#animation

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terse forge
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I'm in anim curves increasing the slider

winged valley
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Playing back the animation. ๐Ÿ˜›

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Or in the mesh view.

terse forge
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It doesn't seem to work for me.

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oh it looks like it is my materials causing issues

winged valley
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Did you test in a clean project?

terse forge
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No, but I removed my materials and it worked.

winged valley
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o_O

terse forge
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o_o

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indeed

winged valley
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You need to enable Used With Morph Targets I guess, but that was an automatic thing in earlier engine versions.

terse forge
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@winged valley That worked and fixed the issue. THanks

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Check it out ^^

winged valley
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My theory is that since you imported it without morph targets first the setting wasn't automatically set, but if you import morph targets without any existing materials they will be created with the setting set for you. ๐Ÿ˜›

terse forge
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I guess that makes sense.

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I wonder why the material has to be set for morph targets

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and doesn't just work dynamically

winged valley
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Bug? ๐Ÿ˜›

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Time to test if it's the same in 4.18.

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Nah it was automatically set after changing the morph target value in the Persona mesh screen.

terse forge
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@winged valley I see, thanks again for your help dude.

winged valley
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np

soft crown
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Will an animation prevent me from moving a mesh said animation is animating?

terse forge
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no

devout dagger
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So, I finished skinning my character in Akeytsu. Pretty cool stuff actually.

solid nova
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Got a quick question

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I imported a model from C4D that had key framed animations on it

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Its a character model so it has a skeleton and a rig and such

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Problem is that its not playing the animation in unreal

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hmm okay nvm i see here when i test the animation its not doing anything

EDIT: Fixed it!

wise spoke
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hi, I cannot find the option to show the targets to control Two Ik Bones in the view :

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(Don't pay attention at his missing head ๐Ÿ˜† )

still escarp
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Anyone gat a free time to help out

still escarp
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Anyone

rocky brook
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Don't ask to ask. Ask your actual question instead. Someone will see your question when they are available.

still escarp
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Did not ask to ask ?

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wtf was that xD

winged valley
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@still escarp It means you shouldn't say "anyone can help me?" because if I say "yes" and I have no idea how to actually solve your problem I'll have nothing to do but say "sorry dude". So it's better if you just state your question, then someone who really knows the answer can help you.

rocky brook
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yeah, it's a pretty common expression. All I meant was to ask your actual question instead of asking if people are here.

still escarp
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Well here what is the problem i setup aim offset and i made it replicated everything works fine but somehow my character on other window stucks on one direction its not the same like example:

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I look at player the player sees me looking right like everything other direction ?

drifting oyster
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Is there any tutorial on setting up shooting animation for a 3D platformer?

still escarp
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@drifting oyster There is tons of tutorials how to make that on youtube

drifting oyster
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Haven't seen many, I must say

still escarp
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What kind of 3d u talking FPS, TPS, RPG

drifting oyster
still escarp
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u meen mario like 3d

drifting oyster
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I mean a sidescroller 3D platformer

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Like, dunno, Mighty no.9

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Except probably better

simple karma
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Anyone know of any workflow videos for making small animations in engine? I have my fps mesh sitting still and curious the best route to go in making key poses for walking jumping and shooting etc, possibly stuff like turning lag (sway) etc

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I watched some good pointers on the destiny gdc on first person animation and hope to apply it :X

still escarp
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@drifting oyster There is planty of thous on youtube try google it also UE4 have tutorials
@simple karma I never try that maybe some one will help u out

drifting oyster
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None of them, I'm afraid, talk about adding gun aiming animation (blendspace, taking input from mouse position, the whole shebang) I'm afraid

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80% is "llok what I made", 10% is 2D platformer tutorials, and 10% aren;t even platformer tutorials

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Even when I added "sidescroller" to the query, still nothing

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I'm fairly certain there are no tutorials on the subject whatsoever

still escarp
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Then learn from them and combine and u will know how to create your own

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play with it

still escarp
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Can some one help me with Aim OffSet in multiplayer to work. The problem i have some how only rotation can be seen but its rwong direction and it cant see up and down

drifting thorn
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@still escarp how are you replicating it

still escarp
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sec to take a a pic

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I have such a hard time fix this

delicate locust
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@winged valley hm, I'm in a situation like this where I play a different animation depending on some enum - is it possible in any way to make that particular animation play with my upperbody slot? as far as I've understood, you need montages for this, and it would sort of take it away from this logic if I had to make a special case for a montage.
https://puu.sh/y370S/b26fa18f26.png

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(looking to have one of the animations only play on upperbody)

winged valley
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You don't, you can use layered blend per bone.

delicate locust
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hmm okay, I'll look into it!

winged valley
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Not much to look into, just add it as a node and add the bone you want to blend from (spine probably), then increase the blend depth if you want a smoother blend.

still escarp
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@drifting thorn Here is the BP

drifting thorn
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Is player aim offset replicated

still escarp
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I set the repicating Pitch and Yaw

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i dont used custom event with it

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as u can see its replicating but my other client wont its confusing how animation looks like

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anyway its setup for deticated

drifting thorn
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So when you look around the other player also moves

still escarp
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as u can see on first pic my first char is normal aiming but the other not look like it

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i aim at character but the other sees like other way

drifting thorn
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Right but when you move around does it move at all

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I can't see that from a picture

still escarp
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yes right and left

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but not aiming like around

drifting thorn
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So that's probably the character rotating

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You haven't setup the aim offset to replicate properly

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You need to let the server know which direction you are aiming in. It has no idea

still escarp
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hmm

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well i tryied to make with custome events with multicasts and on server same problem

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i can share my screen with u if u have time

drifting thorn
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Try sending the server the current aim offset and setting the variable on the server

still escarp
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can u make an example

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how it looks like

delicate locust
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@winged valley I'm not sure what to plug into the base pose though. like, this is inside the Movement state machine, inside a Land state. if I use the already cached 'Movement cache' as the base pose, it detects infinte recursion. not even sure why it needs two nodes, as I actually want to play this animation entirely from spine and up.
https://puu.sh/y3yW7/9316e38e1c.png

still escarp
drifting thorn
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Nope after you run your aim offset function you need to send your aim offset variable to the server and then set it there

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That way it can replicate to other clients

winged valley
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@delicate locust Well if you want to blend that animation on the upper body you will need some animation on the body before that, I don't see how that's different from the setup before adding that node.

delicate locust
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so I should set up a new cache of the animation that was already there? not sure how to even explain my setup here

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at some point the Land state plays - in there we decide which anim to play.

winged valley
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But if you decide on an animation to play that's just one animation, so what other animation will be playing when you're blending that on the upper body?

delicate locust
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hmm, I guess the 'next state'. might be a bit more involved than what I think it was.
from the Landing state, we go to the Idle/walk/run state. so I guess what I'm expecting (somehow) is that it should basically skip the Landing transition, go straight to the idle/walk/run, and play that particular landing animation only on the upper body. I realize now though that it was a bit more involved than I thought

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I might just have to set it up a bit differently if I want to take such liberties

winged valley
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That's the kind of thing that you would do in a second state machine then, because then you could use the input from the first statemachine (locomotion) as the base pose.

delicate locust
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yeah I guess that's the thing to do

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a different topic, do you know if the single frame evaluation node uses normalized time? I'm expecting the end of the animation to be at 1, but instead it's somewhere around 0.7

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trying to make it loop, and becomes pretty hacky if I have to eyeball a time where it loops and reset the timer then

winged valley
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I think it's the literal time of the animation.

delicate locust
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hmm

winged valley
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There is Get Play Length in the event graph.

delicate locust
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I'm driving the gameplay logic from C++. maybe the easiest is to make the Blender animation exactly one second, and then speed it up in Unreal a bit. assuming that this scales the animation time

winged valley
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Well there's probably some C++ thing that does the same thing. ๐Ÿ˜›

delicate locust
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if there's a simple way to check the time of an animation, that's probably preferrable. I'll check it out

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making the anim 1 second worked fine

hasty pivot
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Hey guys i have now completed myblendspace and set it up in animations blueprint but my movement and the crossing of animations are kind of different how can i make it like my blendspace?

terse forge
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Just curious, do you guys loop your animations from idle position to idle position

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or do you guys go from idle to 1 frame before it would normally return to idle

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I guess the first way would have a slight hiccup when it playedback, right?

rocky brook
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I think we do idle to idle. Unreal has blending for anim montages that gets rid of that hiccup.

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@hasty pivot need more information on that one

hasty pivot
winged valley
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You're using a 1 frame idle as the middle thing in your blend space? That's not a bug. ๐Ÿ˜›

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It will blend from your animation with lots of frames to the one with 1 frame and look weird.

dusk dove
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Can I make a Skeletal Mesh tick the Animation even when Paused?

hasty pivot
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@winged valley ok and how can i fix this (when ive understood it right..then my animation is 1 frame long?)

winged valley
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I think you just put the wrong animation in that slot.

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You fix it by removing it and adding the right animation. ๐Ÿ˜›

hasty pivot
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ok because im pretty sure all was right last day

hasty pivot
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just curious, how can i animate a buyed character that is textured and has bones?

winged valley
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Animate using a mannequin style rig and retarget to your character.

hasty pivot
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yeah but shouldnt i can export it and edit it in a seperate programm?

winged valley
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Not really, at least you won't get a real control rig when exporting out of UE4.

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You can probably export the character mesh and use it with your rig though if you want to do that.

hasty pivot
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ok

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but yeah as you said i need a skeleton to start from where can i get a skeleton so that i can edit it i want to let the character do a pose for a showcase

winged valley
hasty pivot
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but if i really have to use this skeleton?

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nvm

winged valley
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You retarget. ๐Ÿ˜›

still escarp
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Can some one help me with aimoffset replication

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The server side works fine and normal aiming but on client sees otherwise

winged valley
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@still escarp Try doing the math in the character BP and setting variables there, then use those variables in the anim BP.

still escarp
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@winged valley Can i share my window and try help me out with that

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learning in the process

winged valley
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Nope. ๐Ÿ˜›

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You just copy paste the math done in the anim BP to your character BP, create a float variable for the output(s), set them to replicate, in the anim BP you cast once on begin play to your character BP (Get Player Controller - Get Controlled Pawn or something), then use the variable from your character BP in your animation stuff.

still escarp
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Well that was helpfull i will try that thanks ๐Ÿ˜ƒ

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i hope that will work

winged valley
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Actually Try Get Pawn Owner is probably better (one node).

still escarp
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and cast it from player in animBP

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but all same results

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Well now its normal but cant aim at all

winged valley
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... ๐Ÿ˜›

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First off you don't need to cast in your character BP.

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Also, you put the server event in your function?

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I don't know if that will work.

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Normally you would put it outside the function in the event graph, then hook it up to the function you created.

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Then you need to show how your server/client logic looks like.

weak beacon
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He has collapsed the nodes by the look of it

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And the server event doesnt fire.

still escarp
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So i cant use customs in colapsed nodes

weak beacon
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You can, if it's setup properly

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If you are using an input into the collapse nodes, the event isnt firing. If you are calling the event node though it will fire.

still escarp
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I will test ouside and see what i can get

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same results

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But he is in one aim postion and cant do like aiming where my mouse pointing at its just stuck on one point but both server and client now see the same

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what is good

winged valley
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What about the anim BP?

still escarp
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yeah i removed it i setup straight from node not in collapsed

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in AnimBP i post a pic

winged valley
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Yeah that's a bit strange, you shouldn't execute the event there too, you should get the Pitch and Yaw variables from the character BP, then set animBP variables to those, then use the animBP variables.

weak beacon
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This is a lot easier in cpp lol. 5 rows of code and the whole aiming and replication is completed

still escarp
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@winged valley Get the image and draw it where shell i get this things done

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@weak beacon well lucky u know scripting

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Once there was amater now its a expert that is the rule of learning

weak beacon
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get pitch and yaw from character and pull them into the pitch and yaw of your animation bp

winged valley
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You already have a Get Variables From Pawn function, just get the variables from your ALS Character reference (Get Pitch, Get Yaw), then set the animBP Pitch and Yaw from those.

still escarp
winged valley
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You should probably move the Set stuff from Initialize Animation to Update Animation. ๐Ÿ˜›

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(the bools and the floats)

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And remove the ROS Aim Offset event.

still escarp
winged valley
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... no? ๐Ÿ˜›

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You've even got huge comment boxes saying Initialize Animation BP for the Initialize event and Update Every Frame for the update event.

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You should set the bool/float variables every frame too.

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I thought you would just edit the Get Variables From Pawn function since that already existed (and sounds like the thing you want to do) but if you made Set stuff outside of the function just move them down there.

still escarp
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So i have to cast player from updat animation and setup there

winged valley
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No, you cast to player from initialize animation to get the reference, save the reference, then set the bool/float values in Update Animation.

still escarp
winged valley
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Yeah.

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But you get the character reference instead.

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Then Get the bools/float, and Set the variables in the anim BPs to those values.

still escarp
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I hope i will do right ๐Ÿ˜„

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Its much easyer to ask experiance one for help then hiting my head on the wall and fixing it and fustriating my self

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So i have to make to get from character not from pawn and set thous yaws bla bla in there like in image up

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this will be massy ๐Ÿ˜„

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I just comfused i dont know how to make this

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@winged valley can u walk em true it

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u are more experianced then me

winged valley
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Not really, I mean, if you don't know how to do this you will have problems later.

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Especially since you're already doing this in that function.

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Do you understand what it does? ๐Ÿ˜›

still escarp
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This up

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Geting animations fomr character and updating it every frame as i see

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and component that is separeted

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its will be more easy for me to understand to some one walk me true it

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and do this fix

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that i dont scrow up later and understand what i have to do

winged valley
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You've already saved the reference from the cast right? (ALS Character)

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So what's the problem?

still escarp
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i already posted well i will say again

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i made everything setup Aimoffset with weapon

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and

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now i have to make it replicated

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BUT

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there is a problem

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on server works ok but client not

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its fucking up the rotation

winged valley
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Yeah, but I said you could fix that by doing the math in the character BP instead, which you did.

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Now you just need to get those values into the anim BP and set the anim BP variables from those.

still escarp
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so i have to reconect the variables with animbp

winged valley
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Do you know how to Get a variable from a char BP reference?

still escarp
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mmmmmm maybe

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i know events

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but variables

winged valley
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It's stored in the character BP, but you saved the reference when casting, so you only need to drop that character reference from the variable list into your BP (and Get it), then you have the character reference there, you can do that in the function.

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Then you can drag off of that and type Get Pitch, it will get the Pitch variable from the character BP.

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It should be pretty obvious because that's what happening in that function anyway, some sort of reference, then Get a variable.

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And after that you just need to drag the Pitch and Yaw in the anim BP variables into your graph and Set them, using the result of the Get stuff from the character.

still escarp
winged valley
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?? ๐Ÿ˜›

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In the Get Variables From Pawn function.

still escarp
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aha

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ohh that will be mess for me i can play with it for days till i get it right

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so i have to do math no meter

winged valley
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Well yeah it seems like you're not understanding what you're doing at all. ๐Ÿ˜›

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What?

still escarp
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its hard to get understanding from chating that is i say call with window share

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and explane by way u say now

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this is premade project

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that is why i am confused

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can u find a video or something that shows simmilar to this

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or in pics

winged valley
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You should probably ask the people you bought it from then if you don't understand how to fix it (even after I explained it like three times)

still escarp
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yeah i waiting still for answer 4th day now

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i know i am sry but i try to get it right pic wile u explane

winged valley
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This is 95% like the thing you should be doing, for example the thing at the bottom. Just put the character reference in the BP and Get it.

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Then drag off of that and Get Pitch for example.

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Then, from the anim BP variable list in the bottom left, drag Pitch into the BP and Set that.

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Then connect the character Get Pitch to the anim BP Set Pitch.

still escarp
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Ok i do that and show pic when i done

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@winged valley Like this

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example

winged valley
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Yeah. ๐Ÿ˜›

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Does it change anything when running the game?

still escarp
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sec

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lol

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Yeah my character watching one direcion and walking like that

rocky brook
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I am gradually animating a skeleton/mesh down via the global control in maya. It works fine when I open the fbx in something other than unreal. But when I import into unreal the scaling doesn't occur. Does anyone know why?

winged valley
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What's a global control? It should work if you're animating the scaling of the bones.

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@still escarp How does the aim offset stuff look like in the anim graph?

still escarp
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I removed the event

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u told me that

winged valley
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That was in the event graph though.

still escarp
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ok i put back and test

winged valley
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Can you even do aim offsets in the event graph?

still escarp
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done that watch it not worked but i will test this first

rocky brook
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@winged valley it's a nurb control that my skeleton and mesh are constrained to. Yeah it works when I scale the root bone directly. So something must be messed up with my control. I'll mess with it. Thank you

winged valley
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You can try baking the animation if that's not done when exporting.

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@still escarp I'm just saying you have to have the aim offset animation in the anim graph with the variable inputs. Are you sure it's using the anim graph versions?

rocky brook
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Yeah I bake on export

winged valley
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No idea then, I don't use Maya.

still escarp
rocky brook
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np ๐Ÿ™‚

still escarp
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dont minde that error down xD

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this one is from that link up and its in animBP

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its just saved not connected i have one connected in charactersBP

winged valley
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What is the compilation error?

still escarp
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did not connect player nothing big

winged valley
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Yeah okay, you probably want to run that event from the anim BP then I guess, but before the Get Pawn Variables thing.

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So ROS Aim Off Set and then Get Variables from Pawn.

still escarp
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well

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shell i use cast to pawn

winged valley
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Not really, you already have the reference right? Just use that as the target for the event.

still escarp
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maybe i have to move the aimoffsetBP to component and call it from there because he uses rotation and all the controls

winged valley
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Yes? ๐Ÿ˜›

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I don't see how that has anything to do with what you're doing.

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But you probably shouldn't have the ROS Aim Offset event in the anim BP because that should only be run on the server.

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Actually nope...

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Well you should run the Replicated From Client Executes on Server event on the client, switch has authority, Authority - ROS Aim Offset.

still escarp
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so i set authority

still escarp
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aaa give me sec

winged valley
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(in the character BP)

still escarp
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well its same

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so i have to find players movement

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and setup function in there

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i mean conecting it

merry rampart
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hey guys blender animation question

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is it possible to export all Actions through fbx?

winged valley
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Yes, but usually better to have one file per animation.

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If you want all animations in the same file just exprt with All Actions and Use NLA Strips enabled in the animation export settings.

merry rampart
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one blender file per anim you mean?

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Perhaps I need to get more acquainted with the Action Editor + NLA

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cause I created a couple Actions, and when trying to export it gave me following error :

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Tried to delete some actions, and they still seem to remain as :

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with 0 next to them

winged valley
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Yeah the actions will be removed if you save and reopen the file.

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Interesting FBX exporter error though. ๐Ÿ˜›

merry rampart
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oy

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curious

winged valley
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You get an error when reopening the file and exporting again?

merry rampart
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I'll try

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yea

winged valley
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o_O

merry rampart
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Something seems a bit odd though

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There's this ArmatureAction....

winged valley
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What Blender version are you using?

merry rampart
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in my Actior Editor list

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I copied and pasted my character + anim into a separate blender file and it didnt have that last thing

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2.79

winged valley
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Do you have any actions when selecting the character mesh?

merry rampart
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Same actions

winged valley
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Really?

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o_O

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You shouldn't have any actions on your character.

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Try exporting only the rig with Only Selected enabled, does that work?

merry rampart
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Hmm

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I just added some keyframes and it worked

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in two of the actions they only had 1 set of keyframes

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at beginning

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none at end

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because it was just being animated with curve modifiers

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so I guess an animation needs to be complete with 2 sets of keyframes? (ie beginning and end?)

winged valley
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Yes. ๐Ÿ˜›

merry rampart
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Haha

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Good. to. know.

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boy do I feel like a dummy. Most of the time this sort of stuff happens it's because im a dummy

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Now im getting clean exports and imports. Thank you for sticking this out with me

winged valley
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np

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Could you test the script and see if it works? It didn't work for someone else when I shared it with them.

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Maybe I need to rewrite it. ๐Ÿ˜›

merry rampart
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It exports each animation as separate fbx file?

winged valley
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Yeah.

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It also sets the name for the file from the action name and sets the length of the exported animations from the last keyframe length.

merry rampart
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And this will make it easier to import/export specific animations within UE4?

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like after changes etc

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is that the main reason to export separate fbxs?

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like "reimport"

winged valley
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Yeah you can export a single animation and reimport that one instead of having to reimport a huge file which takes a long time to load.

merry rampart
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ooo that will be useful

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ok ill try it and report back

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animation blending in sequencer = โค โค โค

merry rampart
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Ah man...

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can the action editor not hold shape key animations?

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ie my action should include both my armature

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and shape keys

winged valley
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They are unlinked. ๐Ÿ˜›

merry rampart
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What does that exactly mean?

winged valley
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That they are not linked. ๐Ÿ˜›

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I'm not sure myself of a good way to auto select the right shapekey action when selecting a normal action, you would probably need some script for that.

merry rampart
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๐Ÿ˜

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ight im done with the action editor

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its the most confusing thing ever

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fucks sake

winged valley
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How is it confusing?

merry rampart
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well im learning about it

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but I would like my animation to hold both armature and shape key information, like I mentioned

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and when I add keys to my shape key

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they only seem to show up in the NLA editor

winged valley
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Yeah you can do that, but you need to make sure the right armature action and shape key actions are selected.

merry rampart
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and you need a script for that?

winged valley
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And you need to export the mesh at the same time I think.

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No, you can do that manually. ๐Ÿ˜›

#

But it would be nicer if that was done for you, so you select normal rig animation "fancyanimation" and the shapekey animation "fancyanimation_shapekey" is selected automatically.

merry rampart
#

so do I have to select both of those WHEN I create an action?

#

or can I do it post-creation

winged valley
#

Uh, no.

#

They are separate things.

#

Which is the problem. ๐Ÿ˜›

#

Basically when you insert keyframes on a shapekey slider value a new shape key action is created.

#

So if you want to make a new shapekey animation after that you need to go to the shape key editor (note: different from action editor), and make a new action there.

merry rampart
#

Ah I see. but they will be considered different actions

#

so when I say, import to Unreal Engine 4

#

they will have to be assembled there as 1 action

#

like, they will be separate animations

winged valley
#

Nope!

merry rampart
#

Well that's good

winged valley
#

Yes. ๐Ÿ˜›

#

1 Normal rig action + 1 shape key action (curves) = 1 UE4 animation

#

It's math! ๐Ÿค–

merry rampart
#

Okay thanks

winged valley
#

You will need to select the actual mesh for the shape key stuff, but the rig for the rig stuff.

merry rampart
#

still figuring out what the NLA edtior means in all of this. how to understand its role

#

ya

winged valley
#

I just don't use the NLA editor at all. ๐Ÿ˜›

#

Makes things simpler.

merry rampart
#

Hehe okay

winged valley
#

It's more useful for animation in Blender, if you export it to UE4 you probably want to do blending stuff in the animgraph using nodes.

merry rampart
#

ah okay I think I get it - its for combining actions (which if im using UE4 like you said, ill be doing using sequencer or animgraph

#

perf

winged valley
#

Yeah, or layering stuff, but you can just do that in UE4 instead, way easier because you can work with one animation at a time rather than one NLA "action" (possibly containing lots of stuff).

merry rampart
#

๐Ÿ˜„

#

learning one day at at ime

#

time*

#

I dont mean to be a fuss puss

#

but to further understand

#

an Action and a Shape Key are different. they both require different editors

#

so, when I create a new action, it does not necessarily correlate to a specific shapekey

#

ie. they are not linked

winged valley
#

Yeah exactly, so when you create a new rig animation and export it you can end up with some weird shape key animation you didn't want. ๐Ÿ˜›

merry rampart
#

yea

#

it worked fine with 1 action and 1 shapekey

#

but with 2 actions and 2 shapekeys, what happens

winged valley
#

I think that will only happen if you export both the rig and the mesh though since the shape key data is linked to the mesh.

#

Nothing special, you just need to make sure you're exporting action 2 with shapekey animation 2.

merry rampart
#

hm true

winged valley
#

Keeping those in sync is probably the hardest part about this. ๐Ÿ˜›

merry rampart
#

yea

#

not a great work flow

#

Ill research / try, but would you be able to tell me whats a quick way of exporting specific ones?

winged valley
#

A specific what?

merry rampart
#

well, make sure I export action 2 with shapekey anim 2

#

just that they are the current selection?

winged valley
#

You select the rig, select action 2 in action editor, select the mesh, select shapekey anim 2 in the shape key editor, then select both and export.

merry rampart
#

ie what is currently playing in the timeline

#

ah ok

#

thanks again cyaoeu

#

u rock

winged valley
#

Basically if it looks good in the viewport it's what you want.

#

np

merry rampart
#

haha

#

excellent

#

and also disabling All Actions in export ๐Ÿ˜‰

winged valley
#

Yeah, I have no idea what you end up with if you export with all actions with lots of actions and lots of shapekey animations too.

merry rampart
#

some nefarious monster im sure

winged valley
#

My export script only exports normal rig animation though, I should probably make a version for normal rig animation + shape key animation.

merry rampart
#

actually in UE4 when I imported with 1 action and 1 shapekey, it gave me 2 animations: 1 action, and one with both action and shapekey

#

yezzir!

#

so I wonder if it would just import all of them sepearate and all of them in combination :p

winged valley
#

o_O

#

Yeah maybe.

#

I tested exporting a mesh+rig with a rig and shape key animation and ended up with 1 animation in UE4.

#

Maybe you have some other action (in action editor) on your mesh?

merry rampart
#

Hehe well - I did some research because I had an impossible time getting rid of empty actions

#

found out you have to make sure everything is deleted in the NLA, clear animation data, shift X the damn action

#

and then restart blender

#

so im not sure what im doing wrong

winged valley
#

The curse of the NLA editor. ๐Ÿ˜›

#

Yeah I'm not sure either.

merry rampart
#

lolol

#

cyaoeu what do you do?

winged valley
#

Secret. ๐Ÿ˜›

#

Anyway I made a script but the batch export part won't work because you need to select the right combination of rig action+shapekey action.

merry rampart
#

Darn (about the secret)

#

I just tried to export with All Actions unselected and it didnt export any animation sadly. so not sure how to specifically export what is in viewport

#

instead just exported all, and then imported in UE4 without mesh (only animations) and just sorted through the right ones ;\

#

c'est fatiguant :p

winged valley
#

You need to disable Use NLA strips too.

merry rampart
#

stupid NLA strips

winged valley
#

The script works! alex

#

You just need to remember to disable Import Mesh when importing the animation or you'll get an extra mesh which you probably don't want.

merry rampart
#

Can you send updated script ? ๐Ÿ˜ƒ

winged valley
#

But the script is kind of stupid, the only thing that it does is export the animation in a specific folder and set the right length, I should probably add something that tries to select the right shapekey animation automatically.

#

You can wait a bit and I'll try to make it better first. ๐Ÿ˜›

winged valley
#

Right now I made it so if you have a shapekey anim named (rigaction)_shapekey it'll automatically set the right action for the mesh when you export.

#

I can probably make a batch export version too but not sure if that would be useful, you would need to rename all of the shapekey actions anyway and then you might as well export them that time. ๐Ÿ˜›

#

You can also comment out the last line (actual FBX export) to get a script that selects the right shape key animation for your rig animation, useful for running after changing the active action for example.

merry rampart
#

yo thanks so much man

winged valley
#

np, I wanted that for myself too. alex

merry rampart
#

hey @winged valley

#

how come I cant pm you

still escarp
#

After 4 days of strougle i did it ๐Ÿ˜„

merry rampart
#

โค

#

always a good feeling!

jovial night
#

Im having issues with morph targets, (guess this is kinda animation?)

#

the output log is saying "cant find file" blah blah blah 'Name_NameTwo_Anim'

#

CurveName(Morph1) is skipped because it only contains invalid values.

#

also says that

#

not sure whats up, anyone have any ideas? I can copy paste full log output if needed

#

its saying it cant find skeleton or physics asset either for some reason

#

oh I think I know

#

maybe not

still escarp
#

@merry rampart U damn right ๐Ÿ˜ƒ

winged valley
#

@merry rampart I disabled PMs because of spam. If you want something you can @ me here. ๐Ÿ˜›

faint flicker
#

hoy, anyone here dealt a lot with additive animations?

#

I want to use a blendspace as an additive animation

#

but one part of the blendspace is the base pose that it gets added to

#

and that part always messes up

faint flicker
#

ah, well

#

I guess it works better if I duplicate the base pose anim and set it to additive as well

#

that fixed it

drifting oyster
faint flicker
#

oof montages are a bitch to debug

rocky brook
#

lol what are you debugging in a montage?

misty dagger
#

anyone have this issue

#

with animation montages

#

shrinking your character

#

then once its done it goes back to normal

#

its super strange xD

winged valley
#

Nope. ๐Ÿ˜›

#

But if your animation changes the scale of the character it's possible.

misty dagger
#

it doesnt, it only rotates joints

#

lol

winged valley
#

It can happen when using Blender with wrong scene unit settings.

faint flicker
#

@rocky brook trying to play it from a section other than the first, and it fires notifies and everything but doesn't play the anim

#

bone blend looks alright

#

anyway, it's a tomorrow problem

#

time for some food ๐Ÿ˜„

barren wing
#

there is some artist using ART (Animation Rigging Tool) with Maya here ?

#

I don't know if it's better to use the v1 or v2

merry summit
#

is there a way to blend between poses from a character blueprint? (without passing to animBP?)

drifting oyster
#

Great, turns out iClone is useless to me. Even if I bought it, I'd still need to buy 3DXchange as well, to import my own characters for animating...

#

Guess I need to learn animating in Blender ๐Ÿคท

#

Oh, and exporting to FBX requires me to buy another license. Otherwise it's just some iContent file format that doesn't work with any engines.

quartz cove
#

Fuck iClone

#

I bought that shit last year for my MoCap stuff

#

I mean, it was a hassle, but I did figure out a proper workflow

#

But that shit cost me $1000 for the 3dxxhange and other things I needed

#

Well, probably 600-800, I can't remember. But, anyway that was 6, and now they are at 7. So, maybe the workflow is better.

drifting oyster
#

You still need 3DXchange, that's for certain

#

I could try Motionbuilder from Autodesk, since I'm eligible for a student license, but I couldn't use those animations in commercial product unless I decided to pay, like, $1500 yearly.

winged valley
#

Blender is more than fine for animation. ๐Ÿ˜›

drifting oyster
#

I am using 2.79, I just never got into animating with Blender

#

I've only ever been using it for hardsurface modelling

quartz cove
#

Oh

#

I remember my biggest gripe

#

No MoCap cleanup

#

Had to take it in to MB

frigid flower
#

Any idea why these mesh deformations are happening? Iโ€™m regathering an animation and this happens on the target =\

jovial night
#

shoot asked in the wrong channel: anyone know about morph targets?

#

having issues with import

winged raptor
#

for actually creating this character through blender. how hard would animation be?

#

Considering it would be 5'ish objects all sorta centered via the orb

winged valley
#

Probably not too hard to animate but might be hard to make it look good.

#

If you use the smooth f-curve branch you get nice auto smoothing by default so it would be easy to make the arcs for the movements that that character would do.

devout dagger
#

Blender is fine for animation, but not as fine as Akeytsu

#

especially when it comes to IK/FK switch/snap and animation layers

#

Blender is more technical, more in-depth

winged valley
#

You can make an IK/FK snap system yourself, I posted how to do that in the Blender forums.

devout dagger
#

I don't want to make it myself

winged valley
#

IK switches are default on almost every rig too.

devout dagger
#

it's too time consuming and inflexible

#

since I already tried Akeytsu and I've rigged/animated enough in Blender, I can compare the two and I can tell you Akeytsu beats Blender in many ways. It has its downsides of course, but for me personally it still beats Blender by a mile .

winged valley
#

Blender beats Akeytsu in many ways too, in Akeytsu there are no twist bones, no drivers, no idea how morph target stuff works either.

#

And the Blender smooth f-curve branch has better auto keyframe interpolation than any other software right now. ๐Ÿ˜›

#

There's no scripting either...

#

The list goes on.

devout dagger
#

you don't need any drivers in Akeytsu

winged valley
#

When I tested it the auto skinning thing was really bad, I used the UE4 mannequin and the result was... not good. You should try that and see if it works better now.

devout dagger
#

it's a free form animation

winged valley
#

You can't have any if you wanted them for some reason, like corrective shape keys.

devout dagger
#

Akeytsu has curves too

winged valley
#

Or for facial rigs using shapekeys.

devout dagger
#

That's not what Akeytsu is for and you don't need corrective shapekeys in a video game

#

(maybe for cinematics only, but what indie does cinematics in their games?!)

winged valley
#

Uh, probably all of them? ๐Ÿ˜› (Using Sequencer)

devout dagger
#

eeh, no? Unless by indie you mean Epic-size developers, which are in no way an indie developer (I refer to indie devs as to 1- to 5- men/women teams)

winged valley
#

Most games have cutscenes, it's not just Epic.

devout dagger
#

dude, you don't have time/resources (unless someone pays your bills and you can afford to work on your game for the next 10 years) to work on cinematics with animation of Blizzard level when you work on your indie game alone or with 1 extra set of hands..

#

so I don't see how AAA animation features are relevant to small indie devs at all

#

if you want to use mocap, then yes, Blender is the app.. But if you go hand animated - Akeytsu is the thing

winged valley
#

??? Why do you need Blizzard level animation for a cutscene? I'm just saying you can't have morph targets driven by bones at all.

#

Morph targets are not a AAA animation feature.

#

It's a basic one. ๐Ÿ˜›

devout dagger
#

because you only need morph targets and corrective shapes for AAA-level of anims.. I haven't seen a single indie game made in sane time constraints by a tiny team with that kind of animation quality

#

again, for production of hand animated characters in a short time frame by a small team (1-3 people), Akeytsu is unbeatable

winged valley
#

No it's not. ๐Ÿ˜›

#

But whatever, use whatever you want, I don't care.

devout dagger
#

then don't argue - you are Blender fanboy and you ๐Ÿ’ฉ on every piece of software that isn't Blender

winged valley
#

And you're not doing the same to Blender right now? ๐Ÿ˜›

#

You're as much of an Akeytsu fanboy as I am of Blender.

devout dagger
#

every time someone asks about anims, you push Blender as if they Blender Institute pays you for that.

winged valley
#

Well it's free, why wouldn't I push for it?

#

You're pushing for a software that costs money. If anyone is getting payed it's you. ๐Ÿ˜›

devout dagger
#

I am all in with Blender, except now I tried Akeystu and I can recommend it as a complimentary animation software to Blender

#

because it takes money to make more money.. Don't be fooled into thinking you can use all free tools and make a good game in short period of time

winged valley
#

You can.

devout dagger
#

no, you can not

winged valley
#

Blender is free, UE4 is free.

#

What more do you need?

devout dagger
#

telling you this from personal experience

#

UE4 is not free.. you just don't have to pay upfront

winged valley
#

Fine. ๐Ÿ˜›

#

But a static mesh imported from Blender is not different from one imported from 3DSMax, a skeletal mesh imported from Blender is not different from one imported from Maya.

abstract prawn
#

just use cryengine then.. 100% free

winged valley
#

UE4 doesn't care where stuff comes from.

devout dagger
#

and like I said, I am all in with Blender.. Just not with character animation.

winged valley
#

To each his own.

#

I am all for character animation with Blender, there are tons of open movies made in Blender (meaning animated with Blender). The latest one, The Daily Dweebs, is great too.

#

And I doubt it's mocaped from the look of it. ๐Ÿ˜›

devout dagger
#

you are entirely dismissing my point - look at the team they had. I am one man army with a day job. I am sure there are a lot more indies like me than not. Sitting there and jerking rigging in Blender is not something I want to do. Nor dealing with pretty bad UX and idiotic data blocks when it comes to layered animations. I can go on, but it's pointless because you not willing to see the whole point of this conversation.

#

If you are going that route, I can tell you this - look how many more outstanding video games and movies were made with NOT Blender and they are a way better quality (script wise and visuals wise) than all those open source movies that were done in Blender.

winged valley
#

They had one animator.

#

But sure, you can use whatever you want.

#

If you don't want to bring in other software then don't talk about them in the first place.

devout dagger
#

Unlike you, I brought in another software - Akeytsu. Thus I am talking about other software. This isn't #blender-animation channel.

winged valley
#

Blender is fine for animation, but not as fine as Akeytsu

#

You could've just said Akeytsu is great or whatever.

#

But if you say that Akeytsu is better I will challenge you. ๐Ÿ˜›

devout dagger
#

because for what it does - it is better

winged valley
#

That's debatable.

#

Maybe it is for you.

#

It's not for me.

devout dagger
#

Just like 3DS MAX CAT is a way better than both Akeytsu and Blender.. I don't mention it because it's prohibitively expensive. Akeytsu is accessible.

winged raptor
#

what's so magical and wonderful about that

#

program

tender condor
#

Hello everyone and one question. Is this channel for animation only or animation blueprint too? Sorry for the dumb question. ๐Ÿ˜›

weak beacon
#

@tender condor It's for all animation related questions, ask away with any questions you might have

tender condor
#

Well, thanks @weak beacon . ๐Ÿ˜ƒ

It's related to a Layered blend per bone node. We are trying to blend AimOffset with four different Caches, upperbody (reload animations, and all that), rightarm (well, speak for itself ๐Ÿ˜ƒ ) and leftarm. Depending on which position we add the nodes and caches, we loose one or the other. Is either we have AimOffset or we have left/right arm animations, but not both.

weak beacon
#

Hm, have you tried adding the AimOffset to each individual Cached pose?

#

I would try get it to work with one of them before adding a bunch of extras. (im starting my project to see how i've set mine up)

tender condor
#

you mean, adding the aim offset with a layered blend per bone on each cache, then blending all the results with the default cache ?

#

we haven't tried.

#

I'll wait for you to check your project. ๐Ÿ˜ƒ

winged valley
#

You might want to have Blend Poses by Enum as an input for the AimOffset.

weak beacon
#

Yeah, by Enum or by Bool are good ways to handle it too

winged valley
#

Or maybe not, I guess I misunderstood.

tender condor
#

Will that override the other? since what we want is to be able to make the right left arm to open a door while holding the gun per example.

#

the left arm*

weak beacon
#

it depends how your animation for opening door is set up

winged valley
#

You probably need two layered blend per bone nodes, the first one with the aim offset and the second one with the arms.

#

And use the output of the aim offset as the base pose.

tender condor
#

the problem is @winged valley it works when we only blend default cache, and the aimoffset but goes to hell when we blend more than one.

#

so, will try some combinations. Thanks guys! ๐Ÿ˜ƒ

#

I'll bring back with the results. XD

weak beacon
#

Do that. Play around with some combinations, there is always more than one way to get it to work. You just have to find what works in your particular case

winged valley
#

Or use additive animation for the hand stuff.

weak beacon
tender condor
#

ok! Made it work! ๐Ÿ˜ƒ

#

Thanks for the ideas.

weak beacon
#

Awesome, glad it worked!

tender condor
#

I will share the resulting blueprint.

#

I am making a cache of the UpperBody slot, and left and the right, blended by upperarm_l and upperarm_r

#

then the resulting cache is being connected to the AimOffset and blended to the default cache by spine_01

#

and now works ๐Ÿ˜ƒ

winged valley
#

Nice.

obtuse yoke
#

How can I make a situation for the logic "if( something && somthing )"

delicate locust
#

you can use the AND node in the transition, if that's what you mean

obtuse yoke
#

Yeah cool

#

I want a node that represents whether I'm inputing any movement keys (wsad or joystick)

#

Which one is it?

#

Is that the events we defined in project setting-input?

#

Maybe I should use GetLastMovementInputVector

misty dagger
#

anyone know why root motion isnt staying in place?

winged valley
#

Did you enable process root motion in the Show settings?

misty dagger
#

yeah you can see that there @winged valley

winged valley
#

Then either the root bone isn't animated or there's an extra root bone (that was not animated).

#

Normally without process root motion enabled the character would move in place, then when enabling process root motion it would move forward and not reset.

hollow summit
#

Anyone here ever fix the Synty animations?

native moss
#

any professional riggers here

misty dagger
#

yes.. pro rigger here..

quartz socket
#

Hi guys, i'm new to Unreal Engine. I'm trying to follow some tutorial on youtube but when i try to get pawn owner it always cast as failed, do any of you know the solution?

winged valley
#

It would only fail if you didn't have an owner, for example if you dragged the anim BP into the level instead of creating a character BP and assigning an anim BP for the mesh.

quartz socket
#

I changed the mesh from the default thirdpersoncharacter blueprint, and changed the animation from the character blueprint to the animation blueprint that i created before but still the animation still not playing properly, she just glides

jovial night
#

has anyone imported morph targets into ue4 recently

jovial night
#

v_v

jovial night
#

okay apparently you gotta import the skeletal mesh by itself first without the morphs, then reimport with morphs. Also when exporting from 3DS you gotta include each individual mesh that the morph uses.

hot furnace
#

Hey guys! For a project I'm working on we purchased a GiM animal to use for a short animation. This Marketplace item came with a bunch of awesome pre made animations, and an AI controller that we don't need. I'm using Sequencer to animate the animal, moving the transform of the skeletal mesh, and swapping out its animation. I'd like for the animations to fade into one another, is this possible? Also, some of the animations seem to have a built in distance that they travel. But since this came with an AI controller, it seems like there should be a way to limit essentially the X delta change that occurs in some of the animations. Thanks for reading, any help would be much appreciated!

solid fossil
#

Hey guys, is there a solution to this problem. I made a 3d character and also rigged it properly without any errors but when i retargted the default ue4 Mannequin animations to my model , with the moving neck the girls hair also started to distort. any know how this can be solved. See video for more clarity

hot furnace
#

I solved my above problem by forcing 'root motion' in the animations.

solid fossil
#

@hot furnace are you taking about my error?

misty dagger
#

@jovial night yeah, I remember 4.14. and such used to work with morphs out of the box. But ive had some issues with a few select meshes too. I also solved it the way you mention there

winged valley
#

@jovial night No problems with morph targets (using Blender) although if you reimport a mesh with new morph targets by clicking the button in Persona they aren't updated until you close Persona and open the mesh again, not sure if that bug is fixed in 4.18.

#

If you need to import the mesh first and then reimport with morph targets ticked it's probably a bug.

river isle
#

hi guys

#

I would like to create a realistic sit event with animation

#

Is it possible ?

misty dagger
#

sure it is

river isle
#

I've alreadyh have sit animation

#

can I use it with physics ? sorry I ve never use phsyics body ๐Ÿ˜ƒ

misty dagger
#

whats the idea? how do you want to use physics in a sitting feature? Im not sure anymore I understand what you need.

jovial night
#

@winged valley yeah i figured it out the other day... damn reimport bug

#

the first time it failed, i thought i wasnt supposed to include the morph target meshes into my export so it screwed me over later when i tried the reimport thing

#

just a huge mess of me trying different things because of that bug

#

oh well, i know how to do it now

#

@misty dagger I think hes trying to make it so a fat character breaks a chair when he sits down

#

๐Ÿ˜†

misty dagger
#

I got kind of a noob question, but was wondering if UE4 has any rigging tools built into to it yet? I saw a presentation where they showed the ART tools integrated into the engine, but can't seem to find anymore information on it online

misty dagger
#

never mind found in in the plugins in the animation section called control rig this thing is freaking awesome

river isle
#

Im working a project like classroom generator .

#

I generate desk, chair , and other classroom stuff

#

when I use spawn actor on location for characters they dont sit on chair exactly,
because all characters has differen skeleton and height

#

they respawn according to target point. but they just spawn . not fall down on sit

#

any idea to get better result?

misty dagger
#

@river isle I don't really know a whole lot bout this kind of stuff, but could it be your pivot point stopping it or your characters capsule collision?

river isle
#

exactly

#

you are right thanks for idea

#

Is it possible change capsule component? like body component .

misty dagger
#

@river isle Maybe if the capsule component was only covering his legs, so he would sit with his pelvis and torso outside the capsule component, not really sure where its located on the character, haven really messed around with it to much either so I'm just guessing if that is what is causing the collision to happen

misty dagger
#

@river isle or maybe there is a way to turn off the capsule collision when the animation is active with blueprints

delicate locust
#

got a little issue. when I play montages, state machines are halted. when the montage is done, the state machine goes to 'Entry' again, instead of continuing from the state it was in. is there any workaround to make a 'branching entry node', so that I may transition to the correct state when it restarts, instead of always defaulting to 'IdleWalkRun'?
https://puu.sh/y8qRz/51561a21d9.png

#

it would be very useful to have state transitions from the entry node itself

hasty pivot
weak beacon
#

Press the point and click the DEL button on your keyboard

hasty pivot
#

so i noticed that there is a exprort button for animations now im trying to open them in blender but the thing is that i pnly get the mesh and not the bones with anims any ideas what im doing false?

winged valley
#

No idea. What button are you clicking?

lost tapir
#

how I can blend transiction in state machine inside animation blueprint?

#

like if I need small blend time when state is switching

#

oh I see there is setting for blend..hm

hasty pivot
#

@winged valley export asset in the action bar above the viewport

hasty pivot
#

no idea?@winged valley

winged valley
#

Nope!

#

It should bring in both the mesh and the animation.

hasty pivot
#

may its because blender

winged valley
#

Nope, because I've done the same thing and it worked in Blender. ๐Ÿ˜›

barren wing
#

there is a way to import animation constraint to Unreal Engine using Maya ?

#

pretty new to animation, and any doc about IK and constraint is welcome ๐Ÿ˜„

winged valley
#

I don't think it's possible to import the constraint, but you should be able to recreate it in UE4. Not sure what kind of constraint it is though.

#

There's also a Constraint node in the anim graph, no documentation yet though.

barren wing
#

hmm ok thanks ๐Ÿ˜„ I will take a look

neat compass
#

Does anyone here use the kinect 2 for animation?

#

Would it be worth the cost?

devout dagger
#

MS discontinued manufacturing Kinect

#

so I'd stay away from any mocap software that uses Kinect 2

neat compass
#

Yeah but there's already a plugin. What alternatives are there? I like the kinect because it's cheap and looks effective

devout dagger
#

animate by hand or get iPi Soft with PS Eye cameras or camerless mocap

dusk dove
#

I don't have to retarget my animations when I import the same model with translated bones?

#

I usually get the "Skeletons do not match" message but not this time

neat compass
#

Animating by hand doesn't have good results

#

And I'll look into those options

sharp carbon
#

Noob question... Blender 2.79 and UE 4.18: after importing an animation (in FBX format) the scale of the mesh is fine but the animation is way too small (0.01). Iโ€™ve read that this is due to a bug in the UE importer (apparently, the root bone is incorrectly scaled, or something along those lines)... my question: has anyone come across a good up-to-date tutorial/article explaining how to go about this? The tutorials I have found, in the vast majority, are old or just do not actually lead to the desired outcome (i.e., both meshes and animations/rigs/armatures correctly scaled)

winged valley
#

@sharp carbon The easy way to fix it is to use a unit scale of 0.01 metric in Blender, then resize the rig and apply transforms for the rig and mesh. That way you can export at 1 scale, import at 1 scale and still get the animations the right size and a correct physics asset.

turbid surge
#

apply transformation with "objectmode -> control + a -> apply loc rot siz

When using 0.01 size -> Use under view: End : 100m (so the grid looks normal)

#

*just to add

winged valley
#

If you had animations done already you will have to rescale those too, you do that by selecting only the location keyframes in the curve editor, then set the pivot to the 2d cursor and set the current frame to the first keyframe, then select all keyframes and scale by 100 constraining to the y axis.

#

Well I guess you don't need to go to the first keyframe if you're only scaling on y anyway. ๐Ÿ˜›

turbid surge
#

Oh thanks @winged valley , I just recreated the rig ๐Ÿ˜‚ .

winged valley
#

Yeah you can just scale those actually, kind of hard if you don't know you can do that though. Only the location keyframes are affected by the scaling.

sharp carbon
#

ok, let me see if I understand... 1) configure blender: metric units and 0.01 scale, 2) model and rig, 3) scale by 100: 4) apply transform (ctrl + a) on location, rotation and scale

winged valley
#

You only have to scale the rig, the mesh will follow anyway if you had the mesh parented to the rig.

sharp carbon
#

@winged valley makes sense... thanks a lot ๐Ÿ˜ƒ I will try

turbid surge
#

And (when I got that correct): The lowest Bone in the Amature is where the "ground" is for the UE4 @sharp carbon

winged valley
#

It seems like you only scale the rig even if you select both though. ๐Ÿ˜›

sharp carbon
#

Scale the rig in edit mode? Or makes no difference?

winged valley
#

Object mode!

sharp carbon
#

Ok ๐Ÿ˜‰

#

Thanks @winged valley @turbid surge

turbid surge
#

Had the same problems on monday ๐Ÿ˜‹

winged valley
#

Also not really related to animation but the blender conference is running for a few days, some talks will be uploaded to their youtube channel https://www.youtube.com/user/BlenderFoundation/videos , there might be a few interesting ones later

sharp carbon
#

Yes, looking forward to seeing some of the conference talks

#

@winged valley What about Blenderโ€™s FBX export settings? Anything there that I specifically should be aware of?

winged valley
#

For normals you want face smoothing and tangent space enabled, for the rig you want leaf bones disabled and only deform enabled (most times), for animations I would recommend using a script that exports each action to a separate .fbx file.

#

Also Apply Modifiers disabled if you have shapekeys.

sharp carbon
#

What about the scaling options?

winged valley
#

1 everywhere.

#

Just don't touch them. ๐Ÿ˜›

turbid surge
#

Forward: -z Fordware | Up: Y Up

#

if the isnt standard

#

*this

winged valley
#

You don't need to change that either.

sharp carbon
#

@winged valley @turbid surge thanks. Really appreciated

winged valley
#

For the physics asset you will have to rotate the constraints because it uses the x axis through the bones and Blender uses the y axis for that, but you can just rotate so the "cone" is going through the bones.

#

That's only really needed if you're making an accurate ragdoll though.

#

By default the constraints are not limited so arms and legs and everything will just go everywhere. ๐Ÿ˜›

sharp carbon
#

I will try... see how it goes ๐Ÿ˜ƒ

winged valley
turbid surge
#

thx

jolly escarp
#

Can I play a specific animation for a state transition

#

Through the transition line, or do I need to add a new state in the middle that picks my animation and the exit rule is just on-finished?

jolly escarp
#

So this works, except Random Sequence Player loops so the animation never finishes so it never transitions

neat compass
#

I like a lot of things about blender, the controls and hotkeys are not one of them.

misty dagger
#

@jolly escarp if the animations inside random sequence player have similar length you could just exit the state after a certain time passed, or add an event notify directly in the relevant clips that triggers the state exit

jolly escarp
#

@misty dagger I just picked a fixed one for now, the long term picture needs them to be hand-picked anyways

#

Now I'm having an issue where when I make an animation relative to the first frame of it's own pose, it has some sections that become jittery

jolly escarp
#

Got that one sorted, needed Mesh Space additive. Now to figure out why my eyelids clip through the eyeballs when applied as addiitive in the ABP over the same base pose that I preview with (where it doesn't) hmm

urban spear
#

I can't animate for the life of me so i got some animations online although, the way the character holds the gun doesnt work for all of my gun variants. Is there a way i can 'edit' a few files in ue4 to simply change the hand location etc?

#

Will editing the animation offsets work?

#

e.g. if i have a sniper vs a rocket launcher that has to go over the shoulder, how would i make this possible without changing all animations

urban spear
#

anyone?

sharp carbon
#

@turbid surge hi, we spoke last night ๐Ÿ˜ƒ quick question... i have finished rigging and weight-painting a small model and now on to the animations... do i scale by 100 and apply transforms now or do i do that after i have done the animations?

turbid surge
#

before

urban spear
#

no one can help"?

turbid surge
#

sry @urban spear

sharp carbon
#

ok, scale now and then the animations. thanks!

urban spear
#

@turbid surge asked like 5hrs ago

#

no lucck

turbid surge
#

but if you wanna learn animations in blender, there is a really simple tutorial with alomost everythink you need (took me about 2 day to get into animation)

urban spear
#

would editing the AO change the way they hold it?

#

like, i just want to change the location of the arms based on the weapon equipped

turbid surge
#

can you relocate the bones (via rotating) and use the "key" button in the top?

#

I just opend the arms in my idle and hit key, when I play the animation it now has open arms

#

@urban spear

urban spear
#

Thanks! @turbid surge TY

turbid surge
#

Sry couldn't help :/

#

Just startet with the whole animation thing.

sharp carbon
#

@turbid surge it worked! thanks a lot. both you and @winged valley

turbid surge
#

i'm glad i could help.

sharp carbon
#

you really did... this was really annoying me ๐Ÿ˜ƒ so, thanks again!

urban spear
#

thats only for the left hand

young urchin
#

@urban spear huh? it's a generic solution...you could apply it to any kind of animation

urban spear
#

ik wouldn't help for what i want to do currently

#

i think my problem is hard to explain

#

i've figured it out now though

#

thanks anyways @young urchin

young urchin
#

@urban spear ok then, good luck with the game

urban spear
#

thanks man

still escarp
little plinth
#

um hey, so currently I have a problem that I want to animate char, but, it's mesh has no skeleton applied, but the animation has the exact matching one, but I have no experience with animation/3d nodelling applications. does anyone know a easy and fast way to get that skeleton applied?

stiff thunder
#

Blender's rigify plugin demands pretty much no skill or takes any effort to rig your character. Could be worth a look if you have zero exp. on the matter.

little plinth
#

yeah the proplem is as said, that the needed skeleton is already provided in the animation file, I just need to rig it to the mesh

still escarp
#

Use Maya for autorig

little plinth
#

the char is not humanoid, So I can't autorig it, I need to apply the skeleton from the seperate animation file, but I have no clue how to do so w/o messing it up

stiff thunder
#

Hmm using an existing skeleton to rig geometry? This could cause some issues with joint orientation etc IMHO

#

You could simply retarget the animations from the provided one onto your own rig tho

little plinth
#

yes the problem is that I can't import the animation to ue4 because the models mesh doesn't has the same skeleton, so it throws errors

still escarp
#

In Maya just use mash for it he will add new rig to your character and u can setup later on

winged valley
#

@little plinth You can do that in Blender too, just import the mesh and rig with default settings, add an armature modifier to the mesh targeting the rig, rename the rig to "armature" and export both objects.

#

You probably won't be able to animate that in Blender though.

still escarp
#

How can be made or called animations for weapon equip like making animation for every single weapon when equiped playing that animation when unequip get back to delault animation

winged valley
#

Blend Pose (Enum), make an enum for the weapons and unarmed, when equipping a weapon set the right enum.

dusk dove
#

How would I go animating Morph Target Eye blinking?

#

I thought about using a Post Process Animation Blueprint, where a Random Timer triggers an Event with a Timeline

#

but there are no Timelines within AnimBPs ๐Ÿ˜ฆ

winged valley
#

Why do you need an anim BP for that?

dusk dove
#

how else should I control Morph Targets?

winged valley
#

Set Morph Target

#

๐Ÿ˜›

dusk dove
#

and where should the "When to blink" logic go?

winged valley
#

Well if you want to use a timeline you can use the character BP.

dusk dove
#

This is cosmetical only and shouldn't be stored in the characterbp imo ๐Ÿ˜›

winged valley
#

Fine, do what you want... ๐Ÿ˜›

dusk dove
#

I mean, I completely decoupled my animations from the actual gameplay logic completely. Why should I store Animation stuff / cosmetic stuff in a Gameplay-relevant class (Pawn BP)?

winged valley
#

I don't really see the point of doing that, but if you want to do that you can do the morph target value stuff in the anim BP instead, you just can't use a timeline.

dusk dove
#

Scalability is the reason to do that.
My game still works even If i remove the animations.

winged valley
#

For example with the interpolation nodes.

#

o_O

#

If you have to remove the animations for scalability you've got bigger problems. ๐Ÿ˜›

dusk dove
#

To rephrase this: Animations are cosmetic only ๐Ÿ˜›

#

They have nothing to do how my game works and this is imo how it should be

winged valley
#

If you want to make it look good too you could have two morph targets, one for the eyelid going down and another for the eyelid going out, then interpolate the going down from 0 to 1 and the going out from 0 to 1 to 0 (so there's a slight arc).

dusk dove
#

๐Ÿ˜‚

still escarp
#

@winged valley i tried to use enum with Blend Pose (Enum) but wont show the list from enum ?

winged valley
#

@still escarp Yeah you need to right click the node to add the pins.

#

Kind of confusing. ๐Ÿ˜›

still escarp
#

Yeah tnx ๐Ÿ˜ƒ

visual ore
#

Greeting, I bought some stylized trees from the asset store, and when I plug the speedtree thing into the material and set the paramet like my other trees, nothing happens

#

arent't all trees able to work with wind physic?

misty dagger
#

@dusk dove just make an additive animation clip for the face, add curves that drive the blinks. No need to overcomplicate things.

silent stirrup
#

hey I added a new animation to a character and exported the FBX again. It asks to import the mesh again but the new animation doesnt appear.

#

anyone know how to make it so when I reimport it it also imports all the animations again?

#

It seems the only way to get the new animation is to import a fresh FBX?

still escarp
#

Just select with animations or did u exported with animations in FBX

silent stirrup
#

animations in the FBX

#

any time I reimport the FBX it just imports it and never makes an armature for the new animation

#

If I make a new folder and import the character there the new animation appears

#

Is this a problem with animations in the engine?

#

if you bake the animations in the FBX then you have to over again to get the animations to import.

silent stirrup
#

ok so the work around was that I needed to make a new folder, import a fresh FBX then point to the current skeleton during the import. This generated the new armature. I copied the new armature into the old folder and deleted the new folder.

Thats dumb

still escarp
#

did u try rename it

short ore
winged valley
#

@silent stirrup There's an option somewhere in the editor preferences to open the import dialog when reimporting, then you can tick Import Animations even if it was disabled at first.

#

Otherwise you would have to open the skeletal mesh, change the reimport settings in the bottom left and reimport again.

silent stirrup
#

oohhh

tacit pilot
#

guys i'm wondering if it's possible to ingame capture the animations/control of individual characters?

#

I want to make a short film and have several characters moving around in the scene, I think the best way is just to use the chracters controls and capture the anim realtime. I can't controll all at once so I'de like to capture each individually maybe with some ghosting to help visualise the scene

marsh knoll
#

hey im using iclone 3dxchange for inporting mixano placeholder animations to ue4, but i vant even import animations to it, it judt imports the skeletal mesh without animations. how do i import it correctly?

lost tapir
#

is there something new to how aim offset is made in new vesrion of ue4? like from 4.14 and so on?

obtuse yoke
#

Hey , a question about animation

#

I made an attack animation with some X axis movement in 3dsmax

#

How can I apply this movement to unreal4's character movement?

winged valley
#

@obtuse yoke If you animated the x axis movement on the root bone you can use root motion, to do that you enable Enable Root Motion in the animation itself and Root Motion From Everything (if single player) or Root Motion From Montages (multiplayer) in the anim BP.

obtuse yoke
#

Yeah but I have another problem now

#

My model is too small that I have to scale it into 10 times

#

when importing

#

Then the root motion distance is wrong

winged valley
#

What software are you using?

obtuse yoke
#

3dsmax

#

my model is about 18cm

#

But I need it to be 1.8m

winged valley
#

Can't you just make it bigger then?

obtuse yoke
#

How

winged valley
#

Scale in 3dsmax? ๐Ÿ˜›

obtuse yoke
#

It has animations

#

No it's not that simple I suppose

winged valley
#

Does it matter? You can probably scale the animations some way.

#

For example in Blender you can select the location keyframes only and scale them on the y axis after scaling your character and applying transforms.

#

Pretty sure you can do something like that in 3DSMax too.

#

(do the scaling in a curve editor)

#
#

The important part is only selecting the location keyframes so you don't screw up the rest of the animation. ๐Ÿ˜›

obtuse yoke
#

@winged valley Thanks

#

Sorry for not being here then

spare nebula
#

If I want to use one of Epic's character in my small animated project? I mean it's not commercial, I just want to use them. I may post a video on youtube but all the credits will be given properly, is it allowed?

#

The one in Sequencer Demo..

lost tapir
#

what the point of look at axis and look up axis in the LookAt node?

#

what they are for?

#

Reading description: Look at Axis : Which axis to align to look at point. I really dont understand what this means

#

I thought it just transform bone rotation towards target, how axis are involved in this and why I need to chose which axis to align?

proven osprey
#

Like ANY better way

misty dagger
#

how is the weapon In the FPS template connected to the arms?
I'm trying to have another weapon attached to it

still escarp
#

Using RIfle Aimoffset and example Pistol AimOffSet shell i make also different name of Yaw And Pitch ? like ( RifleYaw - RiflePitch and for pistol PistolYaw - PistolPitch ) and just setup when equiped

#

or i can just use Yaw and Pitch names in both

frigid flower
#

@proven osprey depends on what you are trying to do. Are you adding those delays because you want to wait until the attack animation is completed to make a transition?
you can do that from the state machine itself.

#

guys, noob question about animations and character movement for 3rd person character games: Should I use root motion (AKA leave the animation to move my character capsule) everytime, or should I only use root motion for very specific use cases and have the MovementComponent do the capsule movement?

I'm building a prototype of a prince of persia like game and using root motion seems better, but I'm not sure if there's downsides of using it for when the game is more complete.

vast steeple
#

Imported an animation using morph targets, but when i look at the track view in UE4 some of the values are higher than 1 and causing clipping. Is this an import setting I've missed? Why is it going higher than 1? Looks fine in my 3ds max scene. But in UE4 the morph animation is a lot stronger and doesn't look how I intended it to.

#

I'm baking animation on export, only because it doesn't seem to work if I don't bake. Could this be it?

#

Oh man, well I just figured it out.
I have eye left/right/up/down morphs and it was doubling them up with inverted values. So in my animation where the eye moved left, it imported that as eye left 1 and also eye right -1 on top.
I tried deleting a morph target from the skeletal mesh, but then it instacrashes when I try to play another animation. Will this mean I have to readjust my rig and rexport all of my anims...?

jolly escarp
#

When building animations with root motion, do we want to move the root bone and then use the animation editor to extract it out?

winged valley
#

Yes, you animate the root bone, that is converted to movement in the character movement component.

jolly escarp
#

@winged valley cheers, will go have the animators match the root to the motion of the hip bone XY on baking

winged valley
#

๐Ÿ‘

supple elbow
#

For a character made out of several meshes driven by the same skeleton, ie a customizable character, is it better to set the anim BP for each mesh or should I just go with master pose component?

jolly escarp
#

Will setting an AnimBP for each mesh cause it to re-calculate the pose? I think it might as each AnimBP on a Skeletal Mesh is an instance

winged valley
#

@supple elbow An anim BP per mesh using Copy Pose from Mesh is usually nice.

supple elbow
#

@jolly escarp yeah that's what I was worried about. Master pose comp have worked fine so far in my testing but I think I read/heard somewhere that it sometimes get out of sync. So I'll have a look at @winged valley sollution. Thanks ๐Ÿ™‚

winged valley
#

It's just better than master pose component, you don't need the same hierarchy either.

#

You need to make sure the meshes are children of the main mesh though.

#

Then in the anim BP Copy Pose from Mesh node check the boolean to get the mesh from parent.

#

Also you can still play animations/do physics stuff on the children meshes after Copy Pose from Mesh.

jolly escarp
#

If I have a bone-driven blink animation (additive) and I want to trigger that with Event Notifies in the actual animation, how does that get plugged into the AnimBP? Is it like a montage that is limited to an "Eye" slot?

winged valley
#

Yeah, or a state machine for just the blinks.

jolly escarp
#

@winged valley I guess I'm just not clear on how I trigger the animation as a result of the AnimNotify callback

winged valley
#

It will turn into an event so you can do Play Montage or whatever, or set a variable that's used in a state machine.

jolly escarp
#

Somewhere I can control which animations can fire their Event Notifies right in the case of blends? Or is that only in Blendspaces

winged valley
#

Not sure really, but you can do some branching logic in the notify itself so only one plays.

jolly escarp
#

So with the root motion, now that the rig has been fixed, I enabled it and now my walk cycle constantly moves across the animation preview window. I was under the impression from the docs that it should walk in place now?

#

It doesn't pop back to where it was though

winged valley
#

You need to enable root motion in the details settings to the left.

jolly escarp
#

That's when it started wandering away from the origin

winged valley
#

Then you had Process Root Motion enabled in the Show(?) settings.

jolly escarp
#

It used to start at origin, play the walk animation, then pop back to start and repeat. Now it starts at animation, plays the walk animation (loop forever) and never pops back, just keeps going further from origin.

#

Ahh ty

still escarp
#

A quick quastion if i have 2 or more aimoffsets can i use different names of pitch and yaw or i can use all same variables name

winged valley
#

Yes. ๐Ÿ˜›

proven osprey
winged valley
#

Modify Pose

proven osprey
#

There doesnt seem to be any options under modify pose

#

am I missing something?

winged valley
#

Yes, Use Current Pose under Modify Pose. ๐Ÿ˜›

proven osprey
#

I hit that and nothing changes?

winged valley
#

? What would change from saving the pose?

heady mantle
#

hey simple anim question if anyone can help

#

how can you make an anim that like eveyr button press it restarts the animation?

#

i'm not sure how to quickly transition off the anim then start it again

winged valley
#

You can play a montage, playing the same montage will just restart the animation.

heady mantle
#

so play a montage in the anim event graph?

#

i'm just not exactly sure how that fits into the state machine, or does it just not?

winged valley
#

Yeah it doesn't.

#

Doing it in a state machine would be pretty messy though.

#

Well not if you're doing it in a separate state machine but then it's basically a montage anyway. ๐Ÿ˜›

clever abyss
#

I have glitched the camera?

dull sedge
winged valley
#

You click it, to the right you can add bones.

dull sedge
#

I don't want to add bones, the message says "was assigned under config category" where bones have a category?

winged valley
#

... To the right. ๐Ÿ˜›

dull sedge
#

Jesus crist thank you

worldly ibex
#

How do I work with the animation editor? It's so confusing, I'm using animation sequences for static poses, and blend between them (hand positions essentially), but everytime I try to duplicate an animation sequence and edit it the changes don't "stick", it doesn't update, when I close and reopen the editor it's reset, I try creating a key at the end and beginning of the timeline but I'm just confused

winged valley
#

Maybe you need to record the animation. UE4 doesn't really support keyframing stuff in the editor.

worldly ibex
#

What do you mean? As I said I really don't need any animation, it's just gonna be a static pose that I'll blend through with "blend with int" in the animBP

winged valley
#

Ah, then you can do create asset - from current pose.

worldly ibex
#

Huh okay, isn't it weird that I can't create an animation in place after duplicating though?

#

I mean either way if that works that all I need, thanks cyaoeu

#

also after seeing your name hundreds of time I only just now realize how to pronounce your nickname and that you're probably british

winged valley
#

It's not weird because you can do it without duplicating. ๐Ÿ˜›

#

I'm actually not british, and I didn't consider pronunciation when making my nickname. ๐Ÿ˜›

worldly ibex
#

oh so it's no Cyao EU?

winged valley
#

Nope!

worldly ibex
#

I mean the proper italian spelling is Ciao but since you guys use "Cya"

#

alright then, nevermind I'll go back to thinking a weird way to pronounce your name

winged valley
worldly ibex
#

I do have an issue with the method of exporting the current pose as animation though, how do I make adjustments to my poseonce it's exported? I can't realistically reexport the pose everytime since I need my pose to hold an object, and I pop the animation in my scene to get it right (since afaik there's no way to show another reference mesh in the animation editor)