#animation

1 messages · Page 109 of 1

spiral cloak
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Heads up people, I think I may have just discovered a rather f*cked up bug with the animation system serialization. Ended up losing 2 animations I created in engine as they all saved as the last one's animation -_-

I've already reported it on answerhub, but as a heads up to people here:

  • Created a new animation asset from current pose. new asset (A) is a single frame animation in a set pose. Saved this.
  • Duplicated A in content browser to make asset B.
  • Made tweaks to the animations pose to act as additive to A. Saved this (B)
  • Duplicated asset B to make asset C, another additive pose single frame anim. Saved this (C)
  • Looked back at A and B. Both of them had become asset C
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I think there might be some trailing data throughout the duplicates that means they all save identical. Not really sure at this point but it's pretty annoying as I now have to create the poses all over again!

devout dagger
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has anyone done facial mocap for UE4 using F-clone or Brekel Pro Face 2 ?

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I don't feel like shelling out $1k for iPhone X to do facial mocap

distant sigil
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Guys some newbie question. What is difference in "Enable Root motion " and "Force Root Lock" in animations?

devout dagger
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soo, no one did facial mocap for UE4 using the software?

true coral
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Hey guys, it's not possible to add a root bone to a skeleton inside of UE4 right?

devout dagger
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don't believe so

feral ember
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if I'm playing a slot animation, it HAS to be a montage?

round shale
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anyone here use morph targets regularly?

lime bronze
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I don't wanna go all over weight painting from scratch, so is it possible to extract it from unreal with bones and already weight painted and just modify it in 3d softwares?

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I guess I should ask here in animation cause it involve rigging

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I just like to edit existing character

misty dagger
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For some reason my anim montage "shrinks" my player while it's playing. Any ideas?

lime bronze
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what do you mean by SHRINK?

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lowering than the ground or resizing to smaller one?

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if shrinking to the ground then check the animation, if resizing your character check if it's morphing or not and can we see the anim montage?

devout dagger
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has anyone done facial mocap for UE4 using F-clone or Brekel Pro Face 2 ?

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@craggy needle @tight tartan ^^

tight tartan
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Not that I am aware of, but that does not mean it has not happened.

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I was going to suggest you post on the forums - but you already have 😛

devout dagger
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yeah, forums and discord are kinda quiet when it comes to certain topics (animation is one of them) 😦

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any chance for a training stream using either or both of those apps with Kinect v2 and maybe Paragon characters ?

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getting one of the apps + Kinect is a way cheaper than getting iPhoneX to do facial mocap

gritty sapphire
devout dagger
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not looking to purchase $1k+ iPhoneX @gritty sapphire just for facial capture 😉

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especially when it's a way cheaper to get Kinect v2 and one of the above mentioned apps.

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thus I am wondering if anyone tried such workflow instead of using iPhoneX and ARKit

gritty sapphire
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Would be nice to know...

devout dagger
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seems like it's a way too pricey

gritty sapphire
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@devout dagger I agree.

devout dagger
maiden vault
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Stupid question warning.. Can you create animations on rigged models inside UE? Or does it have to be made in an external program?

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Speaking about simple stuff btw, moving back and forth, and rotating around an axis..

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Not IK full body skeletons, weapon parts..

devout dagger
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you can't animate in stock UE4

maiden vault
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Right, thanks 😃

merry cloud
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Doing a bunch of animation optimization and am having trouble finding solid information. Is there any way to get Event Blueprint Update Animation to actually run on the animation thread, or at least get a blueprint callback from the animation thread to mimic that?

hollow axle
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damn you know how many people are selling fake radars on the unreal market place? every single one of them

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none of them are a real radar just toys

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a bleep on the radar is only suppose to happen after movement

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all of these so called radars have the enemy showing up all the time

misty dagger
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@lime bronze The whole animation just shrinks down and then back to regular size. It's almost as if the scaling is off or something

tiny granite
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Does anyone here work with Daz? So far pretty impressed with the capabilities for quick humanoid character creation. However I am working with Genesis 2, puchased gen 2 clothing and it's not showing up. If I don't filter by context, it shows and it says lost and found. :/

spiral sequoia
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not really an animation person, im trying to make a fishing rod that bends. i did a simple stick/rig in blender with an IK to control it. the goal was to use the IK as a look-at so the rod bends in the direction of the lure. everything ive seen is about animation blending and stuff like that, is there a simpler way? it wont really have animations of its own, just bending in a direction

devout dagger
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@hollow axle make non-fake radar and show 'em all how it's done!

tranquil wadi
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Hello! I'm desperate for a Maya file of the Rigged UE4 mannequin! (with controls)
If anyone has this or can link me a somewhere to find it I would be very appreciative...alternatively if someone feels up to the job of creating a rig to transfer animations to the UE4 mannequin, we can talk $$ 😃

Cheers

misty dagger
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Can I use an Animation Blueprint with the mannequin skeleton, have another skeleton with extra bones ontop of the mannequin skeleton, and use them in the animbp?

misty dagger
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how do u add another 1 of these

jade lance
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drag and drop animation into blendspace grid

ripe spoke
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hi, anyone know if is there a way to save a pose from a skeletal mesh?

I have 1 skeleton with 1 anim asset but no animation (only 1 frame T-pose)
I want to pose the skeleton to a new pose and save that.
so I end with various poses with 1 frame with...

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found a button called "Make Static Mesh" inside the skeleton asset..
i can create a static mesh from the current pose..
but cant save the skeleton in this pose for future interaction

misty dagger
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You can create pose assets from the skeletons retarget manager

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im not sure if that's what you're after tho

frosty peak
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@misty dagger Yes, you can either import a new skeletal mesh with the new bones and point it at the mannequin skeleton, and it will add those bones to the mannequin skeleton asset. Or you can retarget the mannequin animations onto your new skeleton asset.

carmine cove
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@frosty peak how do blendshape based facial rigs usually work

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Like programmatic expressions

frosty peak
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Usually blendshapes are animated in source, and those curves simply update.
Or you can "modify curve" to do it more procedurally

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I guess I don't fully understand the context of the question

proper tangle
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If I have animation sequences that are to be used by multiple skeletal mesh that all share the same skeleton, should I be setting them as additive mesh space?

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all the anim sequences were made on 1 of the mesh but I notice the fingers and certain other proportions are off when used on the other meshes.

noble pelican
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I watched the stream on turn in place yesterday but I don't understand how to smoothly transition from turning to running? it's very abrupt

carmine cove
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@frosty peak Sorry for the vague question, I'm really trying to figure out how a complex system of animating different expressions should be structured

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This is only to control a few muscles in the face...

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Just seems like the structure is very messy

hollow axle
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good lord

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all that to control just some muscles

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did you do that all by yourself?

carmine cove
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Yea, i'm not an animator by any means

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And i don't want to give him more work

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This just controls the eye and lip contractions....semi-randomly

hollow axle
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how many years of college did you go to learn how to code all that

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animation is like tying your show

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shoe

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you daz3d thats real nice

carmine cove
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Thanks man, you can see the video using that function a few messages back

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I'm just looking for a better structure. With all that for only 10-ish blendshapes, i'm worried about scaling

dry marten
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so i have done a animation not 1 d
set everything
imported character 😄
but i dont know what to do about coding
in event graph what should i you know code there to make it move like 2d
cause i tried the 1d code in there
but it didnt work
i mean it worked
but like 1d

rigid coyote
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I'm rigging my character right now and I haven't tried to make melee weapon combat until now

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My dilemma is:

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How do I best handle rigging for a weapon? Should I have a weapon bone or should I do it via sockets?

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The weapon will not change during gameplay

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But I do want the character to switch his weapon hand mid-animation, so I am not sure how to handle that with sockets

vast trellis
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@rigid coyote sounds like a bone would be better, same if you need things like throwing and catching a weapon for flourishes

devout dagger
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has anyone used 3DS MAX C.A.T. to make anims for UE4 ? Any issues you encountered animating for existing characters from the Marketplace? (like bringing in exported FBX with the character, building CAT Rig for it and somehow retargeting anims from CAT to that character in 3DS MAX; exporting resulting anims to UE4)

rigid coyote
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@vast trellis Thanks for the reply, I've been reading up on it a bit and yeah, it seems like bone is the better way to go

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Just wanted to confirm it

misty dagger
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whats the best thing to create the animations u want in ur ue4 game

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do u want 3ds max for it or something better then this

merry cloud
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Maya is the industry standard

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at least for Unreal

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3DS max or blender both work fine though

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(I actually use blender myself)

devout dagger
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Akeytsu

full vine
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Hey All, I'm trying to remove some geo from a paragon minion, so i exported to fbx

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imported in maya, i know that there is a funky two root node issue

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i tried removing one and changing it to be able to reimport, but haven't been successful

sweet tartan
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Trying out 'additive' animation...or at least whatever GTA does when you can emote while walking/doing other things

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So we have a test animation of course

misty dagger
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hey yall got a problem with casting on a animation blueprint

jade lance
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Isn't pawn owner a controller?

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nevermind

misty dagger
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ive tried with get character

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didnt work

ashen ravine
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hello everyone

ashen ravine
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ca fait 4 heures que je cherche mais c'est peut être impossible. J'essaye d'exporter des animation pour le mannequin de base depuis blender , la hierarchie semble ne pas poser de problème, par contre le mesh est explosé . Est ce que c'est possible au final ? je voulais eviter d'avoir à utiliser le retargeting en permanence.

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j'ai le meme probleme en utilisant le fichier blender fourni sur le wiki de unreal

ashen ravine
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oh sorry I've written in french, wrong discord

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anyway my problem is still the same . I looking a way to exporte animation for the base mannequin from blender. the hierarchy tree is ok but transforms are not and I don't find a way to fix it, is that even possible . I'm trying to avoid to use retargeting

full vine
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@misty dagger print the object name before casting to see what it is you are actually trying to cast

hollow axle
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I have a question about rigging, I have a monster that I would like to have the same bones as the default unreal one. the monster already has bones, but they dont match, should I delete the bones and rename them to the unreal ones? They are not in order can I delete them and make my own? or is there a copy and paste feature?

jolly osprey
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are there any downsides to using the "Enable Update Rate Optimizations" flag on every single skeletal mesh that I have?

terse phoenix
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anyone know how i would animate clocks and pocket watches too be the ingame time?

split cobalt
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Anyhone else struggle to make good looking locomotion with melee games? i swear im pulling my hair out here

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once you were able to set up the clock to match the time, its shouldn't be that hard, instead of animating it why not make the clock hands separate meshes in the BP and tell them to point at the current hour or minute depending on the hand?

misty dagger
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can someone rig and animate something for me? @ me if you reply

frosty peak
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@jolly osprey with update rate, non owned pawns will update their event graphs based on distance. Sometimes that will lead to unresponsive signals if you do calculations in the AnimBP.
In general it's good to have on of you have a lot of skeletal meshes in the scene.

jolly osprey
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thanks - basically it's just skipping ticks, correct?

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calculation-wise, it would only affect NativeUpdateAnimation() and the BP equivalent, I guess

frosty peak
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@jolly osprey yep,precisely

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I believe the animGrap still runs at full rate on the animation thread. So you won't see popping poses.

delicate locust
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I have a maaassive animation issue. I have a state that is triggered more frequently than its own duration. and it doesn't start from the beginning when it's re-triggered.
I can't use montages, because the state uses a blendspace.

ashen ravine
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So I've got the answer to my previous question.. it seems it's impossible to use a skinned mesh in blender with UE4_Mannequin_Skeleton without retargeting the animations. Blender do now allow the bones orientation/rotation used by unreal.

quiet chasm
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if i make a rig in blender would that export over to ue with the model?

ashen ravine
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yep

quiet chasm
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slick

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ik too?

ashen ravine
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they are in the rigg but afaik you can't use it

quiet chasm
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ah

ashen ravine
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or I didn't find how to use them

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this addon ca save u time

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still working great even if it's written for 2.75

quiet chasm
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im making something similar to gang beasts or sumotori dreams

past zealot
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Is it possible to export a model I bought from the marketplace to modify their Morph Targets? I can't seem to get them into Maya from UE4

modern kite
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So I appear to be having some animation importing problems recently. I use Blender to animate, and use Shape Keys to make facial animations. Recently I've been running into a problem where a facial animation, (mainly the teeth) will look perfectly fine in Blender, but will then import into Unreal Engine looking completely different. Resulting in weird clipping and deformation issues on some parts of the facial animation. Here's a screenshot of an animation I just finished in Blender, and here's that exact same frame of animation in Unreal Engine. Anyone know what could be causing this?

dusk dove
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make sure all vertices are weighted correctly

modern kite
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They are. But it still does this.

full flame
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Blender is well known for having... to be kind let's call it "glitchy" FBX support

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Polygons inside out, weights not transferring properly, etc.

modern kite
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Hmmm.

full flame
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manually check the facing on those polys

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They may be inside out

modern kite
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Is there a way to fix it though?

full flame
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Supposedly. I don't know Blender however.

modern kite
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Would maybe exporting them as a different file type help?

full flame
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Any other file type you'd lose the bones so I understand

modern kite
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If the FBX support is really the problem.

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Hmmm.....

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Anyone else know of a solution?

jovial imp
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FBX is a file format that is owned by the people who make Autodesk Maya iirc, so Blender is always going to have problems with FBX support. It's like when you try to download a Google Doc as a Word Document only to find differences from what you expected.

teal pawn
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@modern kite Tips from Blender to UE

  1. limit weights to 8 bones per vertex in Blender before export
  2. turn off "Inherit Scale" on all bones where possible on deformer bones
  3. Export only deformer bones with baked animation
  4. Consider that any "Global" scale animation will not translate to UE, as UE uses only local scale in from the FBX. So with constraints, always use "Local" space in Blender
  5. Make sure you have a driver bone to every single blendshape in Blender, if you don't the shape will not store the animation because the bones need to drive that particular shape in the animation clip. When you animate, animate the bones (the ones that drive the shapes) and the animation will export to the FBX without any problems.
modern kite
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@teal pawn In regards to #5, I don't use bones to animate the face. I use shape keys. This goes for the teeth as well, which is the only part of the body that's having this problem.

teal pawn
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Exactly why you need to create driver bones to your shapes, or else all shape animation will be lost when you export to FBX from Blender and you get the error you posted.

For every 1 shape, make 1 floating bone child of the root bone, then make a driver to that shape, then animate the bone to drive that shape. Only then will Blender preserve the animation Fcurve data in the FBX to the blendmorphs. Works like magic (or else you will have to reconnect each shape to Bone animation data when Blender exports those Fcurves using Blueprint or some other system of exporting/importing Fcurve data to morph targets).

For some reason, Blender's FBX won't export animaition Fcurves on actual shapes, but will understand a driver between a bone animation and blendshapes as "animation" on blendshapes.

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An upside to building your rig this way is you can then drive your shapes in Pose Mode in Blender and animate them very easily with your bone controls - one Keyingset on the same Armature - instead of keyframes on shape sliders and changing the dopesheet system to act accordingly with two seperate NLA clip data strips.

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@modern kite hope that helps.

zenith depot
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Do you guys know any good places to get or build a player model?

modern kite
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@teal pawn The thing that's weird though, is that I have another character model that's exported in the exact same way, and none of that character's animations have this problem. So why is this happening with one character, but not the other?

misty dagger
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i was about to ask a question but thinking about it answered it for myself XD

vocal whale
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Question: I have an animation graph with two state machines, which is working fine. However if I want to play an animation montage it doesn't get played at all. Any ideas where I should start looking?
I think I narrowed it down to my AnimBP.

devout dagger
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Is it possible to set slot (for montage) in AnimGraph dynamically from BP ?

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@frosty peak ^^ do you happen to know if it's possible and how?

frosty peak
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I don't think thats possible

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  • When would that be useful?
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@devout dagger ^

devout dagger
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setting different attack montage anims for AI character ?

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not really sure yet

frosty peak
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well, you would assign the montage to the slot, right?

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Slots are entry points into the graph

devout dagger
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let's say I have 3 melee attack anims for the same character and I want to play them at random when AI is attacking. How would I do that?

frosty peak
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you want the burden of the random logic to be in the AI Controller/Tree

devout dagger
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(Attack is a custom Task in Behavior Tree)

frosty peak
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I would imagine all of your attacks would enter the graph at the same slot

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you either select the montage at the character layer, or at the animBP layer

devout dagger
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^^ basically want to have something like that, except upper body would need to play 3 different montages

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so I am guessing each of the 3 montages will be on the same slot and I'd pick one to play randomly in BP code ?

frosty peak
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^yes, same slot, random pick in a blueprint somewhere

devout dagger
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got it, thanks

frosty peak
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👍

modern kite
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@teal pawn Woop! Nevermind! I figured out what the problem was!

teal pawn
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What was it?

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Do share!

modern kite
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It wasn't the fault of Blender at all, but rather my own. XD I gave all the facials for the different body parts the same name. So I'd name the O shape of the mouth "O," and then I'd name the teeth variant of that the exact same thing. And THAT was what was confusing Unreal.

teal pawn
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Oh that makes sense.

modern kite
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Yeah. So all I had to do to fix it was to change the names of the different blend shapes, so that they don't share the same name, and that seemed to do the trick. 😄

acoustic trellis
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any ideas why a float in an animation blueprint would ALWAYS be 0 despite attempting to change it from multiple places? this is my output:

LogTemp: UProxyWarVRWeaponSliderComponent::IsPastProgressPoint(0.900000) -> current=0.896018
LogBlueprintUserMessages: [Pistol_SliderAware_BP_C_0] 0.0

first line is from C++, current is the value I need for animation. the second line is output from my anim BP. Almost seems like the scope is different. If I try to access the value from the anim BP it is also 0. Now I'm attempting to set it from C++, still no luck

misty dagger
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It's been a while since I didn't touch animations, my memory needs to be refreshed.
So, quick question about animating First Person Arms / Guns / Reload: How does that work?
Do you animate the arms and make the gun child of the hand? If so, how do you then manage the reload of the gun with left hand taking out an ammo clip, etc.?

acoustic trellis
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@misty dagger are you talking to me or is that a new question

misty dagger
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New question

acoustic trellis
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I'm in VR so i can't say 100% what best practice would be, but I think you do animations for the hands and another for the gun, then attach the gun to the right hand

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the mag is usually just a bone so it's part of the animation

misty dagger
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My question is basically how do you make sure both are in sync?

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I'll have to investigate this soon enough.

acoustic trellis
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I bought a gun pack last night and it seems like they just animated it that way

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for fine tuning you can always use IK or tweak the speeds

edgy mortar
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Do you guys know any resources for procedural animation? I'm really bad at asset creation so i'm trying to see what i can have generated

lime bronze
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if I retarget a animation with root motion and I retarget it to different skeleton, will the root motion still be there? cause I can't make this work
when retargeting to another skeleton the root motion disappear

tired vortex
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@misty dagger normally you have two rigs, hand/arm rig and weapon rig. you reference one file into the other in your 3d app (ie hands file references weapon) and you animate them as one thing there.
you can then export them together, or separately. you then have two animations that sync perfectly.

misty dagger
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@tired vortex Thanks! ha I see.

tired vortex
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np, hope it works out!

misty dagger
sinful smelt
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You will need Real Rigging, Skinning to get a professional result based on the UE4 Mannequin or tons of problems happen... Especialy for fingers...

misty dagger
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im just making short movie, not for UE4

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xD

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this is mixamo rigged, and i just want the mixamo animations play on it in clean way

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without reuploading it

sinful smelt
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Have you tried in UE4 to see if it works, by the way you can do easy and nice easy cinematics inside UE4.
Maybe have to redo the topology of the character, etc... no choice reupload as .obj in mixamo, its not so long, also check also no too much poly for mixamo can bug sometimes

strong flame
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Rigging issue I wanted to see if you encountered please sir... UpperArm and Clavicle both share skin weights. I want to get all skin weights to UpperArm only. Even with verts selected and replacing skin weights on Clavicle to 0, I cant get them over to UpperArm

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Maya and unlocked layers only

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when I hammer skin weights it shares to clavicle AND UpperArm even with clavicle locked

lunar stone
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I have a question about textures. Is there anyway to "imprint " textures onto a model?

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for example i ripped a model from warhammer and I would like to 3d print it but it does not have the engravings that the texture fail shows on the model

sonic roost
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is there an effective way to have 2 separate meshes use the same AnimBP without mirroring the animations? I'm controlling the animation states with enums but if Mesh #1 activates an animation state, Mesh #2 should not until and if it also activates it. Or will I have to use 2 separate AnimBPs?

fluid fog
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hello

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question

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can i cut an animation in unreal ?

simple condor
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@fluid fog You can select a frame range on import, if that's what you mean

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You can also arrange a set of clips to play in a specific order really easily with an animation montage.

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@lunar stone It's possible... You could convert the engravings to a heightmap, subdivide the crap out of the model, and then use the heightmap to offset the mesh surface, creating the engravings.

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@strong flame The skin weights always have to add up to one, so rather than trying to zero out the clavicle, set the skin weight on the upper arm to 1, and it will zero out everything else automatically.

sinful smelt
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Anyone have experience or tutorials about Rigging/Skinning a Character on Maya with ART Plugin ? Is it efficient or need a lot of weight map rework ?

strong flame
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Thanks @simple condor I've tried that but when I go to upper arm twist and hammer weights to upper arm it carries over to clavicle again, even with it locked. Any ideas? Thanks!

simple aspen
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Is it possible to have anims that are always active on a BP to play when not in game, just from the editor view?

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Similar to how looping particle FX play

teal pawn
tired vortex
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@sinful smelt ART is brilliant, great quality rig, but there is no auto-skinning other than Maya's own tools, so you will need to skin the character yourself, using any external tools you have for rigging or Maya's internal tools. The process is very good and completely non-destructive so going back and making changes is a very painless process. For Unreal I wouldn't recommend anything else.

sinful smelt
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@tired vortex Thanks for your precious information, ill try this lead 😃

devout dagger
misty dagger
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Hello guys, I tried out a pack of animations by there all Root Motion is there a way to make them into In Place?

tired vortex
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remove the keys on the root bone

misty dagger
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Anyone here good with Shinbi? I have a problem with montage

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the problem is that this anim graph used to work for my earlier characters, but now i'm introducing shinbi and the montages won't play

dusk dove
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does her SkeletalMesh have a Slot named "Upper Body"?

misty dagger
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yes

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errm

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i need to check, it's Shinbi from the marketplace

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where can i check this?

grave turtle
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is it ok to animate in UE4 ?

fast cargo
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^UE4 doesn't seem to have a solid in-editor animation tool, I would use something like blender or even a animation specific tool since there'll be more resources to give you better control

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This is a question to anyone who has knowledge in rigging, more specifically, first person arm rigging. I have an issue with the wrists where I want the rotation to follow up the forearm (like it would be realistically) however I can't get any results with weight painting, it either looks like a tied balloon at the joint or deforms the rest of the arm with any transformation/rotation. In the GIF you can see exactly what my issue is. If anyone could give me a hand I'd REALLY appreciate it since this has been a huge roadblock in animating these arms and I haven't found a fix since.

https://i.gyazo.com/6b8bd30988b1854cab58550daf114ece.mp4

stone geyser
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you need a separate bone for arm twist

trim fossil
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hm i have a small problem with root animations... my animation works and the root bone is moving... but if i check "enablerootmotion" the root bone seams locked...

tired vortex
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@fast cargo as @stone geyser said - you will need a bone halfway between your wrist and elbow joint - apply half (or less) the Y rotation (looking at your rig) to that bone from the wrist. Skinning alone won't give you the correct results.

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@trim fossil where are you testing this, on a pawn? are you sure you have set root morion enabled everywhere it needs to be?

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Are you previewing the aniamtion in the anim editor?

trim fossil
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@tired vortex hm in unreal 4.19.2 you only can see the root bone in skeleton tree tab by the animation.... the show root motion for the redline is gone i think

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do i have to test it with a animation blueprint? the thing is i already have a complex animation blueprint and animations...

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my player BP has a mesh what is inherited... i can see the correct animation if enablerootmotion is disabled

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the question is does the root motion apply automatic force to the capsule component?

#

and do i have to set gravity off... controller rotation and other stuff to make it work?

tired vortex
#

hmm sorry, i think the docs may be better to read

fast cargo
#

Hey @stone geyser @tired vortex I should've responded late last night that I actually did figure it out. Exactly what you two said as well haha

#

Thanks again!

misty dagger
#

does anyone know what does this piece of anim BP do

misty dagger
#

does anyone have agood tutorial on human character slope matching

idle river
#

Hello. I'm lost here. I wanted my character to change expression when in attack mode. But it's a simple animation that would be just a replacement of the eyes and mouth. Is it possible to just replace certain parts of the mesh? I thought about transporting the eyes and mouth that shouldn't be visible to inside the mesh or changing the whole mesh but these sound like very bad ideas. I only find tutorials on rigging/movement. If anyone knows any tutorial for this or knows that this might impossible, let me know too please.

#

maybe have a different mesh for eyes and mouth that follow the main mesh? I'm afraid of this introducing a delay tho

modern kite
#

@idle river How are you animating the face to begin with?

idle river
#

that's what I want to know xD

#

I use blender for creation/animation

#

actually didn't think about blender capacity to do it

#

gotta check that

#

and if the engine supports it

modern kite
#

Look into learning how to use Shape Keys. That's what I use to animate faces.

idle river
#

thanks :)

soft crown
#

Is it possible to play an animation montage section and only that section?

#

Right now it plays that section and then goes on to the next section.

trim fossil
#

@idle river you can read stuff about shape keys/morph target animation... unreal engine supports do have a classic and morph target animation in a final animation

native night
#

How do I import object animations into Unreal? I have a scene in blender with some boxes moving, but can't figure out how to get it to import correctly.

idle river
#

Thanks :3

teal pawn
#

@fast cargo for a good rotation, I'd make a seperate controller bone and then contrain the forearm and wrist rotation to that controller with two different weighted rotation contraints - so they both rotate together, more forearm, less wrist.

crude sun
#

Can i make like a "select" with animation assets in an animation blueprint? If so how?

#

Basically I want take 2 animation resources and blend them together. The animation resource should come from a variable (dont' really care about the type) and I'm stuck there, I feel that I need a non-existing "Select" for animation resources

#

similar to Blend Poses (ESelectInfo)

dusk dove
#

use Blend By Int

crude sun
#

@dusk dove Thanks!!!

crude sun
#

Can I use anim montage to place a couple of anim assets and separate them a bit? So all of them in a sequence but with some gaps in between.

#

If not, how can I do that?

spiral sequoia
#

in general, do people use the ue4 rig for their projects?

harsh terrace
tiny granite
#

how might i set a part of an animation to loop after running the first time, until its told to stop.

glacial steeple
#

guys i really need help ive tried everything, im trying to import a mock up ladder climb animation with root motion but i just cant seem to get everything right
is there a trick? like a magical name i have to give to my armature? cos i really tried so many different tutorials and just experimenting
@ me if you know how to help please : /

harsh terrace
split cobalt
#

stormtrooper rig? nice

harsh terrace
#

Thx

#

I’m Going from ROBLOX to real game design lmao

#

@split cobalt do you animate yourself? Or do u use mixamo and things like that

split cobalt
#

I have purchased assets off the marketplace, my animation skills could use improvement, but im good enough to edit and change animations as i need

harsh terrace
#

Oof well any tips I just started to rigging and animating today @split cobalt

split cobalt
#

I liek Maya LT

#

like*

harsh terrace
#

I like 3D max

split cobalt
#

hmmm

harsh terrace
#

But I rig and animate in blender

split cobalt
#

Blender is great too

harsh terrace
#

I love blender

#

But I need to learn to mesh in it

#

It’s so weird

split cobalt
#

I like sculpting for models

#

I use zbrush and a wacom pad/pen

harsh terrace
#

Zbrush looks amazing but so much money

#

Low key blender is godly

split cobalt
#

I think blender can do that too. I am not a very good modeller, im more on the design/programming side, although i have to do everything myself so i guess we all get better with time

harsh terrace
#

It’s free

#

Ooh

split cobalt
#

I only have core at the moment its cheaper

harsh terrace
#

I wanna learn to program but it seems so weird

split cobalt
#

and you get the difference cut out if you upgrade

#

I think Blueprints are a great way to learn logic of programming

harsh terrace
#

So you know C++?

split cobalt
#

my best advice in learning dev is set goals

#

I can read and write C++ i wouldnt say i have it memorized

#

I can write any language with an API lol

harsh terrace
#

Yea I have goals first goal is To learn to Rig and Animate good in Blender 2nd is to learn to Mesh in blender 3rd Eane Blueprints

#

So you make your own discord bots?

split cobalt
#

Never tried, what would i need a bot for?

harsh terrace
#

Idk

split cobalt
#

I mean more specific

harsh terrace
#

Like for Trello to Discord

split cobalt
#

like i want to make _______

#

I use trello too

harsh terrace
#

@split cobalt how much would it cost for you to make a Trello to discord bot?

#

I’m badly in need of a working one

split cobalt
#

this stuff?

harsh terrace
#

Doesn’t work

#

The owner said it on there discord

split cobalt
#

hmm i never attempted something like this

#

Snazzah?

harsh terrace
#

Sawhat

split cobalt
#

Honestly im more interested in moving my game dev farther, as i have 2 young kids at home time is precious to me...Not sure if i would have time to figure all that out

#

and as i am working on a hack and slash all alone there isnt much docs or tutorials oin the subject

harsh terrace
#

Mhm the grind is strong I understand I gotta make a good game I got College bills to worry about even though I haven’t finished college yet

#

They keep coming in

split cobalt
#

im 33 😦 been learning ue4 for a coupole years now anmd game dev way longer

#

3d about 3-4 years i was in 2d on and off for years

#

im assuming you already know what kind of game you would like to make?

harsh terrace
#

Damn lmao a couple years of Devine you must be good I’ve only had 1 day 😑

#

Driving

#

Deving

#

Auto correct is annoying

split cobalt
#

the simple stuff get me my confidence is up ther ewith other stuff

#

I do know the engine very very well

#

I spend alot of time playtesting game and then trying to rebuild it in ue4 mechanics wise

#

character movement is my bane i swear, or mayube im just too hard on myself

#

sometimes i wish i had someone else just to tell me if im messing up or doing well lol

harsh terrace
#

I do not it’s confusing and YouTube tutorials rlly make zero sense to me and I agree Character Animating is the worst

split cobalt
#

not even the animating

#

just the character movement component

#

i can make sexy root motion controllers but they arent as responsive

#

with the movement component everythign i do feels off soemhow

harsh terrace
#

Hmm I came from using unity and unity makes no sense

split cobalt
#

i used unity for a year before i jumped ship to ue4

#

I made a really bad turn based rpg prototype

harsh terrace
#

It can’t be that bad

split cobalt
#

prepare to laugh lol

#

all of that is old

#

website needs updating

#

go to videos link and you will have some laughs. it was a learning journey though

#

theres one where he climbs and ziplines on my youtube not sure if it is on there but that was ue4

#

before i got character creator by iclone

glacial steeple
#

either of you know how to properly set up root movement in blender by any chance?

split cobalt
#

define properly? whats the issue, the root bone is the movement bone

#

ive added root motion to non root motion animations before

glacial steeple
#

im trying to import an animation to climb a ladder but it doesnt work, i honestly dont know where the problem is xD

split cobalt
#

I got that plugin RootMotionExtractor, its really awesome

#

its just not moving up?

#

im guessing the animation is playing but staying in place isntead of moving up the ladder?

#

hmmm ladders root motion on a ladder, are all your ladders going to be the same size?

#

I guess looping still will work

glacial steeple
#

when i go to preview the animation it moves but the root stays in place, the bone thats its child stretches and theres no red line like in the youtube tutorials i watched

split cobalt
#

umm

#

do you have the root motion checkbox ticked? that may have come later than your tutorials

#

in the animation

#

in ue4

glacial steeple
#

i definitely had it ticked, yeah

split cobalt
#

EnableRootMotion is the name of the bool sorry

#

could i get a screenshot?

glacial steeple
#

of what?

split cobalt
#

say toward the end of the animation where the red line should be showing

glacial steeple
#

okay hold on

split cobalt
#

it works perfect in your animation software? idk what your using

glacial steeple
#

i use blender

split cobalt
#

the bone that is stretching is that pelvis>?

glacial steeple
#

i just got this error idk what this means either

split cobalt
#

its too small for me to read

#

improted bone transform is different from original

#

ok so one of your bones is moved from the pose

glacial steeple
#

yeah

#

the root

#

because hes moving

split cobalt
#

at frame 0 its in its normal place?

glacial steeple
#

at frame 0 the location is 0 0 0

split cobalt
#

man its been awhile since i animated anything in blender

tiny granite
#

Can you set a loop inside of an animation or an animMontage

glacial steeple
#

does the animation have to start from frame 1 maybe? mine starts on 0

split cobalt
#

i beleive yo ucan tell an animation to loop when you place it in the graph

#

try makign frame 1 000

#

0,0,0

glacial steeple
#

okay

tiny granite
#

Oh okay so I have to graph the animation.

split cobalt
#

something tells me this is one of those funny blender export settings

#

@tiny granite is it not looping in the animation preview?

tiny granite
#

I guess since it's for death that really shouldn't be an issue then.

split cobalt
#

it should play over and over again in teh editor window

tiny granite
#

Oh no it loops. I have seen people put some kind of Loop trigger inside the animation for a part of it.

split cobalt
#

oh

#

oh!!!

tiny granite
#

So it plays the first part and then only loops the 2nd part

split cobalt
#

yo uwant it to stay in a pose for death

#

that is one way

tiny granite
#

Yes! :)

split cobalt
#

could always just create an animation that stays in the one pose too

#

its super easy

#

i tried your way and got a headache before too

glacial steeple
#

ughh i got the same error but twice now...

tiny granite
#

Oh. I have never done that. :) Would that be in Maya or UE?

split cobalt
#

UE!

#

ok so go to the exact frame of the death that you want to loop

#

on top bar it says create asset>from current pose

#

oops

#

create asset>animation>from current pose

#

choose a folder and name it

#

now you created a brand new animation inside the editor!

#

why is it i know all this but i cant get good character movement out of the component lol

tiny granite
#

Lol. Okay sweet. Now! What do I do with that anim? I am using state machine states to play death

#

And u can't graph in that. So I assuming I shouldn't use States for death?

split cobalt
#

are you calling it in anim graph or in a mojntage?

#

when yo usay state machine what are you referring to? like an enum?

#

or do you mean state machines in the anim bp?

#

@glacial steeple that didnt happen the first time?

glacial steeple
#

what didnt?

split cobalt
#

the error message

glacial steeple
#

no, the first few times i try i didnt get an error, but the root was wrong

split cobalt
#

@tiny granite state machines should be able to build graph inside unless i am misunderstanding your use of state machine

glacial steeple
#

now the root is right but i cant get animations

split cobalt
#

ummm... do yo uneed to reimport the skeleton now?

#

and skeletal mesh

glacial steeple
tiny granite
#

Okay well does the state machine have a begin event?

#

I was not aware of that

#

I'll look into it. You put me in the right direction.

split cobalt
#

double click the named state

tiny granite
#

Thank you.

split cobalt
#

yo uset transition rules between states

tiny granite
#

Yeah that's what I have

#

Iwhen I die I cast to the animBP and set the isDead? Bool

#

And it sets the rule and plays the die anim

split cobalt
#

honestly once yo uget to the state that plays the death animation, set a notify to change a bool to move it to the dead state wherer you have your looping "animation" pose

#

oooh

#

so make the dead anim match the last frame of the dying anim

#

then just use automatic rule

tiny granite
#

Ohhhhh a notify to change bool.

split cobalt
#

o nthe details of the transition

tiny granite
#

Great idea

split cobalt
#

idk if you even need that

#

make the pose match the last frame

#

should be perfect

glacial steeple
#

should the root bone originate from 0 0 0 as well?

#

like this

tiny granite
#

Thanks fox!!!

split cobalt
#

Your welcome i hope i helped

#

the root bone origin? yeah dude

glacial steeple
#

ahhhhh

split cobalt
#

that might actually be the problem, sorry i dont have blender open atm

glacial steeple
#

hmm okay i'll make adjustments

#

can i @ you? if i need help again?

#

now the root is broken again...

split cobalt
#

ok so heres what im thinking and yeah hit me up anytime

#

im no master but ive dealth with some ugly skeletons in blender

#

so your adjusting the root to 0 and its saying that the root isnt in the same place, correct?

#

when you import the animation that is

glacial steeple
#

i changed it now, i havent tried importing an animation yet

#

im assuming its gonna work now

split cobalt
#

that screen yo ushowed me the root on the mesh is in the hips, it should be on the floor

#

oh ok

glacial steeple
#

ohhhh

split cobalt
#

so your on it

glacial steeple
#

root should be a spot on the floor??

split cobalt
#

ok so heres how i think of the root bone

#

its the location o nthe ground wehre your character actually is

#

so

glacial steeple
#

so like this??

#

no line from it just a dot

split cobalt
#

if you jump, your root stays on the floor (unless its a root motion jump)

#

no line is good

glacial steeple
#

okay good

#

progress xD

split cobalt
#

tghat pic looks perfect

#

but did yo uadjust that in the editor or in blender?

glacial steeple
#

blender

split cobalt
#

you have hot reload from blender to ue4?

glacial steeple
#

i added a new bone and put it directly at 000

#

and whats that?

split cobalt
#

did yo uname it root

glacial steeple
#

yes

split cobalt
#

hot reload means when you make a change in blender it automatically changes in ue4

glacial steeple
#

its callet root and the one above that is pelvis

#

no i dont

split cobalt
#

can i see the skeleton bone list in ue4?

glacial steeple
#

yeah

split cobalt
#

i thought yo uhad a root but it was up near the pelivis

glacial steeple
#

i did

#

i think thats why the error was saying some transforms were wrong

#

and im not sure if i can zoom into the hierarchy, can you not see it clearly in the screenshot?

split cobalt
#

i think i saw enough

#

so why did you make a new root bone? or did i just misunderstand?

harsh terrace
#

@glacial steeple amazing mesh

#

I rlly like the armor

#

But

#

Have a design on it

glacial steeple
#

its not complete

harsh terrace
#

Something to make it stand out oh ok

split cobalt
#

lol is anythign ever complete?

glacial steeple
#

once i figure out technical stuff im gonna socket a helmet pauldrons and a shield on it

split cobalt
#

you moved that root bone down to the ground from the hips in blender?

glacial steeple
#

yes

split cobalt
#

ok i thought you said you made a new bone my mistake

glacial steeple
#

im making a quick animation test now to see if it imports

#

no i made a new bone and connected it with an offset to the hips

#

so thats the root bone

#

@harsh terrace this is the full character

#

(without the shield)

harsh terrace
#

Idk

#

The colors just don’t fit

split cobalt
#

umm what did you do with the old root?

glacial steeple
#

deleted it

split cobalt
#

or were you using hips before?

#

oh ok

#

thats what confused me lol

glacial steeple
#

only one root

split cobalt
#

yeah i hope that works

#

i wish i could change the capusle collider color

glacial steeple
#

its still giving me the same error :/

fast cargo
#

Would anyone here be able to do a bit of a rigging task for me?

#

Having a hard time getting the rigging on some FP arms to look good and it's been bugging me haha

harsh terrace
#

@fast cargo me maybe

fast cargo
#

@harsh terrace Do you have experience in regards to things like IK and multi-layered bones?

#

Because normally I could do rigging myself but having an extremely difficult time in getting the twist in the wrist to look right

split cobalt
#

@glacial steeple really? hmmm

glacial steeple
#

this is what i have now

#

one long root bone from 000 straight up to hips

#

with no offset

#

should the pelvis bone rotate the entire mesh as well?...

harsh terrace
#

@glacial steeple no

glacial steeple
#

oof

harsh terrace
#

Your back bone should be subdivided

glacial steeple
#

yeah it is

#

3 segments

#

pelvis spine and chest

harsh terrace
#

I wouldn’t recommend using the stick for that kinda mesh but it’s your preference

glacial steeple
#

its only because the root bone is massive in the default

#

barely see anything xD

harsh terrace
#

It looks better to me

#

But anyways make sure you have a bone for every finger

#

Like this

#

It’s w.i.p

glacial steeple
#

nah im fine with mitten hands xD

harsh terrace
#

But what about making a fist

#

For a punch

split cobalt
#

i dont think the root should be like that?

harsh terrace
#

Or to grab something

split cobalt
#

more of an effector i think i cant remember

harsh terrace
#

Mine or his @split cobalt

glacial steeple
#

mine i think

harsh terrace
#

Anyways u should bone each finger

glacial steeple
#

ugh i can still rotate the whole mesh with the pelvis bone

#

i will in the future

#

i wanna learn basics first

harsh terrace
#

Oh ok

split cobalt
#

Noob, i think the pelvis does turn the mesh

#

its just offset from the root bone

glacial steeple
#

i can turn it like this righ now

#

but i made the root bone smaller with an offset to pelvis

split cobalt
#

and the root bone should be more of a circle o nthe floor than an acual bone cant you delete the bone part of the bone? i may have used an effector or something

glacial steeple
#

i know what you mean but i literally dont know where to even look for that xD

#

and i can delete the bone but then thered be no root

harsh terrace
#

@glacial steeple what he’s saying is advanced for u I would get the hang of rigging first and Animating

glacial steeple
#

yeah im trying

#

but blender seems to hate me

#

the thing is... i had a character already made in ue but then when it came to root movement it didnt work so i had to re do everything

harsh terrace
#

This was my first rig

#

@glacial steeple

glacial steeple
#

nice

harsh terrace
#

Trust me on give it a week

#

You will get the hang of it in a week

glacial steeple
#

i can rig, i just cant get that damn root movement working

split cobalt
#

oh sorry i didnt realize that was advanced

#

ive spent years alone working in engine so i dont always understand whats advanced and stuff

#

jsut now starting to be a part of the comunnity

#

and i cant spell tonight

glacial steeple
#

the W rotation is 1, is that right?

#

XYZ are all 0

#

it keeps coming up with the same error

#

@harsh terrace @split cobalt have either of you used root motion on a character you made?

split cobalt
#

I have built a couple different root motion controllers

#

w?

#

darn blender, w is the origin settings right?

#

no

harsh terrace
#

🤷🏾‍♂️

glacial steeple
#

im not sure, im still really new to game design

#

anyway its 4:44 im gonna sleep now or something xDD

#

gonna try again tomorrow

split cobalt
#

goodnight

glacial steeple
#

night

misty dagger
#

how many dollars is good motion capture suit

crude sun
#

@misty dagger depends a lot on what you need. For example for body, no hands, no face, wireless direct to ue4 hardware +software cost around 4-8k usd. Check motion shadow website probably those prices are old/wrong.
You can find cheaper though, and of course way more expensive too.

crude sun
#

I have a long animation that I'm blending in an animation blueprint. All works fine that I only want 2 bits of that long animation (like 2 seconds of the total length of 16 seconds). How can I do something like a influence envelope so I only use that animation during those bits ?

crude sun
#

And another question. My animBlueprint has some variables. How do I access those from the actor containing the skeleton that is using that animBP?

trim fossil
#

@crude sun you can cast to it ... mesh/skeleton > get anim instance > cast to animationbp

crude sun
#

@trim fossil Thanks

crude sun
#

Is there a way to reset an animation blueprint? I'm setting an offset variable through bp but while the value is actually changed the play animation nodes don't seem to get it on time so I think my only alternative is to reset the whole thing.

devout dagger
#

interesting

crude sun
#

alternatively, Can I prevent the "execution" of an animation blueprint until I've set up its variables?

#

ok, workarounded with state machine

devout dagger
#

What kind of breakage should I expect moving my project from 4.19 to 4.20 ?

#

(I've read that there will be some issues with anims/retargeting, but I am not sure what to really expect)

glacial steeple
#

does anyone know if the root bone is meant to stretch even with root motion enables??

thorny pulsar
#

@glacial steeple Are you asking because it is or isn't stretching?

glacial steeple
#

isnt

thorny pulsar
#

Well I'd expect that root motion would import scaling as well, but I'm not sure...

glacial steeple
#

is the armature meant to be called 'Armature' or is it meant to be changed

#

because i know that does something

devout dagger
#

So, no issues moving project from 4.19 to 4.20 ?

crude sun
#

I didn't have any issue but I only have normal animations, not retargetings.

sinful birch
#

This may be an insanely basic question, but I'm not sure how to type it into google. Is there a way to combine animations within Unreal. If I have an animation of a guy running, but I want to replace the animations in his arms with an animation of him swinging a weapon, would I need to combine those in my modeling software, or could I do it through a montage, or blend or another featue?

crude sun
#

Layered Blend in an animation blueprint

sinful birch
#

You are a champion among men. Thank you so much! Are the results of such acceptable?

crude sun
#

yep, they are good, it's the way to do that. IMHO

sinful birch
#

Ok, cool. Does it create a separate animation asset?

trim fossil
#

@glacial steeple "Armature" avoids that wrong root bone from the exporter (in blender)

glacial steeple
#

what does that mean?

trim fossil
#

hm check yor skeleton in unreal.. if the root bone is the right bone

#

and root animations need a animation bp or montage

#

if you just use the single animation its not working

devout dagger
#

@frosty peak I'd like to have a pain anim for my AI where character stumbles back while turning ~90 deg. to the left. I am going to make a montage that has several pain anims, and that one will be one of them. While anim will be playing, AI won't be really driving the pawn. Would I need to use root motion to make it simple from UE4 setup perspective? (the only other thing comes to mind is to move and turn pawn in the BP code to match animation). How do I set up root motion for this case?

trim fossil
#

and make sure your "mesh/skeleton" in the actor/charackter class is inherited

#

otherwise the root motion dont have inpact on the capsule collision

glacial steeple
#

i dont have an actor for it yet

devout dagger
#

@glacial steeple In Blender I usually have deforming skeleton, which matches UE4's Mannequin as close as possible and then I have FK and IK rigs to drive those deforming bones. When time comes to export anims, I only export deforming skeleton and mesh that is parented/weighted to that armature. This ensures clean export.

glacial steeple
#

i just got an error when i tried importing the SK mesh :/

#

it says there are multiple root bones

#

but i only have one in blender

trim fossil
#

@glacial steeple i think the ik bones maybe cause this errors

glacial steeple
#

alright i'll try without them

trim fossil
#

try to export it without them.. or the export option "only deform bones"

glacial steeple
#

alright it imported

#

looks like this

trim fossil
#

looks good

#

you still can now animated with your ik bones... there is a warning.. but if you locrot your keyframes correctly... there should be no problem

#

but test it out.. before you do some big animations^^

glacial steeple
#

i tried importing an animation (with no IK bones) and it came up with another error

#

it said imported bone transform is different from original

#

@trim fossil do you know what that means?

trim fossil
#

hm you can ignore those if your animations works fine

glacial steeple
#

okay so the animation imported

#

i ticked enable root motion and the charracter snapped to the origin

#

then i ticked process root motion and the animation kept playing and he just went into the sky

#

does that mean its working??

trim fossil
#

you just need enable root motion

#

force root lock is more like... have a root motion but want it as "normal animation"

#

but you have to set in the animation blueprint "root motion from everything or montage"

#

and set the animation with "root motion enabled" in the animation blueprint and play it from there

glacial steeple
#

i didnt force root lock

trim fossil
#

and your mesh in the your charackterBP need the "mesh/skeleton" as inherited

glacial steeple
#

it locked itself

#

the 'force root lock' isnt ticked but the character is stuck in place in the animation preview

trim fossil
#

yeah the root bone dont move anymore in the preview

#

thats normal

#

i know its weird but it works

#

its something like... it dont move the animation anymore but it move the capsule component from the player

#

means capsule movement + animation = your animation like your expect

modern kite
#

https://streamable.com/ud5z5

So I seem to be having trouble figuring out how to get my Blendspace to work properly. I'm wanting my character to lean left or right if the player turns in either of these directions. Everything seems to work fine in both the Blendspace, and the Animation Blueprint. However, he doesn't seem to do his leaning animations at all in-game. (Looking closely at it, he seems to do it slightly but not enough to have the desired effect.) Anyone know what I could be doing wrong?

glacial steeple
#

alright cool, is there any way to check for sure that root motion works?

trim fossil
#

just setup your animation blueprint

glacial steeple
#

okay thanks for the help 😃

trim fossil
#

@modern kite did your checkt your direction value in your animation bp with a tick > printstring

#

if the value goes high enough?

modern kite
#

I guess not. Just checked it, and that seems to break it.

#

Not sure what you're referring to then.

#

These two things are the only things related to the rotation in my anim blueprint.

#

@trim fossil Ahh, I see what you mean.

#

It wasn't reaching the rotation number I set for it.

#

I set it lower, and that seemed to fix it.

crude sun
#

So I'm trying to use one animation as additive for a blend in my anim bp. But when I change the additive value in the animation asset then the head of the guy dissapears. The animation is moving the head as you could imagine. How can I make it work?

#

I'm using a layered blend per bone. Maybe I should use something else...

#

ah, I think I got it working with an "apply addditivie"

rustic island
#

Anyone here have a proper handle on Collision in UE4 ?

wise fable
wise fable
harsh terrace
#

What is that

split cobalt
#

Lmfao stuff like this is why I love game dev

sinful birch
#

I made an animation of a character strafing to the left. Is it possible to mirror that?

trim fossil
#

@sinful birch just give the animation playrate a negative value

modern lily
#

I'm trying to play this animation twice in quick succession (it's a gun fire, third person animation) however it only plays once

#

the animation event is about 0.5 seconds apart

#

the animation itself is 1.3 seconds

#

how do I.. make sure it plays each time I fire my event?

#

seems like setting the animation state boolean to off, then on again won't work

obtuse yoke
#

Can I ask a question about rootmotion curve?

#

Anyone knows how to make a rootmotion curve directly on root bone while making sure the footstep is always sticked to the ground?

#

With 3dsmax

sinful birch
#

@trim fossil, that would play it backwards, not mirrored.

lofty marlin
#

Anyone an idea why a 1D Blendspace (-180 to 180 Axis) with RootMotion enabled animations seems to only perform part of an animation?
I have animations for Forward, Left, Right and Backwards and I placed them on -180, -90, 0, 90 and 180.
Now when performing the movement (it's a single movement when pressing a key), I tell the AnimBP to go into the state that has the BlendSpace and also tell it the Angle I want to use.
It prints 180 but it only moves to like 150 degree or so.

#

Even though when previewing the Blendspace and moving the "preview" cursor on 180, it does a proper 180 turn (enabling preview rootmotion)

#

So either the 180 is not what the blendspace gets, or something stops the RM from actually turning 180°.
The animation keeps playing and finishes, it just not taking the 180° turn one.

#

I tried neabling and disabling the "Rotation during Rootmotion" boolean, but that doesn't do anything

#

Same goes for other situation, e.g. 90° turn only does like 70°

#

I guess it's the blending part that breaks it

#

But it should technically play the anim at 180° if it gets 180 as number

#

and not a mix of 90 and 180

trim fossil
#

@lofty marlin did you track your rotation value from animbp if it reach the right value?

#

@sinful birch yes.. its a cheap method to do sidewalk stuff... i think you have to mirror it in blender/max what ever.. or (not recommend) you s

#

could do change the scale to mirror thing i guess.. but yeah.. do that animation software

lofty marlin
#

@trim fossil I can clearly see that 180 is passed to the AnimBP and the animation only turning 150 degree or so.

#

Random AnswerHUB stuff says it's due to the way it blends

#

That the RootMotion isn't fully applied, so only part of the turning happens, due to the blendspace

#

Not really something I know about

trim fossil
#

i would try to lower the blendspace time.. but yeah with root motion...

devout dagger
#

are there any decent tutorials about IK on legs/arms in UE4 ?

#

@tight tartan Is there any way we can see a training stream about efficient IK setup in UE4 on arms (for VR mostly) and legs (for anything else) on the characters ? (Mannequin or Paragon characters, doesn't really matter) ? Preferably in the very nearest future 😊 Thanks

devout dagger
#

no one? :/

sinful birch
#

Is there a way to attach a single bone to the controller? The idea is to turn the head with the camera in a first person game.

tight tartan
#

@devout dagger Let me see what we can do from a scheduling perspective.

trim fossil
#

@sinful birch hm not sure... but you can rotate the head with aimoffset

#

and you could disable pawn control rotation and add the camera to the head socket

dark niche
#

What are some reasons that a character wont play animations?

misty dagger
#

any blenders pro here?
my armature and animation deform my mesh
like when my leg is moving, that area above leg is deformed, it goes flat or something

glacial steeple
#

try unparenting your mesh from the armature and parent it again, it could have something to do with another bone being weight painted to the wrong place

#

@misty dagger

misty dagger
#

dzieki

ashen ravine
#

is there a way to use poses ( red) instead of animations(green) in an AIm Offset Blend Space ?

frosty peak
#

@ashen ravine no not really. But I think you can convert a pose into an animation asset and use those in the aimOffset.

ashen ravine
#

I used anim instead but , creating pose would be much faster than creating anim ... managed to finish the thing without watching tutorial, still need to figure out how to use this blendspace in behaviour tree, but doc doens"t help that much, like it"s not complete or outdated and youtbers seem to learn while doing the video....

#

@frosty peak ty anyway :)

river meteor
#

Is there a way to reduce the IK solver interpolation time? I have IK on my character's hands to get the hands placed properly in the grip positions and such, but the hand doesn't keep up with the mesh when turning, resulting in a clear disconnect of the two.

river meteor
#

The solution was to cache socket transformations instead of calculating them every frame.

vivid meteor
#

hello I have question help me

#

I have fbx file
It is FBX, MorPher and Skin are applied
But after importing it, Morpher is gone.
If I delete the skin when I export, Morpher will be retained.
How can I import Skin and Morpher together?

narrow ingot
#

Hi all. Is anyone using armors in their game?
Was wondering about what is good way to do it
I see two options, there is character mesh, and you just put armor on top of him, like helmet, chest etc. Or you split character mesh in parts, like face,chest, legs, hands, feet etc. And then just replace that mesh with mesh player just picked up. Like if he equip chest, it just replace naked chest with armored one
How you guys do in your project?

devout dagger
#

or swap the whole character

#

err, mesh

sinful birch
#

Is it possible to remove all animations from a single bone of a mesh?

#

Within UE, that is. I know I could export it to Blender and do it.

misty dagger
#

i have zero troubles creating scene like trees stones and stuff but character....

sinful birch
#

I mean... Any time you change pose it will deform the mesh. You could weight paint so that you choose where it deforms.

burnt pendant
#

Anyone have a tips for attaching armor to a already skinned mesh?

sudden sedge
#

do you have 3ds max?

#

@burnt pendant

deep gust
#

Position it relative to a bone? not sure

bleak mirage
#

Is their pros/cons to animating door in blender vs animating in ue4 with matinee sequence?

#

If it matters it’s gonna be a networked game

burnt pendant
#

@sudden sedge I have maya

#

anyone know to back the character turn around rather than walk backwards is that just a blendshape with root motion?

slender leaf
#

Hey guys, I am working in blender to add a skeleton to my base mesh, and I can't figure out how these bones should be

#

When I add skeleton to mesh for deformation, part of the feet always stay stuck to the ground

vast canyon
modern lily
stone basalt
#

you can create anim notify in the animation, then get the event in the anim_BP

modern lily
#

yes... but how were these created? they aren't in the animation at all

#

this is from the epic animation starter kit

#

I get that you have to go to animation to create a notify, but the fact that these exist (and work) without having to do that, made me think I'm doing it wrong

stone basalt
onyx fern
simple trout
#

What program did you used for render

onyx fern
#

marmoset

simple trout
#

Which program for animations ? 3ds? Blender?

onyx fern
#

3ds for animations

#

maya for modeling

simple trout
#

wish i was that good

#

Where did you learn to animate so good ? Any university or etc?

onyx fern
#

sadly i'm not the animator, i'll never be that good lol. one of our team animators Danmak is responsible for them

#

felt like sharing to those interested in checking them out c:

simple trout
#

Oh, thought you making them, but still they're amazing

onyx fern
#

thank you ^-^ lots of time from different artists get put into each one

simple trout
#

I still trying to learn UE4/3D modeling and animating by myself using google but

onyx fern
#

yeah so much goes into education in this industry

#

i'm all self taught in my roles

#

seems schools can't teach you more than your own mind wants to look for

#

also posted a landscape showcase if you're interested in checking it out at #level-design c: I don't wanna post it in here since the rules, not sure how strict they are

simple trout
#

Well i don't know , but i'm pretty sure if you learn it in schools or universities or etc far from google you can learn a lot better stuff, but i was never in some like this for 3d modeling or animating etc

tired vortex
#

3ds for animation and maya for modelling, isnt that a bit backwards haha

simple trout
#

wonder why not using 3ds for modelling too

#

my worst nightmare in modelling as far i meet is UV Unwrapping ;-; this is such a impossible thing

sudden sedge
#

peel

sharp cedar
#

Ok.. So that's a new one...

#

I have an anim BP with a simple interpolation for turning the character.

#

Check this out: it behaves differently depending on whenever I have the anim BP open or not.

#

Like, I play in the editor. And if I don't have the animBP open the interpolation acts on its own.

#

Some times (like after restarting the project) it wokrs a bit, and then breaks again.

#

As far as I know.

#

Pain to debug or even replicate something like that

fallow heath
#

what kind of features does UE4 offer for working with animation?

#

I worked with blendspace(?) shortly a while back, but that's the extent of my knowledge

trim fossil
#

hm short question... it is possible to add a weightpainted mesh later to a skeleton/charackter?... i want to add some gore/mesh while in a death animation

#

oh wait.. i could add a second skeleton (same skeleton) and just add that mesh right?

#

not sure how the "standart" is for such things

#

*what

fleet venture
#

Hi, Is there a way to reuse one same animation curve in different animation sequence?

trim fossil
#

hm looks like SetMasterPoseComponet in runtime crash instant...

#

looks like the best thing would be just animate "gore/mesh" with morph targets and hide the mesh inside the body

#

hm but replace are whole skinned charackter while in animations is stupid...

#

and overload the charackter with mesh inside the body is somewhere stupid too..

#

would be cool to just have: skinned mesh plays a animation > add second mesh in the right animation time, perfectly fine weightpainted

#

ok got it

#

just export your mesh with the skeleton..add it to the charackter bp and then use SetMasterPoseComponet

#

but it looks like SetMasterPoseComponet crashs the game if you just addet the skeleton mesh in runtime... weird

misty dagger
#

Can we not have two windows open for anims/blendpaces etc at the same time? It's really frustrating if you wanna copy values or something from one to another

lofty marlin
#

When I add Sections to a Montage containing one animation, shouldn't I see which Section I'm in when it's playing?

#

Or is this meant to be used differently?

#

I basically added a Chain and a Reset section.
So Default | Chain | Reset.
And while the Montage is in the Chain section I want to be able to chain an attack.

#

But it seems to always print "None"

#

Welp, restarting the editor helped

fresh badger
#

I wanted to implement hit reaction using ABP, is this a good idea or should I stick to montage?

sharp cedar
#

@misty dagger When you right click an asset there is an option to "open in new window" or something like that.

burnt pendant
onyx fern
fleet venture
#

Hi, is there a way to modify one variable in Animation Notify State's blueprint? thx thx 😃

errant ermine
#

Can somebody tell me how would I do if I want this modified pose from Maya to unreal? If I just export this, the hand will always go to default pose. How would I get this pose and so I can attach it to the existing skeleton?

simple trout
#

Any ideas why when i rig only trigger almost everything around it moves too

tawny cliff
#

Hello everyone! Is there a way to disable skeletal mesh tick? Not the bones update, but skinned mesh itself. In Profiler logs it's stated as 'SkinnedMeshComp tick' under 'FTickFunctionTask'

#

It ticks no matter what. Even when invisible or have no animation assigned or playing.

tawny cliff
#

UPD: You can. 'Set Component Tick Enabled' node

frigid drum
#

@simple trout you have correct vertex weights?

simple trout
#

m yeah, everything is supposed to be fine

tawny cliff
#

@errant ermine you have to export it as an animation. During export type in correct animation frame.

errant ermine
#

Aah

#

So I always had 0 that was the default I saw

#

Frame 0

solid willow
#

@river meteor Hey there again, so I have it blend pose by bone and I have it limited to spine an the upper half and bottom half are good. It's just the Camera. When I move the camera an aim my gun up or down my entire body will go horizontal when aiming downward

river meteor
#

So that's not a blending issue, that's with your character mesh not being setup properly

#

Can I see your component layout?

solid willow
#

Ok, what do you mean exactly by component layout, sry

river meteor
#

Open your character blueprint and show me how you have the components setup

#

Like in the viewport

solid willow
#

ah ok gotcha

#

one sec

#

let me take a pic looking downward

river meteor
#

And the camera is controlling the mesh component rotation?

solid willow
#

yea, you know what. It must have to do with the animation system I'm using something in there must be conflicting with it perhaps cus when I look at the floor the whole body goes horizontal

river meteor
#

Easy way to find out: Attach an arrow component to the character mesh

#

Then look down

solid willow
river meteor
#

If the arrow follows, the mesh is following the camera control rotation, if it doesn't then it's animation related

solid willow
#

ok I'll check that out thx

#

I didn't create this base animation locomotion system so something he has in here with the character rotation must be causing this right?

river meteor
#

Oh you're using advanced locomotion?

solid willow
#

yessir

river meteor
#

Your capsule should not be rotating like that, that's the issue

solid willow
#

hmm

river meteor
#

I'm guessing you removed the default input handling and replaced it with your own that uses AddComponentRotation on the capsule or something?

solid willow
#

I might have I don't recall tho. So far I haven't really altered too much or added any real input or logic just trying to get the upper half from bottom half

#

but it is a pretty complex system thats for sure lol

river meteor
#

Yea, I think you jumped in a little too far without understanding what you're doing. Since you don't remember what you did, I would recreate the project and instead start by just retargeting your custom mesh and getting that working

#

No need to mess with the input handling, it works out of the bxo

#

box

solid willow
#

Ok, I'll give that a try. Thanks for the help man

solid willow
#

What causes an animation inside of an aim offset to be invisible? I set the animations to additive on the mesh space frame but they are invisible.

solid willow
#

when I put them back normal they go to proper size but for some reason any additive Mesh Space anim Type setting causes them to turn miniscule in size

onyx fern
onyx fern
tranquil fable
#

Is it possible to store individual animations in an array of a character and play them in reverse order like you can do with transform on an actor? I'm trying to make a time reversal system, that reverses a character's actions. So far I've done everything from the character transform, velocity, and animation playrate, but it only plays the current animations of the character, and doesn't rewind through what they were playing before.

What I mean is that it still plays the running animation like it is trying to follow the player as it is being rewound. How can I collect the data of the time passed + animation states switched and replay them in reverse to mimic time going backwards?

I am using blueprints and I am still learning how to do this.

trim fossil
fluid fog
#

hello

#

does anyone know how to make an animation like this ?

burnt adder
#

Hey guys, anyone here that has encountered this weird bug in faceshift 2015.1, where saving will cause the file (take) to be overwritten by the default "get faceshift at ..." Take? I know its an old, no longer supported software, but damn... so frustrating...

inner zephyr
#

has anyone worked with mixamo characters befor?

random shale
#

while previewing an animation, if i change its bone rotations, is there a way to save that to the anim?

burnt adder
#

yes. there is a "key" and "apply" button

inner zephyr
#

isn't it possible to use branch inside my loco?

#

anyone?

woeful stump
#

Can a single montage be used as a combo system? I need it to either go to the next sequence or stop the combo and play a return animation

#

Sorry if this isn't the right channel for this

vernal lion
#

Hey folks, quick question: I have a skeletal mesh with some up and down motion that I like. I have some objects parent under the joints, so that they move according to that motion. Problem is, I dont want to display the original mesh from the animation. 'Hidden in Game' prevents the animation from playing at all, for w/e reason, so I'm not sure what to do.

#

Is there a resonable way to steal the animation position information without displaying the mesh?

#

This is for proxy work btw, so it doesn't need to be perfect

woeful stump
#

You could use an invisible Material as a workaround

vernal lion
#

Thats a good idea

#

Okay, I'll give it a shot

daring osprey
#

Quick [QUESTION] When in Blender is there a setting or something to determine how many "frames" = "1 second" as determined by the animation asset preview?

#

or is UE4 preset for like 60 frames = 1 second. Obviously the play rate will change it and the game framerate.

#

The question is more what would I tell an animator when I want an animation to be exactly 1 second to "do" in Blender to help them make that happen?

#

(So that when I import it, the animation asset preview will suggest the total time is 1 second)

daring osprey
#

[POSSIBLE ANSWER] I'm discovering that it is 48 frames in Blender. Still wondering where that conversion is taking place (Blender side or UE4 side) but at least I have my answer. Feel free if you come across this and have additional information to @shoutout to me. Thanks

devout dagger
#

has anyone tried using Unity's anims (FBX from Asset Store) ? Any technical difficulties when retargeting to UE4 mannequin ?

sudden sedge
#

if the bones and proportions are roughly the same, you shouldn't have any issues

#

though, asset store tos might forbid you from using the animations outside of unity

torpid lantern
#

Is there any way to keep Bone Scaling from Transform/Modify Bone while the character is in ragdoll / Physics Enabled?

#

for now I'm just gonna use world scale 3D cause the ragdoll doesn't really matter too much if it's all perfectly scaled in the right proportions

#

but if anyone knows a trick to keep Transform/Modify Bone with Physics Enabled lmk 😃

fluid fog
#

Hey

#

Does anyone know some free animation sites with out counting mixamo ? tag me pliz :9

devout dagger
#

^^ can this be done without using C++ ? (BP function that merges parts in runtime )

#

@craggy needle @tight tartan ^^

naive ferry
fluid fog
#

thx 😃

frigid drum
#

@devout dagger no

fluid fog
#

you should Pin hat

#

that

frigid drum
#

also you tagged community managers, not programmers

devout dagger
#

@frigid drum no because it's not possible at all, in principle, or no because it wasn't exposed to BP yet ?

frigid drum
#

looking at some types and functions, they are not exposed to BP

devout dagger
#

well, 1 - there are no anim programmers from Epic hanging around and 2 - that's what community managers are for - to communicate between community and the dev team (in some instances)

#

that's why I tag them every now and then 😉

teal epoch
#

I'm having trouble understanding something. There's a function on USkeleton called GetReferenceSkeleton(), and returns an FReferenceSkeleton. What exactly is a Reference Skeleton?

round thorn
#

Anyone know if it's possible to create anim notifies based on values of a custom curve?

rigid terrace
#

Is it possible to set a custom value to a blendspace like for speed (running = 312.9, walking = 230.54, etc,...) without making 100 grid points?

onyx fern
onyx fern
#

someone's going through every animation listed in this text channel leaving a dislike on the videos. that's kind of immature, this is clearly a place to share work.

frigid drum
#

Actually, here is for questions, #work-in-progress and #released is to share

#

but yeah i dont see a reason to dislike those look pretty good

onyx fern
#

ah, my bad i'll post future ones in the right channels. yeah it kinda sucks, makes me think twice about even sharing lol

errant ermine
#

I'm trying to do something similar, but not sure the best technique to do that

pseudo chasm
#

what's the best bang for your buck animation pack

teal pawn
sharp cedar
#

I have a problem:
I have a character mesh that is rigged to a standard ue4 mannequin skeleton (same bone hierarchy, names, etc.) . The problem is, it has a slightly different base pose than the default which causes all animations to be slightly misaligned.
I played around with editing the retarget pose but AFAIK there is no way to actually use that (same skeleton so I can assign it, but I don't want to retarget animations - I need everything to use the same skeleton).

#

Is there a way to edit a default pose of the mesh in ue4, or is changing the pose in modelling software the only option?

#

its kinda weird in general for me: When I look at the skeleton, I can change the preview mesh and changing to my custom mesh actually changes the pose of the skeleton.

teal pawn
#

I think it's best to modify the rig and animation externally then re-import.

strong flame
#

Does anyone know why when using ART kit in Maya 2016, after building the control rig, all fingers on left hand only wil not move with wrist controls and seem to be detatched from body/hand?

stone ruin
#

hey guys

#

whats the general approach for animations where you're holding stuff

#

do you duplicate your entire movement set, but ie. holdibng the gun

#

or is there a way to blend them

limber hound
#

ue4 can blend between animations yes. If you're asking about if it blends between not holding anything to holding something then you should be just fine if you have separate animation for them. Use an animation blueprint with a blend space 2d, or 3d if you want multiple things to happen at once with different speeds and directions.

river meteor
#

@stone ruin You typically don't want to duplicate your entire animset for each item the character can hold, you typically use a layered blend by bone to merge your locomotion with something like a rifle holding pose. You can run the locomotion on everything below the pelvis, then have the upper body be in the rifle pose that way.

odd sapphire
#

I'm trying to use Master Pose Component and I have a question about physics on Slave Meshes.
I get that I need PhysicAsset on Master object and that every Slave Mesh will only use the Physics Asset from Master Mesh.
Is it possible to create physics on dynamically added components in any way?
Like combining Master Pose with Copy Pose From Mesh
Or AnimDynamics

woeful stump
#

I've got a list of montages and I'd like to get the current pose of the current montage (get montage at montagecounter). How can I do this in the animation blueprint, I didn't find a node which can give me the pose of a montage var

crude sun
#

Is possible to get the duration of an animation asset in the animation blueprint? I'm using a bunch of those and I need the durations for proper offseting the blendings. So far I have been hardcoding the durations but it's far from ideal

odd sapphire
#

Does AnimDynamics require skeleton, or can I just make them on a socketed skeletal mesh?

river meteor
#

@fluid fog

fluid fog
#

hoya

#

how do i add a class notify?

#

cause

river meteor
#

Just like before you right click on the notify timeline and add custom notify

fluid fog
#

oh ok

river meteor
#

I don't have the editor open so I don't remember the exact name

fluid fog
#

ill send a pic

river meteor
#

Is NewBlueprint the name of your footstep notify?

fluid fog
#

ye

#

xD

river meteor
#

So you want to select that

#

Also you should prob rename it to FootstepNotify

#

or something you'll remember

fluid fog
#

ahha stupid me

#

ye just did that

#

dones

#

so

#

does this just send an execute

river meteor
#

Yep, when that notify is triggered it calls ReceivedNotify() in your custom notify class

fluid fog
#

thx 😃