need to PlayAnimMontage, but USkeletalMeshComponent can through UAnimInstance

winged valley
#

So actors can't trigger montages in code? That sounds a bit silly.

weary pine
#

UAnimInstance::Montage_Play

#

Anything that can get a reference to a skeletal mesh can start a montage on that mesh's anim instance

#

or can at least call the function

winged valley
#

Yeah, that's what I thought. ๐Ÿ˜›

dusk dove
thin trout
#

does turning off context help?

dusk dove
#

no

#

oh my fucking god

#

You cannot Cache Poses within a State Machine. only the outer most

thin trout
#

IIRC you cant create a cached pose inside a state machine

#

Nvm you just said it

dusk dove
#

what should I do now? ๐Ÿ˜ฆ

winged valley
#

Why do you need to cache a pose in a state machine?

dusk dove
#

@winged valley Blending Montages

winged valley
#

So why can't you do that outside of the state machine?

dusk dove
#

@winged valley because the Montage is only played within a certain State Machine

winged valley
#

But your slot node isn't in the state machine right? o_O

dusk dove
#

it is

winged valley
#

Okay... interesting. ๐Ÿ˜›

dusk dove
#

The Flare Montage Slot should only be played when I am on ground walking

#

But I would like to blend it on certain bones

#

which is why I need a cached pose

winged valley
#

Blend the whole pose or just the montage?

dusk dove
#

The montage

#

trololol

#

I can use cached poses

winged valley
#

Yeah, you just can't save them from inside a state machine.

dusk dove
winged valley
#

๐Ÿ˜›

#

Infinite loop basically.

dusk dove
#

ok, it looks Like I can just plug a dummy animation into the Slot note

native moss
#

anyone here great at rigging with max?

dusk dove
#

@native moss whaddup

cinder ocean
#

is maya more used than 3ds max?

misty dagger
#

Yes

fresh wave
#

I'm getting some weird twitching in an animation loop... hmm

#

but that happens only when played or launched

#

the second one is from simulated

#

I just play and loop the propeller animation, should work fine, but something's wrong.

#

If someone knows what I'm doing wrong, then I'd greatly appreciate the help. ๐Ÿ˜ƒ Maybe a baking issue of some sort? It seems the twitching happens every time the loop starts/ends, I noticed this when I slowed the rate to 0.1

plush adder
#

anyone know how i can blend two anims together without using a blendpace?

soft crown
#

Is controling an Anim Montage via C++ pretty limited (as compared to an Animation Blueprint)? The ShooterGame uses Montages for l ike one shot play calls in C++ but I'm wanting to do something a bit more fancy like loop a section in the Montage and so far that seem to be an Animation Blueprint thing only.

tiny flicker
#

What is more optimized, face morphs or fase bones?

dawn salmon
#

hey guys, I have a slight nuisance... my animations and animblueprint all work as intended... however in the preview editor I can't seem to preview any animations

#

anyone have any idea what the problem is?

#

the mesh is stuck on its idle animation btw

weary pine
#

@soft crown looking like montage control is possible but you gotta create the montage itself in editor.

#

did some minor digging and you can probably do the animgraph in C++ if you really want to. So you'd create the montage/anim assets themselves and then you can implement your Anim'BP' in C++ @soft crown, although its probably not really what you wanna do.

#

the only real reason why you'd still have to create the montage in editor is too make the sections loop and add notifies if you want. Probably could do that in code too.

soft crown
#

yea just trying to reconcile C++ with montage section looping

#

I was given the advice to make a Notify event in C++ then ref in the ANim MOntage and trigger it in C++ don't know how to do any of that yet but makes some sense

weary pine
#

Yeah I've done some montage stuff like what you're talking about - did it with notifies as well

#

basically I just had the montage loop normally and I had a notify just before the loop point to exit the loop if needed

soft crown
#

so I guess that is how it works then? The notify when triggered? Or is it hit? Will tell it too branch off automtically to the next section? @weary pine

weary pine
#

Look at the functions in uh.

#

UAnimInstance

#

lotta stuff you can do with montages

#

about the only thing I'm not sure of is getting a callback when it changes sections

modest hare
modest hare
#

nvm

devout lantern
#

can morph targets change the texture as well or just move the vertices?

stiff thunder
#

IIRC they only move vertices

soft crown
#

Does anyone here know how to signal an Animatino Notify Event from C++ ?

soft crown
#

Ok I may have figured out how to trigger a notify event from C++ but now I'm not sure if the trigger alone is what I really want? If I make a custom Notify and set it to branch, does that mean when the notify is triggered it will branch? Or does it mean something else?

soft crown
#

now that I think about it why can't I just tell the time to start to be later? After the loop? Or Jump To Section?

misty dagger
#

did I just broke it?

#

it doesn't allow me to link 1 output to 2 inputs

#

... unless I use a re-route node

#

is that indended?

visual ore
#

Greetings, I have imported characters from Mixamo, and when I replace the mannequin mesh by them my characters are always facing the wrong way when moving. How can I fix this?

visual ore
#

Yeash, I see that my models are in the wrong orientation

#

How can I change them? When I reorient the meshe in the skeleton tab and save, reopening it will bring in the same orientation as before

soft crown
#

Ok almost there with my shotgun reload animation, issue now is since the right hand goes to reach for the bullet it moves the gun with it as well ๐Ÿ˜ฆ

#

Guess it should get moved to the left hand then?

#

seems to be much better!

visual ore
#

Alright I found why I had an orientation problem, the Force x axis while importing was set

soft crown
#

Anyone know how to reset pose of skeleton after I tweaked it?

#

Ctrl Z doesn't do anything

#

I adjsuted it inside an animation and now I just see the privew that way

#

for all animatinos

soft crown
#

just reset the editor, seem like brute force but worked.

dreamy wasp
#

does anyone knows why the default mannequin model has these bones called "_twist"? Like, the calf_twist, upperarm_twist. etc? Basically most limbs are divided into 2 bones, ie, the lower arm bone, then lower arm twist bone. Why is that? Why not just make it one bone? What is the advantage?

misty dagger
#

not sure, but I think it helps to lerp vertices mid two bones without making a double-cone

dreamy wasp
#

makes sense, could be that

viscid willow
#

Twist bones are there to help animators avoid pinching when it comes to twisting the wrist and in this case ankle and arm of a character. By sharing the twist across a couple of bones you can avoid one harsh pinch in the joints

soft crown
#

Can I select multiple bones and move them at the same time? I mean I do that but nothing happens, don't know if there is a trick?

modest hare
#

now how can i import the mesh and rig into unreal 4 so it has a skeleton?

misty dagger
#

@modest hare exporting it from blender as fbx an importing in ue4 should just work. just double-check the export settings in blender and import dialog in ue4

#

@soft crown do you mean blender, ue4, c++, blueprints, animgraph, ???

soft crown
#

UE4 @misty dagger

soft crown
#

Right now I'm using blend by int to assign each weapon an integer ID to have my animation blueprint know which one to animate for, is there a better way?

cinder ocean
#

Which software is best to use for animation? 3ds max or maya and why?

soft crown
#

I think Maya because its more officially supported but someone may be able to give you a better reason than that

soft crown
#

alright, another issue, seems like when I fire even though I'm looking up it resets back to looking straight since that is how the fire animation is made. Is the solution here to make aim offsets for the fire as well?

civic dune
#

Hi, i'm a beginner, does anyone knows how to check some animation to running, we need to montage or somethink more?

dusky arrow
misty dagger
#

@soft crown consider making firing an additive animation

winged valley
#

@soft crown You should probably have the montage slot node before the blend space in the anim graph.

soft crown
#

@winged valley so sounds like I can't just call to play the montage from c++. I should set a firing book and have my blueprint listen for that change?

winged valley
#

You could call it from c++ or whereever but you need a slot node in your anim BP before the blend space.

misty dagger
#

@soft crown you can play the montage from c++, first person c++ template contains code for that

soft crown
#

I know it's what I'm using that's why I mentioned it I'll look into this slot node

winged valley
#

I didn't even know you could play a montage from C++ without having a slot node when using an anim BP, if you did that in BP the montage probably wouldn't trigger at all.

#

Anyway triggering montages without a slot node assumes that you don't have an animation blueprint at all.

soft crown
#

I do have an animation blueprint

#

And I am using slots with in my Montage but I'm not sure what you mean by slot note exactly inside my animation blueprint perhaps I am using one I'm just not sure

winged valley
#

Well do you have a slot node in your anim graph?

#

It shouldn't be hard to tell. ๐Ÿ˜›

#

It's called Slot.

#

@soft crown

delicate locust
#

@winged valley I have a crazy little idea, is it feasible?
I need my character to do frontflips/backflips, gradually. like, using input to drive the animation. I was thinking, the most modular approach might be to somehow use additive animation? having a small delta rotation in the animation, then playing it continously at some point to eventually do a flip.

#

didn't get it to actually continue applying so far ;d

winged valley
#

Yeah you could do that. I don't guarantee it looking good though. ๐Ÿ˜›

delicate locust
#

I guess the alternative would be to use a blendspace with a bunch of poses. or if it's somehow possible to scrub back and forth through a regular animation

winged valley
#

You can right click on a Play Animation(name) node in the anim graph and turn it into a single frame evaluation based on a float, then use the float to control the time of the animation.

delicate locust
#

!!!

#

awesome

visual ore
#

Greetings, I followed the ureal guide to retarget the animatio form the starter pack to the SWAT guy from Mixamo and I end with this

winged valley
#

That looks like you didn't set the arm bones in the retargeting manager correctly.

visual ore
#

hummm....weird because check this

#

I don't see what I did wrong, the retarget are as the guide suggest

#

Could that be because the mannequin is in A pose and the mixamo model are in T pose?

winged valley
#

If that's the case, then yes. ๐Ÿ˜›

#

That's why usually you upload a rig of your own first so you get the output in an A pose (for example uploading a UE4Tools rig)

#

But I don't know how that works with changing the character.

soft crown
#

@winged valley at work but once I can remote in or get home I'll let you know

visual ore
#

Much better! The problem was the T to A pose

#

Is there a document or grid that tells you the exact angle per bones the A pose is? Seems like a trial and error game

visual ore
#

Can I change an animation inside ue4 by moving the angles of the bones in the animation editor of ue4?

#

Oh, I found how, I just hit record on an existing animation and a new one will be created

winged valley
delicate locust
#

@winged valley in Blender, do you know a simple way to make keyframes interpolate correctly when you're doing something like a frontflip, and want to paste the first keyframes at the end? it goes back around even though the shortest way is only a small distance

winged valley
#

You can try putting a minus sign in the rotation transform to negate it.

delicate locust
#

๐Ÿ‘ works

winged valley
#

Quaternion magic. ๐Ÿ˜›

delicate locust
#

black magic

proven tiger
#

@visual ore You can set the T pose for the manquin.. T pose is a file

devout dagger
#

Akeytsu v1.0 is coming Oct. 25. Indie version will be ~$180. I think you can still purchase it at early-access price ($79).

delicate locust
#

what's the meaning of having both a transition to a conduit, and a transition check inside the conduit?

potent wolf
misty marlin
#

When blending here, do I have to do it in blueprints and cast to the class?

#

Or can I blend from the animation blueprint itself?

cinder ocean
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is it possible to control a blendspace 1D without an anim blueprint?

gritty jay
#

What are you trying to do?

solid fossil
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anybody knows about the snake IK? or how could i make snake movement so freaking Real!

winged valley
solid fossil
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Thanks @winged valley i'll take a look

visual ore
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Is there a way I can without fail make a T pose to A pose with the correct angles when I import a model to ue4?

still escarp
#

Can some one help me about replicating animation

delicate locust
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@winged valley do you have any tips for avoiding spaghetti in animation state graphs? I wish there was either a way to 'go deeper' and have state machines inside state machines, or a way to get an event fired from BP/C++ to trigger a certain state.
I want to avoid having arrows in every possible combination when they should be entered regardless of current state

winged valley
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That's just stupid though, mixing locomotion with weapon stuff.

delicate locust
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might be a bad example, but I already start getting a mess just with locomotion

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(or rather start seeing warning signs)

winged valley
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Well if it should be entered regardless of current state it probably shouldn't be in the state machine.

delicate locust
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so how would they be triggered otherwise? I haven't found a way to use blend trees with montages

winged valley
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Like the landing thing, do you need three things? You could just have one and do something different inside the state itself.

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Blend tree?

delicate locust
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sorry, Unity terms >.< Blendspace

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okay so you said to do different things inside the state itself. but inside the state is only the 'Can enter transition' node

winged valley
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How are you playing animations then?

delicate locust
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(inside the conduit, that is)

winged valley
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I didn't say inside the conduit. ๐Ÿ˜›

delicate locust
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well, how would I make conditional animations inside the state?

winged valley
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BlendPoses(Enum) or Blend Poses by bool/int

delicate locust
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aaah

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that helps

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thankthanks ๐Ÿ‘

winged valley
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np

ashen elbow
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I WANT TO PLAY THIS GAME

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Must be more brainf<3k than Devil May Cry comboes

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๐Ÿ˜…

delicate locust
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:D

merry rampart
#

Hey guys has anyone seen the Fortnite Trailer Pipeline - Unreal Dev Day Montreal?

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looks like they use Alembic support quite a bit

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and I wonder - since my alembic files get very large very fast

wicked ore
#

Hey guys, wonder if anyone can help... I've imported a new FPS rig and attempted to retarget it but I'm having errors... does anyone know what would cause the bones to contort like this?

clever abyss
#

Why the fuck camera in UE4 Sequencer has to be fucking hard?

native moss
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i just did a reskin in max, how do i reimport into unrea lengine

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have pig_skin, pig_skeleton etc

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pressing reimport doesn't work (neither does changing hte path to the reimport)

clever abyss
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From my experience, pressing [reimport] button on mesh/model doesn't reimport it

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you need to delete and import again

native moss
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and then i should just be able to put the new mesh in the old anim bp

#

?

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or i need to make a new animbp

hardy karma
#

I have a very quick question
How can I create an event for when my character turns directions?
I need to play a sidestep animation, and also if he jumps play a sideflip animation

soft crown
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Hey guys I need some Maya and Unreal help. I edited a third person mesh down to just the arms but when I export it out I get a new root. At first it was a Multiple Root error but then I renamed the group and it seemed to get rid of the multiple root error but I still have a parent to the root

pale silo
#

Anyone here know why Unreal imports skin weights from 3dsmax/biped wrong ?

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is there a work-around?

#

in the skeleton tree, my neck bones moves my characters arms, this is not correct behavior.

delicate locust
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(like, watch how they play out)

winged valley
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You should be able to see the changes by setting the debug instance in the top right when playing in PIE.

delicate locust
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it's set to Preview Instance and I'm playing in PIE

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or does it need to be explicitly set to use the instance that is spawned in-game.. somehow?

winged valley
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Yes. ๐Ÿ˜›

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Preview instance is for previewing in the editor when not playing.

delicate locust
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so how do I preview on the actual game instance?

winged valley
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You select the real anim BP.

delicate locust
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select it where though?

winged valley
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Clicking the drop down. ๐Ÿ˜›

delicate locust
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.< .. thanks. didn't realize it changed, but that makes sense

quiet adder
#

@wicked ore looks like the elbow joint is retargeting with a 90 degree offset. Check your joint orients

fervent sleet
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i'm trying to make a box smoothly turn 180 degrees (triggered by a box collision) and i have no idea where to start

merry rampart
#

hey guys

#

anyone see any red flags here?

#

basically am simulating physics on a fracture mesh - baking to keyframes, and parenting objects to a bone

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trouble is, exporting FBX takes a very long time

#

and importing to UE4 takes a very long time

#

is that because of the amount of objects + keyframes?

#

is this NOT a proper workflow to carry forth pre-baked physics sims into UE4?

#

maybe I should just use alembic ...

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I feel like im cheating when im using alembic

faint hull
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I know that this is a 3ds Max question, but why are the thumb bones placed there? does anyone know of a biped for 3ds Max that matches the UE4 default player model's bone structure? I'm just trying to do some pre-modeling testing of my game with simple animations, but I don't want the model all effed up.

still escarp
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@faint hull U have Biped animation tutorial its usefull

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Now my problem how to make When have weapon it can crouch with weapon also without weapon do i need blend animation or trigger them by animstance

noble pelican
#

deos anyone know (or want to guess) what physics solution epic uses for the long haired heroes in paragon? just joint chains?

rugged imp
#

Hey there, I am using Animation Blueprint for character head rotation but Sequencer animation weight is not working. Therefore, How can I solve the problem ?

viscid willow
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@merry rampart I've never used alembic but i believe that this is the exact use case where alembic would be preferable. I cant seem to find the video but Epic put out a video on the Fortnite Trailer explaining that they used Blender + Alembic for a bunch of destructible simulation effects

halcyon canyon
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Can you only retarget stuff tied to humanoid rig? Im trying to just retarget some VR hands.

halcyon canyon
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nevermind I got it

tight blaze
#

got a question,I'm using blender to model objects and I'm using the boolean "Intersection" modifier to make animations, any idea how I can export the animation into UE4?

simple karma
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Is there ways of connecting a gun dir example to a mesh in multiple ways like hand to stock and handle so it constraints in two spots?

winged valley
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@tight blaze You would need alembic or something for that. Anything that changes per frame won't work, the things that work are skeletal animation and shape key animation (also rigid bodies I guess).

merry rampart
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@viscid willow Thanks man. Yea Alembic works quite well but file sizes can be large

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I think i'll go with it anyway

visual ore
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Greetings, could someone direct me to a ressource that can tell me the exact angle changes of the skeleton when retargeting animation from t pose to A pose?

#

I seems to me like its a rtial and error game

#

I am importing animation from Mixamo to my UE4 mannequin

winged valley
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It is a trial and error game which is why you normally don't do that at all. ๐Ÿ˜›

#

For example if you want mixamo animations on a UE4 mannequin style rig you would upload that in the first place, then you don't have to mess with the base pose.

tight blaze
#

@winged valley after some time trying to search up answers, digging through ue4, and blender documentations, and forums I kind of decided that apparently there is no practical answer to this. Guess I'll have to remodel :/

merry rampart
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@tight blaze Wouldn't alembic solve your issue?

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Alembic rules

merry rampart
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Anyone working with Alembic here?

#

Playing with destructive simulations and when importing as Alembic Skeletal i'm getting tons of Material IDs

terse forge
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For some reason when I import my asset from Blender into UE4

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The animation is split over about 50 individual files

#

This is what I'm selecting, and there's only one animation for each set of bones (3 in total, at least there should be)

winged valley
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That thing is a single object?

terse forge
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No, it's 3 separate objects

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a spring, a platfor, and the loot box.

rugged imp
winged valley
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Then you will get an animation for each object (per animation).

terse forge
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the only animation I have is the 2 bottom arms going up and down

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and the middle swaying left / right

winged valley
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@rugged imp Animation weight is only for changing the weight for animation sequences placed in Sequencer, probably won't do anything for animation BP stuff.

#

@terse forge You could select the objects themselves and check the action editor, maybe you've got animation for the objects too.

terse forge
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I think I do

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there's a bunch of random ones I never made myself

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I have no idea where they are from

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Any way to delete them?

winged valley
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Yeah, you can select it and hold shift when pressing the X, but the ones with 0 are already going to get deleted if you save the file and open it again.

terse forge
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for some reason when I export it isn't grabbing the chest's geometry.

#

I also don't get the shapekeys animation.

#

I try to import it by itself by only selecting the outside mesh and it still only imports the spring

#

and then it tells me something about a bone missing

winged valley
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You need to tick import morph targets to get the shapekeys. The missing bone thing means you exported with leaf bones accidentally when importing the first time.

#

Also is there a reason they are separate objects? Would probably be easier to handle if it was one.

#

Or if you want them separate then export them one by one and combine them in a BP or something.

terse forge
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yeah I'm currently working on exporting one by one

#

also I'll try that morph target

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thing

winged valley
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Also you need to make sure you're not applying modifiers on export or the shape keys will be removed.

terse forge
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Indeed, I'll give that a shot now.

#

I finally got the lid physics working properly

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I wasn't aware you could add non-capsule collision to a bone until just now.

#

@winged valley I disabled apply modifiers and it still doesn't offer the option to import morph targets.

#

that's what I'm selecting

winged valley
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Still doesn't offer the option?

#

? o_O

terse forge
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For the morph targets*

winged valley
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If you've got any skeletal mesh you will have that option.

terse forge
#

I think Im missing something

#

Oh, it was in the drop down menu, I see.

#

Do I need to do anything special to access the morph target animation?

#

Everything imported fine this time, no errors, I just don't have a specific animation to choose from that shows the spring extending.

summer token
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so go one tab back and look in the bottom left tab

terse forge
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yeah mine doesn't seem to work for some reason

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I'm playing around with the settings here but no matter what I choose nothing works

winged valley
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Having dots in the bone/curve names is a bad idea.

#

And you need to export both the mesh and the rig for the curves to get imported, other than that not sure why it doesn't work.

terse forge
#

I did export both the mesh and the rig

#

1 sec, I'll take a vid.

#

It said mats needed to be saved before it could support morph targets, so I went and saved them, and nothing changed.

winged valley
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And vertex count doesn't change in the animation?

terse forge
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No, not as far as I can tell.

#

Would that appear up at the top?

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verts for the scene?

winged valley
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Yep.

terse forge
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Looks like it remains the same.

winged valley
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No idea, you would have to share the file. ๐Ÿ˜›

#

I mean I can make a thing that's the same but does import correctly probably.

terse forge
#

I'll pass you the file, one sec.

#

@winged valley let me know when you grab it.

winged valley
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Yeah I got it.

terse forge
#

Alright!

#

Thanks by the way, I appreciate you looking into it for me.

merry rampart
#

I wonder if it's because they all have separate UV maps

#

oops wrong channel

winged valley
#

Is there a reason you've got three rigs though? I'm guessing that might complicate things... ๐Ÿ˜›

terse forge
#

well originally I wanted to drive the s pring and platform with one bone

#

but for some reason it wouldn't allow me to choose two separate morph targets with 1 bone as the driver

#

So i just added another one

winged valley
#

Anyway one cause of the morph target curve not importing properly is because of the morph target name, it was Cube.005 or whatever, but when imported it turned into Morphtarget_0 or something.

#

Because UE4 doesn't like periods, didn't know the name would change like that though, usually it's just converting periods to underscores. (will mess with reimporting though)

terse forge
#

Oh, okay.

#

I'll go fix that right now.

winged valley
#

So if that happens the curve and morph targets are no longer linked. ๐Ÿ˜›

terse forge
#

But that would only break the platform correct?

#

The spring seemed to be named fine

#

it was Basis / Extended

#

I renamed it to SpringExtended and the other to PlatformExtended however for consistency sake

winged valley
#

The spring worked for me. ๐Ÿ˜›

terse forge
#

What export settings did you use?

#

Perhaps that's my issue?

winged valley
#

Nothing special, just not applying modifiers.

#

I exported it by itself though.

terse forge
#

Just the spring and no armature?

#

or just the spring /armature and no cube?

winged valley
#

Spring and armature only. (not the driver bones)

terse forge
#

oh okay

winged valley
#

You didn't actually need to export the driver bones either.

#

It gets baked anyway. Still, I would have them in the rig because otherwise things are confusing. ๐Ÿ˜›

terse forge
#

How are you testing them to see if they work?