#animation

1 messages Β· Page 107 of 1

frosty peak
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but delta time is something you eventually want to be part of the lerp

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to reduce framerate variance

woeful aspen
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@frosty peak layered blend by bone, got it, but is it best to have animations on both hands and define them or would you have one animation for right hand and one for left han

frosty peak
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@woeful aspen That depends on what your use case is like. With layered blends you can make it work either way

woeful aspen
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Its vr

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Ik arms

frosty peak
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I would have it all be 1 animation bp

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and then simply have slots or state machines for each hand

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then use a layered blend per bone to combine the left and right hands, and then run your IK on those results

shut kraken
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Is there a more formal term for the 3 parts of an ability animation? like the windup, cast point, recovery?

frosty peak
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@shut kraken If you were to use animation terms it would be like 'Anticipate', 'Action', 'Follow-through'. But I'm not sure I would say there are standard names for this in regards to mechanics.
I tend to use Start, Loop, Stop for states.

shut kraken
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Is gameplay being driven by animation timelines good practice? I'm building a 3rd person brawler, kinda like halfway between a shooter and fighter. Right now I'm having DoAbility kick off an AnimMontage, and the montages notifies are what kick off firing of projectiles and testing for collision etc. This sound about right? I could decouple the timing of abilities from animations but then you have 2 separate parallel timelines so to speak.

tardy gorge
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@frosty peak good idea !! Thanks

frosty peak
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@shut kraken Personally, I would suggest that you make it work without the animation notifies.
I take the stance that gameplay logic should be as separated from animation as possible.
That approach makes debugging a lot simpler, because there are fewer systems in play where it can go wrong.
But there are some areas where it may just be unavoidable, like when you have physical contact between characters.

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But ultimately, whatever it takes to make it work is fair game.

shut kraken
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@frosty peak How would you handle timing between the logic and animation? just make sure things like cast points and durations line up close enough? Or I suppose I could split animations up so that something like a spellcast Dota style is 2 animations, and the backswing starts when the logic thread says to, no matter how far along the cast animation is.

frosty peak
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ya, that's a fairly common split

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Start > Loop Montage
and Release Montage

carmine cove
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I've been having some weird locomotion issues, so I checked out the content examples and it looks like their Blendspaces are all more complex

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And they use Speed and Direction as the axes instead of Forward/Right

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Any benefit to switching?

fallow heath
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is there a way to create sort of a motion blur on a model instead of as post processing?

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hard to explain

woeful aspen
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Method for ik arms, its currently working but hanging after

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like a few frames

woeful aspen
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also is it possible to lock a joint to a position?

woeful aspen
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nvm figured it πŸ˜ƒ

misty dagger
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Good day,

Is there a way that I can request if the animation is done?

thorn tendon
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Anyone with root motion experience here?

thorn tendon
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Any help will go a LONG way, I think there is something I am missing

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Blender to Unreal

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Every box is checked but my capsule still does not move with character

thorn tendon
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ANY hellllppppp

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lol

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Annnnnyyyy hellllpppp

frosty peak
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@thorn tendon Is the animation that has the root motion being played via a montage?

thorn tendon
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@frosty peak The animation is set to "everything"

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The animation its self is in a montage but sience its set to everything that shouldn't matte

frosty peak
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then perhaps it is a setting in your movement component

thorn tendon
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Really?

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@frosty peak If you help me figure this out, I will give you the biggest digital hug ever haha

frosty peak
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I need to open the editor, but I feel like there is a setting to disable root motion in the movement component, could be wrong though

thorn tendon
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Ill send screenshots

frosty peak
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can you send a screenshot of your animation?

thorn tendon
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Sure

frosty peak
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whats going on with number 2?

thorn tendon
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I thought buy using the UE4 mannequin it would help but it seems I still can't get it to work properly

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Oh, Im highlighting that root motion is enabled

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Character>animation>show root motion

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Process root motion*

frosty peak
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im wondering why the skeleton is looking crazy

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anyway, I don't think Ref Pose is the right setting for the root motion lock

thorn tendon
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I tried all of them

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lol

frosty peak
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when root motion is extracted, you won't see the red line

thorn tendon
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Its the official skel from Unreal themselves so I don't know whats up

frosty peak
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i'm opening the editor, I'll double check in a few

thorn tendon
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Cool cool, I really appreciate your help man, I litterally got so frustrated I got an upset stomach and all haha

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I just walked away for a bit and tried to calm myself down. Once I figure out this root motion issue I can start working on other things

frosty peak
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no problem! Root motion can definitely be a pain

thorn tendon
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I looked everywhere on the forums and some solutions work for some, some it does not. Not too many youtube vids either nor any hardcore documentation from unreal

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Some people say it's skeleton bone naming, others say it's about animating it in object mode (blender)

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I tried most solutions and have no clue haha. My capsule just won't stay with the root

frosty peak
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ya, the resources need some love

high egret
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Hello. I was wondering how developers are dealing with animating cloth for mobile? Are there any Epic Games content examples available?

thorn tendon
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@high egret Apex cloth from Nvidia

high egret
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@thorn tendon does it work on iOS and Android?

thorn tendon
high egret
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@thorn tendon I tried that and when running on mobile all the clothing animation stops working

thorn tendon
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I have no clue if it does, I suppose it can. Depending on the resources it needs

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I have no clue to be honest man

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Im still trying to get help on my own here

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I never made any cloth for unreal, only in blender

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Lots of tuts out there

high egret
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@thorn tendon oh, that's ok, thank you anyways!

frosty peak
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@thorn tendon Can you screenshot your skeleton hierarchy?

thorn tendon
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Sure, stand by

high egret
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@thorn tendon yes, we are considering doing all the clothing sims in Blender and baking it

thorn tendon
frosty peak
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ah yes

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thats messed up

thorn tendon
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I didn't edit any bones either

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How should it be fixed?

frosty peak
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It looks like you exported the group that your bones and meshes are parented under

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don't know what they call it in blender

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the top most bone is the bone that root motion is extracted from

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and Ideally you only have bones in the skeleton

thorn tendon
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Gotcha...well My main character has the same issue with way less bones haha

frosty peak
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when I export my skeleton, there are parent objects to the skeleton itself

thorn tendon
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I jumped over to unreals manni so I can see if it was just my rig or something I dont know

frosty peak
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can you screenshot your actual character skeleton?

thorn tendon
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In blender?

frosty peak
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have you brought it to unreal yet?

thorn tendon
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Yes

frosty peak
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screenshot the unreal skeleton, if it is different than the mannequin

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This is what it looks like when root motion is not extracted, there is the red line

thorn tendon
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The skel tree is for another character

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It was an import from Make Human

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the mannequin is from unreal

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Your manni has no pole bones

frosty peak
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pole vector bones are not needed

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as far as the engine goes

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you can have them, but they are optional

thorn tendon
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Humm, when I select the rig though it selects all the bones. In blender you need to select the armature and export

frosty peak
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I can't help with the Blender side of things

thorn tendon
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For sure, my other animations work fine. Just not with root motion

frosty peak
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all I can say is that your skeleton should ONLY have bones in it

thorn tendon
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Technically the poles are bones haha

frosty peak
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liike the IK_Arm_end?

thorn tendon
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But I know what you mean

frosty peak
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so you've made a character from Make Human

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does that get rigged from MakeHuman?

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or are you rigging it in Blender?

thorn tendon
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Yes, there is a pluggin that exports a rig to blender. I did some tweeking in blender just for IK and pole targets but thats about it, these END bones are wack

frosty peak
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and that plugin makes it work with the Mannequin?

thorn tendon
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I was kinda hoping this unreal skel was good so I could just use that and weight paint it myself

frosty peak
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the unreal skeleton is a solid foundation

thorn tendon
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No no, I downloaded the unreal skel from Unreal's website

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For sure

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It was a skel from their blender import page. Ill try to find it

frosty peak
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here is what I would do

frosty peak
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get an obj from MakeHuman, Bring the Mannequin skeleton in from Unreal

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add any additional deformation bones that you need

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pole vectors if you need, though you can recreate pole vectors in unreal with virtual bones

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bind your makeHuman mesh to your updated Mannequin skeleton

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and export that out

thorn tendon
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Yeah, I will need to weight paint that sucker out

frosty peak
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Then I would make a separate skeleton or control rig that is outside the hierarchy of the game skeleton, to be the control rig for the character

thorn tendon
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I just don't want to do all the work for it to not work again

frosty peak
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right so

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if you just bind your mesh to the mannequin, and get that working before making the control rig

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you can test it before making a big investment

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just make sure that your skeleton is the top most object that gets exported, and make sure the meshes are not in the skeleton's hierarchy

thorn tendon
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Aye, with a simple animation like I just did. Tis possible. I was dreading this option but it seems like I need to have a skeleton thats way easier on unreals eyes haha

frosty peak
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its not a complexity thing for unreal

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unreal can handle some beastly skeletons

thorn tendon
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Yeah, For blender, select the mesh, then armature then export

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Maybe I did it in reverse and fucked shit up?

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lol

frosty peak
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selection order should not matter for exports

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unreal doesnt care

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unreal looks through the FBX, finds all the bones, meshes, and materialsm and reconstructs the data into its own format

thorn tendon
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Cool cool. So pretty much just OBJ the character, create a basic skel, root bone. Test her out and see what happens

frosty peak
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yes, except

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literally take the mannequin skeleton

thorn tendon
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Yeah, that skel they provided has some wack features in it

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A bunch of stuff that does not need to be there is

frosty peak
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I would honestly goto Unreal, and export the mannqeuin skeletal mesh to FBX

thorn tendon
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I need to basically keep its IK guts and toss the rest

frosty peak
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bring that into Blender, delete all the geo

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and then you'll just have the skeleton

thorn tendon
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Yeah Ill clean it up a bit. and use it for the other char

frosty peak
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well, thats still using the blender file from Epic right?

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if you like their rig, you can definitely keep that

thorn tendon
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Ill let you know how it goes (takes deep breath....stares off into nothingness thinking of all the shit I gotta do)

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Yeah their rig has some wacky things in it, stand by

frosty peak
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step 1. Make a file with only the skeleton in it
step 2. Bind your makeHuman mesh to that skeleton (don't bother to do much skin weight panting yet)
step 3. Bring that into Unreal, and make sure that it works with the mannequin animations
step 4. Rig it up? or place it in the Epic rig?

thorn tendon
frosty peak
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blender sure does have a funny way of displaying oriented bones

thorn tendon
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lol

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Look at the feet, they are all fucked up. Right foot especially

frosty peak
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thats because the forward vector of those bones are flipped

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thats on purpose

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in Maya, it looks normal

thorn tendon
frosty peak
thorn tendon
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Yeah man if you use maya or 3ds max you are doing alright. Us blender guys have to deal with weird shit

frosty peak
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See how the X-axis is in different directions on the shoulders?

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thats the mirrored rotations

thorn tendon
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looks like the bones need to be rolled

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The unreal skel I have is wack man, Im just gonna make a easy skeleton and and rig with that. I just literally need one golden skeleton and just duplicate or copy it into other characters

frosty peak
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try my suggestion?

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export the skeletal mesh to FBX form the engine

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import that, delete all Meshes, Bind your mesh to the skeleton

thorn tendon
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okay, stand by, ill give that a whirl

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@frosty peak How the heck to I export this dude? hahah

frosty peak
thorn tendon
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Make static mesh?

frosty peak
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here is the exported skeletal mesh

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in the content browser you can right click on an asset, Asset Actions, Export

thorn tendon
frosty peak
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haha

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well, if it works

thorn tendon
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#blenderproblems

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lol

frosty peak
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is Blender Y-Up or Z-up?

thorn tendon
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Z up

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Whats maya or max at? I could import it from the right angle

frosty peak
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Maya can be either Y-Up (default) or Z-Up

thorn tendon
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lol Well I think Im just gonna start a fresh rig, fuck it. Im gonna name shit the way some other forum posts were saying too. Ah its good exercise anyways

frosty peak
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when you go to export, try having the hierarchy like this

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with the skeleton and meshes separate hierarchies

thorn tendon
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Sall good man, Ill just make a fresh rig. Its cool.

frosty peak
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go for it

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you can always retarget mannequin animations

thorn tendon
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It will take an hour but im okay with that now. I needed to just talk to someone and try to get it worked out and step away from it for a bit

frosty peak
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just make sure you have a root bone

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try to follow the mannequin structure

thorn tendon
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I appreciate you taking the time to help me man! Yes Root bone for sure and the armature called armature

frosty peak
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good luck!

thorn tendon
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Ill keep you posted later haha Thanks

tired heath
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Hello! I wanna make a mech game with very accurate mech animation system without any foot slippages that uses in character animations. Where i can start and what to read for this task? Do i need to use root motion (baked animation) or I can make this fully procerurraly? Thanks

void mural
frosty peak
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@tired heath Both approaches can work. Procedural would be more responsive, but perhaps mechs can get away with a 'clunkier' feel.

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you could use notifies to sample when to plant to the ground, and enable a world space IK position

bitter phoenix
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@bitter phoenix So my question was a couple pages up. I've found a solution so I thought I'd quickly share for those who were interested but couldn't answer the question. Basically kids you can't animate sockets period, BUT you can animate bones so just make a new bone and parent it to the root bone then you can move it freely about. K bye

shut kraken
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@bitter phoenix Was that you asking about animation for a skateboard on reddit? small world if so.

bitter phoenix
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@shut kraken It was indeed. Tbf I’d tried to make myself as loud as possible in the community so someone could answer my question. It’s good to know that paid off...

shut kraken
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That was me telling you to try using a free bone for it lol.

honest ruin
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Hi retargeting in 4.19.2 causes this error Error: appError called: Assertion failed: FVector::Distance(InitOptions.ViewRotationMatrix.GetScaleVector(), FVector::OneVector) < KINDA_SMALL_NUMBER [File:/home/linuxdonald/dev/UnrealEngine/Engine/Source/Runtime/Engine/Private/SceneView.cpp] [Line: 432]

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Has anybody gotten this error before?

warped field
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What's the best way to handle multiple animations on blender. Would I do different fbxs, would I do all of them in the same animation and split it up later, or would I use the action editor on the dope sheet. I am intending to import this asset in ue4

frigid drum
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Action editor

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on export settings you can choose to export only the action playing or all actions

acoustic ibex
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Is there a way to add a weapon in artv1 kit maya ?

thorn tendon
high egret
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@warped field We've been wondering the same and we haven't been able to export multiple animations in a single FBX. Only the active one gets exported and the rest are present (an asset is created in UE4) but empty.

frigid drum
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I just said theres a setting for it

high egret
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@frigid drum Yes, we've tried that and still no luck. Only the active one is functional.

honest shard
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Does anyone use ART tool from unreal? I'm trying to do a transformation on all frames

warped field
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Anyone know how to delete an action in blender without breaking the mesh

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cause i think i got reod of some but my animation stopped working

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there is one that i want to keep that has my whole animation in it.

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but i can redo the animation

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i just want to get rid of all the actions and make some new ones

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i deleted everything in the NLA editor

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and i cant delete anything in action editor

warped field
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and whenever i click on an action it moves around parts of the mesh

warped field
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YES I DID IT

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lol that was way too complicated

high egret
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Hello. I'm working with constraints and physics for the first time on a skeletal mesh, and after reading documentation and watching a video stream (4.18 Physics editor updates) I'm still confused. When setting up constraints, what is the difference between the two "reference frames"? What are these exactly?
If I alt-drag a gizmo, it detaches from the constraints. What does this mean?
And how do these references relate to the actual bone position?
I will appreciate any help with this

novel oxide
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does anybody know why root motion might not work on a custom skeleton even though its being processed correctly in the anim preview?

sinful smelt
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Problem demo video playlist (Read Description for any animations help) > https://www.youtube.com/watch?v=1N0bds6GbJw&list=PLlwJ8V-ghUTOkagp7XW4iAIW94cYqqc9N&index=9
Solution Applied > https://skfb.ly/6zVBJ

TEST 09 Autodesk Maya Live plugin to Unreal Engine 4 with home made Flip Back animation done on blender and added DAZ Characters !!!!! READ UNDER THIS !!!!! ...

β–Ά Play video

UE4 Man Flip Back Animation and Music Drafts that i have done.
Need some rework off course, advices are welcome.
Exported from Blender for UE4 Project.
PC Hardware Specs
https://pcpartpicker.com/user/sayato/saved/KQxtJx
I offer my services of private lecons related to UE4 don...

β–Ά Play video
warped field
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So I have multiple meshes in blender and I do not want to combine them for animation purposes. I made an animation for the entire scene, but it made separate animations for each mesh when I imported the entire skeleton to unreal. How do I get it to be a single animation file?

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Here is my scene

carmine cove
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@warped field you're animating separate skeletons?

warped field
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Well they are just meshes

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Not actual skeletons

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They combine when Import them

uneven axle
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hello animators. is there a slick way to select an animation based on a float? in this case im looking to add 4 directional dodge animations. 0, 90, -90, 180. I want to select one of those based whichever is closest to the gamepad direction float value

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so a direction value of 44 would select the 0 (fwd) dodge and a value of 46 would select the 90 (right) dodge

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and i also wouldnt like to create 4 states to select each dodge. i am aiming to keep the state machine setup clean and have a single dodge state and select the appropriate animation there

honest shard
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How can i do a translation on all keys using the Maya ART tool? I have an idle animation that has the legs so separated and i want to solve this

dusk dove
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Is there a way to have Physics applied to animations without managing it in the blueprint? I.e. is there a AnimGraph Node which does that?

dry harbor
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@uneven axle Look up tutorials on animation blends

dry harbor
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I've got an issue where the only thing in my character that is generating hit events on another skeletal mesh is the capsule component. I've got two skeletal mesh attached the I would like to generate these hits instead. I've tried fiddling with every setting I can think of and just can't get it to work. Anyone know how to fix this?

uneven axle
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@dry harbor Yeah, for now I have a Blend By Bool set up going. But the issue is that it will blend to another animation if the bools change

frosty peak
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@dusk dove there is the Rigid Body node in the animGrap, runs a physics asset.

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@uneven axle to answer your dodge question. I think the easiest first approach would to make a custom Enumeration with the cardinal directions: north, south, east, west. And set those values with your controller. When Pressing D, Cardinal = East. Then in the animGraph make a blend by Enum( cardinal direction). Add pins for south east and west. You can treat the default pin as north.

dusk dove
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@frosty peak Rigid body only works for already simulating bones.
I want to have my legs hang freely in certain situations. Switching on/off Physics Blend manually is very cumbersome since you need to manage all the transitions yourself

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would be better to have it all contained in the animation itself

frosty peak
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@dusk dove perhaps a combination of the Rigid Body and an anim curve to drive the alpha of the Rigid Body node?

uneven axle
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@frosty peak Thanks for the help. But the issue with the Blend By node is that it will blend when the variable value changes. I need something along the lines of a "Select Anim By" node.. which doesnt exist I dont think

polar dune
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Trying to animate a gun that is rigged. Is there a way to hide gun parts via bone in unreal?

frosty peak
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@uneven axle then it sounds like you should simply fire off a montage.

dusk dove
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Is there a way to debug Animations except for printing strings?
Because some animation is blended in that shouldn't be possible and I'd like to see where it comes from

real atlas
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@polar dune I'd like to see if I can hide bones for my third person character when I go first person is like the head to be invisible

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Of course I could just make a new mesh but I'd need that for every character

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Also

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Anyone know why traps like swinging hammers only hit my player when the player is moving?

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Any help would be appreciated

real atlas
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._.

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coughs

magic geyser
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Do you think it would be possible to have primarily a first person but somehow seamlessly switch to third person during combat rolls and such?

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Or would it just be annoying

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because rolling in first person seems to be a huge limiting factor of first person gameplay.

vast trellis
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@polar dune scale bone to 0

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@magic geyser that's completely doable

wise spoke
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hey guys, best practice question, what's the best way of setting variables in Blueprint Animation to avoid those long SetVariable nodes row? I guess as the game development goes on a lot of variables will stack beyond that

misty dagger
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@wise spoke is zombiepawn a c++ class by any chance?

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if yes, use constructor

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if not, the above is bscly the way to go

wise spoke
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no unfortunately, it's a Blueprint class

misty dagger
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then the above is sadly the way to go

dusk dove
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@wise spoke I use Components+EventDispatchers :)

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Reduces Update Animation Event Overhead, and it only updates once it is actually needed

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Most of my Components have an Event Dispatcher which sends it's data to the Animation BP (AnimBP listens to Component ED)

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The Character for example already has an Event Dispatcher OnMovementModeChanged which returns the new MovementMode Data. I bind an Event on that in Event Blueprint Initialize Animation to save the Variables in the AnimationBlueprint

misty dagger
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Hi,
Quick question, would swapping this achieve the same thing? I want to replace all the transitions with this.
(idea being that i wont need to update transitions if the animation itself changes..?)

thorn tendon
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Any blender heads know how to work the origin point into a root motion

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?

dusk dove
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@misty dagger not necessary. By default all animations are relevant so it shouldn't change anything by default

whole blaze
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cant import any animation since yesterday , i havent changed anything in import or export options .. keeps saying to me "animation has no data " in ue error log

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even animations straight from mixamo

real atlas
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ffs

magic geyser
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@vast trellis You think it could be done seamelessly?

magic geyser
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what I'm picturing is a large 'troll' (or whatever) hitting a player and have the camera stick where you were before but have it rotate around to follow the player as they ragdoll. It would be tricky to get right but could work.

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For rolls it could stick to where you were before the roll and rotate to follow the player. Maybe pan a bit outward too

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Wall running could just pan out on the opposite side a bit and follow the player with rotations and movement

bright needle
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Does unreal engine support importing key framed blend shape animation data?

I have some facial animation I would like to bring in, however the animation has been done with blendshapes, not bones.

hybrid latch
obtuse gazelle
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Hey Everyone,
I just got the IKINEMA ORION Trial version. I succesfully tested it with HTC Vive trackers with the already existing IKINEMA MALE BODY skeletal mesh. Mocap as well as animations work fine.
What I am trying to do is use this mocap data on a different skeletal mesh. Does anyone have idea how to do this

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?

marble ferry
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@hybrid latch I think you need to lower the blend time between jump loop and jump end. On the transition between loop and jump, change the blend time to 0/0.1, and see how it works.

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Also on top of that I would maybe tweak the play rate of the jump land and speed it up.

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To top it off, you could also shoot a line trace down, and see when you're about to land and heading down towards the ground, and play the animation before you land.

hybrid latch
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@marble ferry Hi thanks for the help. I'm not sure i know where i can find the option to change the blend time between those animations tho. I thought it might be in the anim graph or in the transitional rule but i cant find anything. I knew to ue4 and i must admit the whole animation part scares me 😱

marble ferry
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in the top right, click on "details" and not "preview scene settings"

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right under the top right highlighted "Blueprint" option

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In blend settings, the duration, tweak it, and move it down

hybrid latch
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@marble ferry i'm having a quick play now. I'll get more time in the morning so I'll let u know how it goes. thanks again

marble ferry
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As I said, i would also make the jump land animation play quicker

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but just tweak the numbers and should be good

high egret
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Hello. I'm looking for someone with physics driven animation experience that could help me with an issue I'm having. I've been banging my head against the wall for days and can't find an answer.

marble ferry
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Little explanation would help?

high egret
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@marble ferry Thanks! I've been posting that explanation and getting silence back only. I have setup a constraint and body, part of a characters clothing, and upon simulating the constraint's center jumps to a different position.

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This happens only when the other side of the skeleton has a constraints and bodies added.

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As seen in the GIF, the one in the right remains in position properly, but the selected one jumps to the center

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It's not colliding with anything.

#

It's like if something made it snap to a different position.

#

I can provide as much detail as needed, if someone could please help me with this.

crude delta
#

the gif isn't loading!

#

WORK DISCORD

#

does this happen in game as well?

honest shard
#

Hi!, is it possible to "override" animations in the anim BP? I mean if i have a node for a character with a sword and i want to give him a shield can i override the left arm animation and replace it with shield related animations?

high egret
high egret
#

It seems that for some reason the constraint jumps to the reference origin. If I snap the constraint to the bone, then alt-drag the reference origin to the same location I avoid this jump.

marble ferry
#

I have a question regarding animation blending. I have a standard blend space for movement, direction of -135 is move back left, direction of 135 is move back right. Now when I am in the game and moving, if I go from moving back left, to quickly moving back right. It seems that the animation will blend every single animation along the way into the animation. When really I just want to go from back left, straight to back right.

Not back left -> left -> forward left -> forward -> forward right -> right -> back left. I have tried all interpolation types and have no luck.

#

This is the blendspace preview here ^^

ashen elbow
#

What actually happened to the speed warping node from Paragon, that is used to adjust Feet and Hips depending on the characters speed, instead of using multiple animations for walk, jog, run, sprint?

#

Did they drop it? Because Shinbi from the marketplace is not using them.

polar dune
#

When I want to animate a gun from the skeleton... It creates a new file. When I open the file the root bone changed and the other parts of the weapon (gun) did not. Any idea how to fix this?

#

using the record button

marble ferry
#

Does anyone have any good recommendations for playing a recoil animation? My current method is not taking into account aim offsets and is a bit of a pain so far.

small heron
#

Hey everyone, is there a way to stop a particular montage (and not all)

#

nvm! thanks!

feral ember
#

Anyone have issues with bones being offset in translation when you're retargeting animations?

#

second is a pose I made

#

(working as it should)

devout dagger
#

^^ how can I make my AI Character to blend from walking into stop properly ? (currently using blendspace to blend from idle into walk using AI's movement component speed)

devout dagger
#

@frosty peak ^^ 😊

thorn tendon
#

I need to enable root motion to follow my char. With it DISABLED the animation plays fine. When I enable root motion my animation stays put on the ground. Any tips to help? The capsule seems to remain stuck to ground too.

weary pine
#

that animation wouldn't happen to be a montage, would it?

frosty peak
#

@devout dagger Unfortunately I don't have a good answer to this question yet. It would likely be some combination of tracking velocity and acceleration to determine if they are coming to a stop.

devout dagger
#

I suspect deceleration is broken in AI movement component

#

that's the only explanation I got so far

frosty peak
#

@devout dagger is there an event that you can call when they are within a stopping distance of the destination? Perhaps that could set a bool or raise a dispatcher that the animBP is listening for.

devout dagger
#

Potentially.. But since AI's speed is hooked into walk/idle blendspace, it needs for the float to decrease gradually.

thorn tendon
#

@weary pine Yes it is in montage form.

devout dagger
#

there is also a braking distance on AI, which I didn't know about.. I'll have to see what it's set to. Increasing it might fix the issue.

young urchin
#

Any Maya users?

young urchin
#

@thorn tendon Root motion will compensate root movement when Enabled

dusk dove
#

@thorn tendon if it is inplace when enabling root motion, then root motion is correctly calculated. you can go to "Show" (top buttons of the viewport) and then "process Root Motion"

#

it will then move the mesh according to your root motion

devout dagger
#

@frosty peak I figured it out - there is braking distance option that is disabled by default on character's motion component. I enabled it and it seems to be working now (I'd probably need an anim for proper transition stand > !start walking! > walk for it to look really good). Not perfect, but better than before.

young urchin
#

Can someone link me to Epic's guide for Twist bones? I've heard there is one.

jovial night
#

anyone know where i can get some climbing animations?

#

...and it not cost a ton. i mean it doesnt have to be fancy animations, I just need it for testing

fiery gust
#

What would be the easy way to fit the Animations to the movement of a charakter? or is it based on trail and error ?

dusk dove
#

Animate with Root Motion

fiery gust
#

will take a look into that thanks πŸ˜ƒ

unkempt quartz
#

anyone here with a optitrack motion capture ?

misty dagger
#

Hello

#

Does UE4 recognize a simple Blender animation of translation (from point A to point B) or simple scale animation? Because I tried to, setting a key frame on the start and one on the end) to make a simple rescale animation (that worked on blendee) but when i exported on ue4 the mesh doesnt scale down (so the animation didnt work)

#

I have also added a skeletal mesh to my object, but it still doesnt work, any idea?

#

(or yt tutorial)

frank bluff
#

are you animating by translating the object, or translating a root bone

mild isle
#

I really don't know if this is a #blueprint or #animation problem but I'm seeking a little bit of advice for my animation BP.

#

I have a montage playing under a layer.

#

The animation plays succesfully but does not blend with the lower body

#

The blend per bone is set to spine_01

#

Does anybody know why it isn't blending?

marble ferry
#

just try blend rather than blend by bone?

#

seems a little odd to use blend by bone and want it to blend with everything

mild isle
#

This seems to work fine

#

I need to figure out how to connect this code to the rest though, as I'm confused

#

Does anybody know how I could interpret this code into the stuff before?

#

@marble ferry Thank you for the suggestion btw

mild isle
#

nm got it working πŸ˜„

main ferry
#

Looking for some advice from someone with experience with draw calls and character animation. I'm looking to have many sprite characters and I want to keep draw calls low. I figured I could have all the characters be connected to the same octopus like bone structure with each character being controlled by an arm of the skeleton. This way they can all be the same mesh and be 1 draw call. To manage the characters I would apply new locations for those bone ends - which would move the polygon cards associated with that bone. Anyhow I'm curious if someone can help me understand the savings of draw calls compared to distributing the load across different bones of a skeletal mesh?

misty dagger
#

Can someone link me a good tutorial for a "flagel" animation?

#

Like a bacteria movement

#

(im using blender)

thorn tendon
#

Hey guys, any tips on static mesh collision? I added a tie to my character and cloth painted it, when I play the tie goes through my char. Any help will go a long way!

carmine cove
#

@thorn tendon Did you add rigidbodies to your physicsasset?

#

Also what values did you give it?

thorn tendon
#

@carmine cove Aye, I have not yet

carmine cove
#

LOL

#

What values btw

thorn tendon
#

I reimported that SOB, I think my unites were wonky

carmine cove
#

not sure what unites are

#

but your values are really important

#

for the cloth

thorn tendon
#

units hehe

#

They are eh, okay then, well I haven't really dinked around with it yet, perhaps you can walk me through it?

carmine cove
#

I'm just asking what values you used

thorn tendon
#

Well nothing, I haven't done any ridged body work

carmine cove
#

you have to give it specific values from 0-100

thorn tendon
#

gotcha

carmine cove
#

for it to use cloth physx

#

However if you dig into it, they're supposedly "cm the vertices are allowed to move"

thorn tendon
#

Im in the physics asset now but can't find the word ridged bodies haha

carmine cove
#

You're gonna need to google some tutorials

thorn tendon
#

lol fair enough

#

Thanks man

carmine cove
#

Does your character only have 2 bones?

thorn tendon
#

Nope, my char has all the bones he needs

carmine cove
#

Sure they're weighted?

#

Normally the physics asset creates a collider for each weighted bone

thorn tendon
#

I did the weight painting myself earlier today...although I added the tie last min and didn't weigh it to anything....

#

Could that be the issue?

#

The tie has no bones though, just a mesh that I attached to the main mesh

carmine cove
#

Has a separate material tho?

thorn tendon
#

Its not actually attached to the rig. The tie has its own material

#

In blender that is

#

Its a simple char

#

@carmine cove My tie is not weighed to anything, should I? In theory I suppose I should hahah. Which bone you think would be best? Neck?

carmine cove
#

Not sure if that's causing your issue

thorn tendon
#

gotcha, thanks anwyays

carmine cove
#

Try importing it farther away from the character

#

And check out the Animation level of ContentExamples

#

There's a character with a bunch of clothing physx

thorn tendon
#

Yeah, I have that example, I might have to dust that beast of hah

untold gale
#

anyone interested in having a character rigged πŸ˜ƒ

humble trout
#

hey! im having problems with the 2d blendspace. all the animations look good seperately, and the diagonal forward/right and backward/left work but the other diagonal looks completely off! can anyone help me out?

thorn tendon
#

I need a physics guru for like 15 min to help me with a cloth asset

thorn tendon
#

@untold gale Do you know anything about cloth and physics asset/collsion?

untold gale
#

that kind of depends what you are using really, is it UE4 physics

#

or is it rig physics

thorn tendon
#

@untold gale UE4 Physices

#

Spelling haha

#

Physics*

#

I have a character with a tie, Ineed this tie to respond to collision. Currently it is not. I followed every step to the T and it's still not colliding and just goes right through

#

Any help will be a life saver

untold gale
#

what way have you set up the joints and where is it rigged

thorn tendon
#

The tie is attached to the neck bone in blender.

#

@untold gale

#

I read a forum post were it said my scale was wonky, so I adjusted and I still have the same issues

#

Screen share?

untold gale
#

have you added the body as a rigid

thorn tendon
#

What do you mean? (I guess that's a no haha)

untold gale
#

in order for any application to give you a dynamic object youll need to add a rigid body and collider

thorn tendon
#

I added a capsule in the physics asset...I guess that's not the same thing though eh haha

#

@untold gale Any resources you can share for that?

untold gale
#

you would more than likely have to look it up on a blender youtube, but youll also need a couple of bones to skin the mesh to the neck so it doesnt drift, altho after that you probaly would just need to add physics

thorn tendon
#

@untold gale I tried a few things, this is as close as I can get. Still not working as intended

untold gale
#

youll need to tweak the physics a little but and keep the neck piece pinned

dusty burrow
honest shard
#

Hi! Is it possible to do a symmetry on montages and other animations? I'm doing a character that can equip different weapons in different hands

carmine cove
#

@honest shard You tried scaling?

honest shard
#

yes

#

but that just scales the full mesh (as expected) so the orientation changes. I want to mirror the animation not the whole mesh

#

also IK gives problems with this workaround

carmine cove
#

Not sure

#

Seems like there are several scripts for Maya tho

honest shard
#

Yes, but i dont want to duplicate every animation, montage etc

#

thats a lot of hardcoding

spiral sequoia
#

so i dont know animation stuff and i know a little about bp, but if i wanted a player to run a certain animation X amount of times then go back to idle or whatever... is that something i would handle in the anim blueprint or would it be in the character, forcing it to play animation and then set anim mode back to the default?

main frost
#

anyone else have trouble with blender IK changing on import to UE4?

#

the legs on my character spin around in UE4

#

I don't even use UE4 IK

thin glade
#

@main frost Siaka does that only happened when the character is rag dolling?

main frost
#

no, I just checked and the fault is on blender

#

something happens on export and the legs twist

#

the animation isn't baking correctly

thin glade
#

on export, what version are you exporting on, fbx 7.4 binary, or fbx 6.1 acii

#

?

main frost
#

Binary

thin glade
#

should be using fbx 6.1 acii

#

binary gives a lot of issues

#

ive got a good feeling that's your issue

main frost
thin glade
#

try importing under a new file name, so it doesn't try to "re_import"

main frost
#

Imported but still getting the weird leg issues

#

I feel like I'm missing something since it looks fine in blender, then on export it's messed up

#

like the bones are baking incorrectly

thin glade
#

These are export options that I use and never had an issue with, I guess try to match yours with mine

#

Also can you send a screen shot of the settings you have on import in unreal engine, there's a chance the issue might be in there too

main frost
#

yikes

#

also trying another

thin glade
#

When importing/exporting your not changing the scale of the armature are you? changing the scale will mess up the armature like that. Also make sure the scale of the rig and model in blender is "1"

main frost
#

I managed to get it to work and I have no idea how

#

it's weird

#

I just downloaded a previous version of blender

#

the one I originally used for the initial skeletal rig

#

exported the animation

#

and it imports completely fine

thin glade
#

huh that is odd, what blender version was giving you the issue?

main frost
#

2.79

#

I downloaded 2.77, but I can't use 2.77 for work because for some reason it has a horrendous resolution

thin glade
#

🀷 2.79 works fine for me, but if another version works fine for you I guess it doesn't matter, good to see you got it working πŸ‘

main frost
#

I guess I'll have to jump between versions for exports

#

fun

#

anyways thanks a million Tingle

thin glade
#

Yup no problem 😁

young urchin
#

Greetings, have anyone tried to export Owen (Epic Infiltrator dude)?

green island
#

So i was trying to export with Blender FBX 7.4 binary, and and i could not get the animations to work in ue4, so i tried what Tingle said and i the animations seem to work but they are the size of a grain of rice.
any help is apreciated πŸ˜„

green island
frigid drum
#

Probably wrong scale,

#

try scaling up 100x or set units in blender to be 0.01

#

just remember that if u do that you probably gonna mess up your animations

sinful smelt
thin glade
#

@green island yeah its just the wrong scale, which sucks because fixing the scale might screw up the animation (And is 100% guaranteed to be screwed using it with Unreals physicsCharacter/ragdoll system). Its best to make sure you have the scale correct before you start animating

ebon portal
#

and I've setup a physics asset for him

#

but I experience this in game

#

watch the left guy

#

and idk why this happens since I even put in two failsafe bodies

#

idk why that's happening

#

and he's using the standard SK_Mannequin skeleton btw

#

any help would be appreciated

misty dagger
#

Which ways are there to animate a hovering 3x3m platform? Platforms moves few centimeters up and down, and left and right, and in random numbers.

ashen elbow
#

Is the LegIK node in the animBP broken?

#

I downloaded shinbi and imported her into a blank project, but her foot is not adjusting to slopes.

misty dagger
crude delta
#

does the root have translational or rotational change?

misty dagger
#

I may need to look into that actually. It's definitely supposed to have that but I probably overlooked that if anything

wintry kiln
#

Is there anyone who can help me with rigging a gun

#

Someone who can guide me live, i can send you some paid assets for free as thanks! πŸ˜„

devout dagger
#

Is there any way to sync AnimBP's state machine with Behavior Tree ? (like, executing Task in BT on an anim notify)

round shale
#

Anim Notify -> Get callback -> Change BB value that impacts BT ?

devout dagger
#

that's what I figured @round shale , but thought it was hack'ish and wanted to ask if there is a better way

misty dagger
#

Hey everyone, I have a pretty annoying issue in which my state machine animations don't play from the start if there is any blending. I have my regular locomotion state, and then that one connects to my attack state, and if I attack in the middle of movement and the blending time is over ~0.03, the attack animation will start somewhere more than halfway through (different every time).

#

If I set the blending time to anything less than 0.03 then it starts at the beginning of the animation but it looks as if there were no blending. I'm sure the animation isn't playing from the beginning because I put an AnimNotify right at the start and it only gets called when there is no (or nearly no) blending

#

thanks for any help

stiff ledge
#

Hey,
Is it possible to get the time in seconds or frames from the start of an animation to the start of an anim notify?

random shale
#

Would anyone take a quick $20 to fix a skeleton mesh for me πŸ˜‚ : I need it to work with the gun kit I'm using but it gets all skewed up :3

hazy pollen
#

@stiff ledge in not sure how accurate it would be but you could get the time by adding a curve var to the anim

#

@random shale what kind of skeletal mesh and gun kit? Do you know what the gun kit requires of the skeletal mesh?

stiff ledge
#

@hazy pollen Thanks

hazy pollen
#

@stiff ledge actually you don't even need to do that. Animations always start at zero (this is different from when they play, which could be at any time; especially in the case of montages). Afaik, you can't change animation notify positions at runtime. Therefore, you already know at what time the notify is, just by looking at the time it's set to.

#

Unless something has changed, it seems there's no way to get the current frame. According to an older thread, UE4 measures anim length by Time, not frames.

hazy pollen
#

@stiff ledge the curve, I think, just returns a float. So you'd set the first point on the curve to time: 0 value: 0, and the second point to time: <time at end of animation> value: <time at end of animation>

stiff ledge
#

@hazy pollen yeah it can, as you say, be found by looking at the timeline.
However, what I want is to know it at runtime where multiple animations have the same notify , but on different time.
Without manually checking it that is.
But I think I will switch to using anim montages instead, and then my issue will not be a problem anymore.

sage creek
#

@stiff ledge Nice!

sage creek
#

Anyone know why a GameState BP based on GameStateBase would work, while one based on GameState wouldn't?

#

I've got both using default settings.
Fsr, the one derived from GameState can't find the player controller.

#

Ah, I guess my GameMode was derived from GameModeBase and GameState references something it doesn't have.
Using a custom GS derived from gamestatebase fixed it.

woeful aspen
#

hii!!

#

is it possible to set an animation time based on a float?

#

like for example the float is 300 then timeline of animation is at 300

#

lol never mind that was a stupid question haha

tender mist
#

Let's say I'm animating some text in Blender via rotating some "empties". I've keyframed it and have the animation playing and everything seems good on the Blender side of things. How can I import this into UE4 and have the animations playable? Are bones required in the end?

misty dagger
#

@tender mist Currently if you need animation you'll need at least a single bone skinned to the mesh or you can use Morph Targets and import as a rigid body mesh.

tender mist
#

Thank you

ashen elbow
#

Does anyone got an example why in an AnimationBlueprint, in the Event Graph, a single Cast to the character would not be enough? I got this Code Snippet from the ActionRPG content example and wondering why they do it:

misty dagger
#

@ashen elbow Looks like they only cast to the Character if it is not valid.

#

This is actually confusing me more the more I look at it, seems redundant. Id have to see more.

ashen elbow
#

You literally described the graph πŸ™‚ The question is, why would they do this and when is the character invalid to save a cast node?

#

Might be in pause menu or something, but even then, that's some weird optimization.

#

IsValid must be cheap af if they want to make this kind of check when the player doesn't move or something.

misty dagger
#

They have there own validation system in place, but seems redudant to me...

#

They just really want to make sure there character is valid and they have a reference I suppose.

errant ermine
#

This might be a long shot, but anybody here used the IKinema with Unreal? I am testing things out and previously I have not been having problem to expose the Solver tasks to Anim BP, but now in this project, if I do it, the character would just crouch down and trying to reach I think (0,0,0) location. Previously if I left structs untouched, it would work with default settings. Any idea what is going on?

misty dagger
#

could someone help me out with anim montages? πŸ˜– i'm trying to set one up but i can't get it to play, whenever the function is called there is no animation and nothing happens

tawdry sky
misty dagger
#

Okay I think I noticed something with my Root Motion issue. When I enable Root Motion the model size scales small. When I disable it the model scales big. I don't think it's supposed to do that

carmine cove
#

Has anyone that migrated to 4.20 tried to import animations?

misty dagger
#

I've been thinking of doing it since I'm just using pre-made assets to learn

carmine cove
#

I think it might be broken

#

I'm currently trying to import the same animation into the same project, one upgraded to 4.20

#

Comes in fine with 4.19, throws an error with 4.20

carmine cove
#

@misty dagger or @ashen elbow You don't have a project you could test with do you?

#

If you have a project using 4.20 and an animation you can test @misty dagger

misty dagger
#

@carmine cove Whats the error say?

carmine cove
#

I'm just unable to import the same animation in 4.20 that i can import in 4.19

misty dagger
#

Im looking over the 4.20 patch notes, were you using the "Control Rig" ? It has been removed in 4.20..

#

BaseHuman has been removed and will not work anymore either.

#

Don't know if thats the case here.

#

4.20 is installing tho, 25% so I can atleast test it in a new project when its complete for you.

carmine cove
#

nah

#

Surprised they removed the control rig tho

misty dagger
#

Ill let you know when 4.20 is installed, should be very shortly.

carmine cove
#

You have any project you can convert over that contains anims?

misty dagger
#

Yah Ill convert mine, and import and see if it throws errors too.

#

40%!

misty dagger
#

Alright so the entire animation doesn't have root motion on it yet.

#

Time to learn how to root motion now xD

#

@carmine cove Okay im all ready.

carmine cove
#

just try to import an animation in 4.20

#

to a skeleton from 4.19

misty dagger
#

kk

#

@carmine cove Works fine.

carmine cove
#

weird

misty dagger
#

Couple things to check, are you exporting just the skeleton to an FBX?

#

Or are you exporting 1 FBX with all the animations included?

#

In the import options make sure if its just a single animation FBX that you have the correct skeleton selected, and that you are not importing a new skeleton..

carmine cove
#

I'm unable to import any new animations to our skeleton

#

I'll PM you the files

misty dagger
carmine cove
#

So, that work out for you @misty dagger?

#

ah

#

That's in 4.20, how about 4.19?

#

Our model uses a locator for a root, but we haven't had any issues with this until now

#

I tried redoing the animation using a bone instead and still got the same error

misty dagger
#

One sec, make sure the *bone names are correct inside UE and your exported FBX. That may fix it.

#

Im still investigating.

#

What app are you exporting the animation from?

#

@carmine cove Okay create a root bone inside the rig and parent the Pelvis too the new root bone. I got it to import

#

Its missing the root bone on the skeleton.

carmine cove
#

Anims are from Maya

#

Weird, i did that same thing and it didn't work

misty dagger
#

Im using Blender atm. Ill try it in Maya.

carmine cove
#

@misty dagger Pretty sure something big changed with 4.20's fbx importer

tender mist
#

Yo.
I've got a peculiar problem today that I'm pretty much just interested in why it's happening at all in the first place. I'm animating each of these letters from their individual pivot point in Blender. They're all separate bones. Now when I import the fbx into UE4 the animation for the last letter animation asset(it splits up each letter animation) shows nothing when assigned to the mesh. When I previewed or assigned I can't find the mesh that it's supposedly attached to anywhere.

I've tried exporting just the last letter and bone together and the animation still shows nothing. I've copied the object data from one e to the last and still nothing.

It'd be cool if someone could help me understand how this data is being processed, although it's not completely necessary as I can just replicate one of the other "e"'s in-engine. It might be worth mentioning that I separated the string into individual letters with the Animation Nodes add-on for Blender.

thin glade
#

@tender mist I kind of just skimmed your post so sorry if I missed something, but from the looks of it in blender each letter has its own armature object/parent bone. How it should be is one single amateur object/ parent bone to have control of all the letters, The make a child bone for each individual letter.

misty dagger
thin glade
#

Basically if your in object mode, and create a bone it will be a parent bone, and if you go into edit mode for that bone, any bone you make will be a child bone

misty dagger
#

@thin glade that to me?

#

or @tender mist

thin glade
#

motoko

carmine cove
#

@misty dagger yo

#

I think that might be happening to me as well, you using 4.20?

misty dagger
#

yeah bro @carmine cove

#

head and both feet getting renamed?

carmine cove
#

nah, i think it's renaming my root

#

I can import the exact same thing in 4.19 perfectly and it's broke in 4.20

misty dagger
#

mines renaming the feet to foot_l2 foot_r3 and head to head1

carmine cove
#

Did you convert a 4.19 project?

misty dagger
#

i did

#

but this is a fresh import

#

i did notice if you change the name to like

carmine cove
#

Hmm, i'm just importing animations for an existing character

misty dagger
#

headthing

#

it doesnt rename it

carmine cove
#

I'm gonna try in a new 4.20 project

misty dagger
#

yeah

carmine cove
#

mine doesn't even work in a blank project

#

But works fine in .19

#

I'm gonna put in a bug report

#

@misty dagger Are you able to import animations?

#

efficient animations

#

Okay, i've submitted my bug

misty dagger
#

i can import animations but the skeleton bones wont accept head or foot_l/r

carmine cove
#

that's pretty strange

#

Sure you exported correctly?

misty dagger
#

yep its all correct

carmine cove
#

Can you export ascii and send it?

misty dagger
#

what

#

lol

carmine cove
#

Oh, the bones have been moved

#

That's what the warning says

misty dagger
#

thats what it keeps changing to

carmine cove
#

Yea, the warning says those bones have a different transform than in the skeleton

#

maybe try a new animation directly using the skeleton you exported

misty dagger
#

i have

#

thats the one i imported it does it for all

carmine cove
#

Oh, it changes it for the skeleton, i see

#

why is the warning for animation?

misty dagger
#

because head isnt called head its changing the skeleton to head1

#

@carmine cove

carmine cove
#

So that warning was for importing an animation targeted at this skeleton?

misty dagger
#

ya

carmine cove
#

Do you get any warnings when just trying to import the skeleton?

misty dagger
#

nope

carmine cove
#

Can you export your skeleton fbx as ascii and send it to me?

misty dagger
#

from maya yeah

carmine cove
#

@misty dagger Found your issue

tender mist
#

Thanks @thin glade

misty dagger
#

@carmine cove no thats not true i only have foot_l and foot_r

#

it doesnt take mesh's into that scenario

#

ill try it but ive never had an issue before

carmine cove
#

Working for you now?

misty dagger
#

omg that is freaking stupid

#

im guessing its a 4.20 thing cause ive never had that before from 4.14 till now

carmine cove
#

I'd try re-ordering the bone chain ahead of the mesh and see if it changes anything

#

just a thought

#

And you should check in a blank 4.19 project to see if it still renames

#

Lots of bugs with the new fbx importer it seems @craggy needle

misty dagger
#

it doesnt

#

but thanks for that

#

its fixed now

carmine cove
#

Bone chain order didn't change anything? Or it doesn't rename in 4.19?

misty dagger
#

doesnt rename

craggy needle
#

@carmine cove - I'll make sure to call it out to our teams.

#

Thanks for reporting it too btw!

#

Our team should catch it there, but I can follow up πŸ˜ƒ

carmine cove
#

Appreciate it, been looking into it with my animator since the release and it definitely seems like one of the major differences is removing support for fbx namespaces

craggy needle
#

Of course.

thorn tendon
#

Question: Does anyone know how to move a character while swimming? Like when I swim down my char's head will be down and feet up vertically
Probably something about rotation, just no clue how to do it haha

dusk dove
#

rotate him towards the swim direction

thorn tendon
#

Almost there haha, any tips?

vivid roost
#

Is there a tutorial for how to make very simple animations in Blender for Unreal?

#

I need some placeholders for gameplay testing.

forest bronze
#

I'm importing from blender to ue4

#

It's something on ue4's part

#

Not sure what I'm doing wrong πŸ€”

#

AHHHHHHHHH

#

Lol

#

Spiral error list of hell

dusk dove
#

you need two bones atleast:
Root and your ButtonBone, which shifts your red thing.

#

The red thing needs all it's vertices applied to the ButtonBone

#

while the white frame needs it's verts applied to Root#

forest bronze
#

Ok

#

Thank you

misty dagger
#

How do i remove attached preview assets from the skeleton now in 4.20? right clicking doesn't give me the option

#

nvm, got it, right click the bone itself :)

fallow heath
#

wait what?

#

UE4 has the ability to rig models?

main ferry
#

Is it possible to get bone location from montage at a certain frame from blueprints?

glad mountain
#

Hi guys, quick animation optimization question. say you'ld simulate fracturing a mesh into 10.000 pieces, parented a joint to each piece, baked the animation onto the joints on every frame and then skinned the mesh back onto the joints. You're going to end up using a lot of animation frames. My question is what is the performance cost of this? is it just memory or does the cpu take a hit as well trying to process all this Data|? Thanks a bunch!

frosty peak
#

@craggy needle Hey Amanda, I just wanted to add that missing namespace support is a feature that is preventing our team from upgrading to 4.20.

#

@glad mountain 10,000 joints is a pretty big CPU hit. It would likely be more performant to use either Vertex Animation Textures or even Alembic

glad mountain
#

I'm unfamiliar with those, would have to look into it. What's the bigger bottleneck btw? # of joints or # of animation frames?

frosty peak
#

the memory cost of 10,000 joints would be fairly high. But it's definitely more of the CPU cost to update the transforms of those bones.

#

it all depends though, do you need full animation graph control?

glad mountain
#

Well it's all a bit hypothetical at the moment. Looking Into the best way to collapse a large structure.

#

Doing my research

#

Ideally... I'm going to build up the structure out of modular pieces that have a baked fracture animation for when they are hit. But after enough modules have been taken out I want the entire thing to collapse as well. Which makes everything a lot more complicated.

#

To give you more of an idea :)

#

Also going to be challenging to get all the separate animations baked out for the "master collapse".

dusty kite
#

I have gotten some new character animations, but I can't get them working. I can't get Root Motion to work. Under Root Motion I have set EnableRootMotion to true, Root Motion Root Lock is set to Ref Pose, and Force Root Lock is set to true too. Here are my settings Any help would be great! Thank you!

frosty peak
#

@glad mountain interesting. How many of these walls might you have?

lofty marlin
#

Is there anything special about "RootMotionFromEverything"?

#

I found that when I enable that, my Montage isn't properly playing anymore

#

It's supposed to move 90Β°, but when I go from "RootMotionFromMontages" to the one above, it doesn't rotate the full way.
I made an empty AnimBP to make sure that it's not something in the BP

glad mountain
#

@frosty peak not got further than this but I would imagine a large structure would be 100-200 or so.

#

Maybe more

lofty marlin
#

wtf

#

It counts the AnimBlendTime for in and out into the whole thing

#

But only when you select RootMotionFromEverything

#

Had to set that to 0 on both settings

carmine cove
#

@frosty peak you guys are getting the errors as well?

#

@glad mountain why not destructible mesh?

frosty peak
#

@carmine cove Yes, I am also seeing I cannot import animations in 4.20 because the names do not line up.

carmine cove
#

You guys figure it out or did you see my post?

#

Curious how you diagnosed it

frosty peak
#

these are definitely all related

#

when you import a skeletal mesh it used to make a 'root', but now it makes a 'rig_root'.
But when you import the animation it is still looking for 'root', which no longer exists because the namespace got baked into name of the bone.

carmine cove
#

Is 'rig' the namespace? Or is it actually called 'rig'?

frosty peak
#

its any namespace

#

glad that they are aware of it!

glad mountain
#

@carmine cove I figured real time fracturing and physics would be more demanding than pre calculated animation.

frosty peak
#

@glad mountain Lighting giant skeletal meshes might be a problem too

glad mountain
#

Also I couldn't art direct it if it was real time.

#

I plan to have all my lighting dynamic

#

And then have a diffuse only artstyle to compensate

carmine cove
#

What's your target platform?

glad mountain
#

Pc for now

carmine cove
#

How many lights do you plan on adding? Guessing a couple for each tank and then a directional?

glad mountain
#

Sounds about right πŸ˜„

lofty marlin
#

Is there any proper way of stopping a root motion rotation at the correct point to only apply part of the rotation?

cobalt steppe
#

Hey, So... I’ve been trying to import a Pac-Man playermodel and I’m having issues with the bodygroups I have for his face.

#

Does UE4 allow bodygroups of sorts or does it have to be entirely seperate meshes

carmine cove
#

@cobalt steppe I could probably answer you but i don't know what bodygroups are

#

If they're mesh objects that will need to move independently, you need to skin them that way

cobalt steppe
#

They are part of a mesh but not entirely

#

but they aren't seperate either

#

he has different mouth/eye subgroups and I don't know how to change that in UE4

#

as when I import the model all of them are applied at once glitching out his face

carmine cove
#

First off

#

You using maya?

cobalt steppe
#

No

#

Blender

#

and second, this was a SFM model I imported/converted for use

carmine cove
cobalt steppe
#

Anyways, regaurding the eyes

#

and mouth

carmine cove
#

that'll be rough on performance

cobalt steppe
#

No

#

That's not the size I wanted

#

I figured I would be able to scale him down later

#

or something like that

carmine cove
#

You'll want to use the same units in Blender that you use in Unreal

#

1 unit == 1 cm

cobalt steppe
#

I'm trying to do a bunch of things myself and even then I'm not sure how tall my model should be in blender for it to appear in UE4 just fine

carmine cove
#

Probably not > 140 meters

#

or > 2 meters for that matter

cobalt steppe
#

I'm not sure what Pac-Man's actual canonical height is but at best I want him as tall as those Mario UE4 tech demos and creations shown off on YT

#

I thought I could resize the actor in UE4 itself but I'm too much of a noob in general and am trying to get the pretty stuff out of the way. I gotta make the animations from scratch too and even then I don't know if I should do that in blender or UE4 itself

carmine cove
#

The default height for a character capsule collider is 196cm

#

width is 68cm

cobalt steppe
#

It doesn't exactly tell me the height in Blender sadly

#

and this is just how the model looks when imported from the raw SFM .smd file

carmine cove
#

as far as body groups are concerned, i'm guessing you're talking about the stuff with the eyes?

cobalt steppe
#

And the mouth

#

yep

#

the eyebrows too kind of

#

These are bodygroups in SFM/the actual modeling program

#

in that they can be toggled

carmine cove
#

I don't know if i'd call SFM a modeling program

cobalt steppe
#

Well not just SFM

#

I'm talking about blender more specifically

#

they are togglable in Blender

#

too

carmine cove
#

When you export to Blender does it look like this?

#

Can you send your .blend

cobalt steppe
#

although I don't think this blend has it applied yet

#

The eyes/eyebrows will probably be simple vertex coloring

carmine cove
#

These look like Blendshapes/Morph Targets

#

But they're mesh objects which is really strange

cobalt steppe
#

So I'm guessing it's not possible? At the very least is something like making a mesh in UE4 change to a different one possible?

#

just so I can have his expression change

#

when needed

carmine cove
#

There are 2 common ways to do this

#

Morph Targets/Blendshapes
or
Skinned facial mesh driven by bones

cobalt steppe
#

Pac's face isn't exactly rigged

carmine cove
#

It seems like you have a bunch of different meshes in different poses

cobalt steppe
#

I could try importing a MMD model instead but I doubt that would help either as that also uses what are similar to bodygroups

carmine cove
#

You could turn that into blendshapes, but i can't walk you through it

#

This model is so low-poly that it'd be quicker for you to learn how to make blendshapes than for you to devise a clunky hack

cobalt steppe
#

I would ask if somebody could help me but I doubt I'm going to get any. And I just wanted to get started with a basic Pac-Man World techdemo

#

I literally have no idea how I'm going to convert them into blendshapes

carmine cove
#

You'll either need to learn, hire someone, or find a better model

cobalt steppe
#

Again, is it possible to have the actor change it's model to a completely seperate one for certain states?

#

Then I could have several different Pac models with different expressions needed

carmine cove
#

yea, you can swap out meshes, but it'll be a really in-efficient solution

cobalt steppe
#

I'll probably go for that then

#

because it seems like the easiest option

carmine cove
#

You can download the Blueprints project that's in and see

#

It's free from the launcher

#

It's all up to you, i'd just recommend learning the basics of the tools you're going to be working with. Setting units in blender is pretty important.

cobalt steppe
#

@carmine cove this one doesn't have a public link though

carmine cove
#

?

cobalt steppe
#

the Mario one

carmine cove
#

It's in the Blueprints project

cobalt steppe
#

I'm not sure what Blueprints project I need to go to

#

@carmine cove please explain because I am confused

carmine cove
cobalt steppe
#

I'm still unsure what exact size my character model needs to be

#

in order to not be a hulking giant

misty dagger
#

@cobalt steppe Make sure your scene unit size is set to 0.01 using the metric system. Also your Object scale should be 1,1,1, you can press ctrl+A and apply scale to reset it to 1,1,1.

drifting oyster
drifting oyster
hazy pollen
#

@cobalt steppe
The scale your setting there won't change anything in UE4 unless you apply it.

First you should:

  • Reset the scale of your actual model first (by selecting it and pressing Alt-S while in Object mode).
  • Save the blend, relaunch it, and then set the Length to Metric and Unity Scale to 0.01000 like Noob said.
  • While still in Object mode, scale Mario to about this big. https://i.imgur.com/1OyYDRE.png

NOTE: If he has a skeleton, then scale that, NOT the mesh.

  • Finally, make sure you apply the scale (via ctrl+A Scale) before adding animations and or exporting it.
drifting oyster
hazy pollen
#

Anyone familiar with step anims?
I've got a walking anim, made in Blender. It's got 1 keyframe every 6 frames.
It looks like it's still getting interpolated when I set it to Step though. Last I recall, setting it to Step should override the interpolation type it had in the DCC, no?

drifting oyster
devout dagger
#

looking good @drifting oyster (except for the issues you are having)

misty dagger
#

anyone have any advice on the root motion for this?

#

trying to get it to loop seamlessly

jolly steppe
#

Whats going on with my skeleton? The circled area is where that bone should be and every other bone is in wierd positions like that

misty dagger
#

looks like your bones are connected to the right joints

#

it should go spine 1-2-3 > clavicle > upper arm

#

looks like its connected to the base

jolly steppe
#

Well I think ive fixed the hierarchy and im still having the problem

coral valley
#

Guys does anyone know how to edit an existing animation within UE4?

sinful smelt
upbeat shore
#

do animations affect the velocity of the mesh? my mesh is fluctuation between 0/200 velocity whilst doing an animation?

#

making strange jumping/clipping issues in the animations

#

i guess i could lerp between them to make it smoother, but this still isnt the best way to go about it

coral valley
#

Ah

cobalt steppe
#

@sinful smelt OMFG YES

coral valley
#

Let me give you an example, I have a running animation but I want the hands to be more fast paced looking (for parkour type of running) but I don't know how to edit that anim

cobalt steppe
#

THAT’s exactly how I want it

sinful smelt
#

Here the file, just add your material on it
For more, you can ask my services in Private

cerulean cedar
#

@coral valley if it's on the epic skeleton you can probably edit it using the control rig plugin

#

you can add additive tracks over existing animations easily in the animation preview window, but i don't know if you can override the keyframes or if they're just additive

#

i have only ever used the additive track to create hand poses for vr hands

devout dagger
#

What's the best (or proper) way of having NPC idling for some time (playing idle anim), then play a montage, then play idle again, play another montage, play idle again, etc. ? (I am using state machine and cache poses)

#

Also it would be nice to be able to break away from montage if necessary (let's say NPC needs to run away or attack player)

ripe panther
#

after searching the documentation in vain I don't suppose anybody here knows how to use "AnimUpdateRateTick" either?

devout dagger
#

@frosty peak ^^ what do you think about my predicament ?

frosty peak
#

@devout dagger I would start with the simplest solution possible. Which would be a re-occurring timer that sets a random INT. And then in your idling state you have a Blend By Int

#

or, instead of an INT, it could pick a random montage to play. And that montage slot is inside of your idling state

devout dagger
#

I see.. How can I set it up so that I can pick montage on the character actor (say, path_corner actor, so that when AI character reaches it, it would cast to it, grab the montage specified and then use that montage in the state) ? I don't recall if I can use a variable that holds montage and use it directly inside the state.

frosty peak
#

I would probably have the animation blueprint be in charge of something like a random idle

#

give it a unique slot to play in

devout dagger
#

well, while idle can (and should) be random, montage can not be. Imagine character walking between path_corners and the next one is path_corner by the well. So when character reaches that path_corner, the anim of him looking down the well should play.

#

The way I see it being done (wearing level designer hat) is me placing path_corner there, selecting montage called "looking down the well" (in the actor's detail panel) and moving on with level design

frosty peak
#

so your AI will have some task for selecting an object in the world, perhaps with EQS. Then you simply need a task that fetches the montage from the object in the world, and to call it

devout dagger
#

right

#

but in the state, how to I "feed" that acquired montage from the variable to the final pose ?

misty dagger
frosty peak
#

@devout dagger I don't quite understand. You get the montage variable, then you would have an action/task that would call that montage on your skeletal mesh with like a 'Play Montage'

devout dagger
#

I know I can do it in the event graph, but I don't see anything to grab montage in the anim graph and plug it into the final pose

#

unless I should be doing stuff with montages in the event graph.. I guess I need to get get to it and see how it unfolds

frosty peak
#

@devout dagger You don't do anything from the animGraph other than provide a Slot node. You can call the play montage on the skeletal mesh from just about anywhere. The montage will play in the graph where there is a matching slot node.

devout dagger
#

I see

#

thanks

frosty peak
#

@misty dagger since the movement is coming from root motion, the speed of the movement is directly tied to how quickly the animation plays.
If a root motion moves at 1 meter per second, And you want the character to move at 2 meters per second, you need to double the animation rate of that animClip.

gilded latch
#

anyone know why, after creating a montage, and then creating a new slot and switching over to that slot, all the anims and such disappear? they are still in the montage but the char goes into t-pose. was doing the tutorial from way back (and they had notes on post 4.7)

frosty peak
#

@gilded latch That's just a quirk of the editor. If you close and reOpen the montage it should continue to work

gilded latch
#

i created new slot using magnifying glass, Add Slot, named it (UpperBody), saved it

#

oh... rly..... let me check!

#

thought i was missing a key step since the tutorial is from 2014 (but has some updated info)

#

ahh it does work... thanks crow. def thought i was going crazy

frosty peak
#

No prob. I wish they'd fix it. seems like a pretty simple thing

coral valley
#

@cerulean cedar thanks a lot

misty dagger
#

Does anyone have any advice for restarting a state inside an anim state machine?

gilded latch
#

attempting to do some retargeting of anims. i load up retargeting manager and theres no base skele on the left side (i can select the one for the right). any reason why that would happen?

gilded latch
#

i think i got it. weird

forest comet
#

If I had a character with swords, where the swords were built-in his mesh and animations, would it still be possible to setup hitboxes on the swords in UE?

gilded latch
#

yea just add a socket, attatch an object to it like a sphere or box.

#

like, add a socket to a bone

#

then attach the object to that bone. scale it etc

forest comet
#

ok cool thanks. Just wanted to be sure before I spend the time rigging/animating

#

Hey also, do you by any chance know how to set up an animation so that when the button is pressed to activate it, it has a preset distance, speed, and height? Where in Unreal is that normally done?

gilded latch
#

no clue 😦

forest comet
#

ok all good πŸ‘

cobalt steppe
#

So, Um, for getting my game ready and to actually take off, anybody care to teach me how you animate in UE4 or do I have to do it in blender?

#

Because if so I'm still confused if all the animations need to be skeletal animation files or not

#

Because getting Pac-Man animated is my main concern especially

#

Asking just because I heard you can make animations in UE4 itself

#

which I kind of would prefer to do

#

blueprint/programing is what I'm gonna ask for afterwards moreso. (Mostly just getting a working Butt-Bounce and Rev-Roll)

gilded latch
#

is it possible to copy a paragon asset, like a skeleton, physics asset, and skeletal mesh, and put them in diff directory? i moved twinblast mesh, physics, and skeleton to a diff directory (Well copied), and wont show up. cant select the mesh to place on skele

#

if i go to preview mesh, the list isnt populated 😦

forest comet
#

@cobalt steppe you basically cant animate in UE. You can tweak things on skeletons while viewing the animation by adding keys. But you cant do a full blown anim

gilded latch
#

basically im just trying to have a clean twinblast. only skele, mesh, and physics object. but for some reason i cant get it to show up in new directory

forest comet
#

you made a new folder, hold ctyrl highlighted those 3, then drag to folder in content browser and hit move here?

#

ctrl*

cobalt steppe
#

Ah

#

So should I just animate in blender?

forest comet
#

yeah

gilded latch
#

lemme try again. i didnt hold ctrl. i just dragged, then i selected COPY once let go of button

forest comet
#

hold ctrl highlight all three then drag to folder and move or copy

cobalt steppe
#

Alrighty

gilded latch
#

ok def did that. but yea once i copy over, they arent linked. i click skele and theres nothing there

#

lemme try move instead

#

damn yea this isnt working how i wanted 😦

#

would be easier if i just had a fbx and could import lol

#

unsure how they are actually linked. i really only want the mesh, skele, and phys object

forest comet
#

once you properly import a mesh and skele, it should be findable throughout the whole project

gilded latch
#

well im not importing it really. i already have twinblast stuff from marketplace. but i want to delete everything except his skele and his mesh. also wanna put it in a proper directory structure instead of ParagonTwinBlast but seem unable to do so

#

guess it doesnt matter for now

forest comet
#

Hmm yeah. would have to test it myself

gilded latch
#

no worries. taking more time than its worth right now. just thought i could make it super clean

gilded latch
#

is it possible to export a paragon mesh to fbx? doesnt seem like it

#

i can export some stuff as fbx but not the paragon mesh looks like

forest comet
#

I can. Right click on mesh, asset actions, export?

gilded latch
#

odd yea works for me now. i was getting COPY option. so odd lol

#

i retargeted some anims. everything works great. have a question tho. is there a way to set the default mesh to play anims?

#

i retargeted twinblast over amd hes in game. works well. playing the anims. when i go to his anim dir, its all him in the preview. but when i go to the old anims, its the default mannequin (even tho in-game it plays as TB)

#

prob not important

#

nm figured it out sorry

#

heres a new question: i got everything working. my blend space works, idle to walk to run. when i add an actual TB idle anim, when it transitions between idle and walk he dips below the floor then ends up back where hes supposed to be