#animation

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untold marlin
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getting some tendonitis here guys

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and it crashed

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ive really gotta report this bug...

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happens all the time, trying to make animations from new frames...

spare tartan
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is this possible in ue4 ?

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without modifying source code ??

untold marlin
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even if i go into the animation itself in persona and change the global play rate, nothing changes

woeful stump
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which asset type does an aim offset accept? (I'm getting an invalid additive animation type error when I'm trying to drag an animation sequence in)

calm pelican
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Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 611] Array index out of bounds: 523 from an array of size 101

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_AnimGraphRuntime!FCSPose<FCompactPose>::CalculateComponentSpaceTransform() [d:\build++ue4\sync\engine\source\runtime\engine\public\bonepose.h:594]
UE4Editor_AnimGraphRuntime!FCSPose<FCompactPose>::GetComponentSpaceTransform() [d:\build++ue4\sync\engine\source\runtime\engine\public\bonepose.h:568]
UE4Editor_AnimGraphRuntime!FAnimNode_ModifyBone::EvaluateSkeletalControl_AnyThread() [d:\build++ue4\sync\engine\source\runtime\animgraphruntime\private\bonecontrollers\animnode_modifybone.cpp:48]
UE4Editor_AnimGraphRuntime!FAnimNode_SkeletalControlBase::EvaluateComponentSpace_AnyThread()

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I'm getting fatal errors and I think it's due to an anim graph...can anyone point me in a direction on how to start debugging this?

dreamy sandal
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im loosing my mind, retargeting animations + montage when applied to new character i get the error playing montage for the wrong skeleton, i look at the montage its skeleton is correct what am i doing wrong ๐Ÿ˜ฆ

misty dagger
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Can someone explain these animation artefact

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which is shown is this video

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And happens under these circumstances:

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  1. certain paragon characters
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  1. when camera is zoomed out
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  1. FX is attached to a finger bone (in this particular case index_03_r) , the problem cannot be seen if FX is attached to a hand bone
misty dagger
sudden loom
ripe yew
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How to convert FP animations into TP animations? I've tried re-importing them using TP skeleton. Some of them looks awkward.

river meteor
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@ripe yew That doesn't really make sense. You typically have two different skeletons for your first person mesh and your third person mesh, the first person consisting of typically just the arms. You should design your first person animation separately from your third persons.

vague ether
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Guys how to add a weapon equipping animation
and a recoil kickback animation?
(Tps game)

river meteor
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@vague ether Create montages for your equip/recoil and play those.

vague ether
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How?

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I only have the animation

river meteor
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Right click on your animation in the editor, go up to Create, and select Create Montage @vague ether

floral horizon
charred palm
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anyone know a good way to bind oculus motion controller trigger data to an anim blend space?

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or at least get it to interpolate on button presses instead of snapping between poses?

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(I'm not sure if this fits under animation, VR, or Blueprints sorry)

tall holly
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how to procedural animate?

vast egret
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Hey foks! I'm an audio designer tagging a few stingers into the Sequencer and I'm curious to know if there's an easy way to insert a chunk of time at the edit cursor. I'm on 4.18. If there isn't, is there much of a risk to rolling back the green "Start" marker to, say, -1 seconds? I'm trying to add a pre-roll to the sequence. Sorry if this easily google-able, but the reference materials didn't have any such feature listed.

icy valley
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Hey guys is there a Maya rig floating around for default UE4 skele?

sudden sedge
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like just the skeleton, or a full on rig

noble pelican
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I'm trying to use blend by bool for animations, but when the boolean changes the corresponding animation plays from start? how do I get them to blend, or just finish playing the first animation

floral horizon
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How important is it that a character Skeleton is 100% symmetrical.
I mean in a typical, symmetrical humanoid character

floral horizon
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The bones seem to all be symmetrical. But the helpers arent for some reason.
You can see in this orthographic image from the side.

leaden osprey
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how would you get a tank to aim in a specific direction? I'm an artist but the programmer's first plan was to just rotate the different parts in the direction they need to be in but considering the base of the gun is at an angle it complicates things: https://i.imgur.com/NnI7XhN.png

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I'm an absolute noob when it comes to rigging but I got a simple FK rig on the arm right now. I tried to do a lookat constraint but stopped when I realised you can probably not export those to unreal

dire kestrel
hardy hemlock
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I have made blendspaces before, and was sure I just droped the animations in the blend space. But it did not work, looking at a tutorial I saw that was just what they did. And now I saw my animation was not valid. <.<*

river meteor
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Did you see my ping to you from I think last week? I can send you some screenshots to show you what I meant

cloud lodge
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so i think the issue im having aswell is im trying to blend upper anim into lower anim

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which is causing him to hold the gun wrong

river meteor
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Alright, let's see what you have going on

cloud lodge
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so thats not helping my situation ๐Ÿ˜„

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i can code anything, this animation stuff is hard

river meteor
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Can you provide some pictures of your anim graph?

cloud lodge
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bit of a mess just trying stuff

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so base pose, he just locos, im trying to blend in upperbody anim for holding guns etc

river meteor
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Hang on opening my project

cloud lodge
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so this is base loco with no upperbody blending

river meteor
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Alright, so nothing that I can see is immediately wrong with your anim graph

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What's it look like with upper body blending?

cloud lodge
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so this is holding the rifle idle

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not aiming

river meteor
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Looks good so far

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So did you try and implement the IK system I was talking about? If so how far did you get?

cloud lodge
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this is aiming

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gun doesnt sit right and doesnt look like the animation

river meteor
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Also a tip: You can use multi-bone blending to distribute bone blends across multiple locations along the spine, in our game we use 3 spinal blend points.

cloud lodge
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oh wait actually it does

river meteor
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That's an issue with your attachment process

cloud lodge
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yeah i think thats where i need help

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so i attach it to a socket on the player skeleton

river meteor
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Alright, well that isn't related to IK but what you want to do is have an attachment offset transform (just loc + rot) in each weapon class that defines the hand attachment offset

cloud lodge
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right but let me align the socket again

river meteor
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You then attach the weapon to the hand socket on the player, then move it in local space by the offset

cloud lodge
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cause i messed it up, and ill show you the IK problem im having

river meteor
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Alright

cloud lodge
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so thats what happens when ik the hand

river meteor
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So I can clearly see some bone offset is happening there, so let's see how you're applying IK

river meteor
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Ah you're using world space transform

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Remember I said bone space

cloud lodge
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i tried bonespace

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but it was even worse

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unless im doing something wrong

river meteor
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Also, you want Copy Target Rotation for the rotation source

cloud lodge
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the ik point is on the weapon, called HandGripSocket

river meteor
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Also we use upperarm_l as the root bone, so changing that might help you as well

cloud lodge
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this is what happens when i enable bonespace

river meteor
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Yep so it's just a matter of how you're converting coordinate space

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Get the fabrik node parameters straight then we'll work towards the socket calculation

cloud lodge
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what should the effector target be?

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my left hand ?

river meteor
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The hand

river meteor
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For some reason I have mine set to the right hand, can't remember why that is

cloud lodge
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thats how its set now

river meteor
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Set yours to hand_r

cloud lodge
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ok made no difference

river meteor
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Oh right, it translates relative to the hand

cloud lodge
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buts hand_r now

river meteor
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So yea it should be the right hand

cloud lodge
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ah ok

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done that

river meteor
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Ok so that looks good, let's see where you're calculating the transform

river meteor
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Yea that's 0,0

cloud lodge
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you can see his targeting right hand

river meteor
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Now you need to offset relative to that right hand in bone space

river meteor
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What comes before the cast, is this on update animation?

cloud lodge
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yeah just for testing

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it sets all the loco variables before it

frank bluff
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Hey unreal slackers, just wanted to vet a question with y'all. I'm trying to use the "Transform Bone" feature in anim blueprints to replace the rotation of a bone to look at the player. However, I'd like that look at to clamp at about 70 degrees to avoid Exorcist moments.

This math works well until the player goes to the right of the character. It'll then sort of flip around to the other direction like a gimbal lock. Anyone see something dumb I'm doing with the math here

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i feel like world rotations in unreal may be expressed as -180 to 180

river meteor
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I remember I had issues with socket spaces so I just manually adjusted the numbers in the weapon class for the grip offset, but it should work with a socket.

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Try a static transform and see if that works for you

cloud lodge
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yeah thats what i might end up doing, storing it on each weapon

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ill try it now

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ill just make a quick non cpp variable to test

river meteor
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Ping me when you post again, going to be away for a minute

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Oh just a side note: I remember why I never got sockets to work

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It's because you can't (or atleast I couldn't find a reasonable way) to calculate the bone space transform of the socket in the mesh's bone space

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When you get the socket transform in bone space, you get it in the weapon's bone space

cloud lodge
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ah

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that would make sense

river meteor
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And the issue in converting from the weapon bone space to the mesh bone space is this fun little thing called socket transform tick delay

cloud lodge
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a static transform tho would be fine

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per weapon

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wonder if i can make a little gizmo to help set the transform up on it

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@river meteor

river meteor
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Yep?

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Oh no I don't think you can

river meteor
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Unless you override the update rate of the transform to properly update every frame

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Nice!

cloud lodge
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but

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that happens

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when aiming

river meteor
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Umm oh you're dealing with wrist offset, that's fun

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So damn I did this ages ago I can't remember off the top of my head how I solved that

cloud lodge
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:/

river meteor
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But what you're seeing is this fabrik solver is moving you hand by the the wrist bone location, so you have to account for that and offset your target transform location by the distance from the palm to the wrist

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I think I used a socket on the palm and calculated the offset of palm - wrist

cloud lodge
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like that?

river meteor
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Yea

cloud lodge
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so i subtract palm from wrist and feed that in?

river meteor
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Uhh now I'm thinking that was how I did it during the first iteration, but scrapped that due to lazy socket updating

cloud lodge
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:/

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this is quite tough

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like it holds the gun fine till i aim could i not fabrik from the palm?

river meteor
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Yea, for now just have two variables for each position

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There is no bone in the palm

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You could make a new bone in your skeleton for that...

cloud lodge
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no cause it has to be a bone

river meteor
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But it can't be a virtual bone! I remember if you set the bone target to a virtual bone it crashes the engine

cloud lodge
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right so there goes that idea

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seems hacky using two diff ik variables for aiming/not aiming

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but i suppose its the only way

river meteor
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Not necessarily, you could modify your skeleton to have a palm bone ๐Ÿค”

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I actually never thought about that at the time

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Yea it's pretty hacky

cloud lodge
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right but i dunno how to do that, and i dont have maya or anything

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blender might do it but no idea how to add a bone

tender elm
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export the mannequin, import it into blender, rename the skeleton to "Armature" (to avoid the extra root bone bug on reimport) add your new bone, parent it wherever you want and import the new skeleton into ue4

real pike
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๐Ÿ˜ฏ

noble pelican
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I'm having a bug with my state machine, but for whatever reason when I enable showdebug animation it goes away. I can replicate the bug perfectly but the moment I enable that command it goes away and I can't replicate it anymore. any idea why this happens?

balmy lava
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hey

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i want to sync an animation to a position, so at position 0 the animation is at the start frame and at position 1 the animation is at the end frame. any idea on how to do this?

cloud lodge
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dupe the animation and remove frames 0 to end -1

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oh you mean like a montage section?

edgy shale
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maybe this is the right place to ask

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does anyone know how would i be able to use FABRIK and use hand ik with shoot animations
i actually have the ik in place, but when i play the shooting animation only the ik doesnt follow

river meteor
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You can. Kaos and I just had a large discussion and breakdown of this, so if you scroll up a bit you'll see the fundamental concepts of achieving what you want. @edgy shale

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The concept in your case is to use bone space offsets relative to your hand

edgy shale
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thanks a lot!

sonic pasture
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When re-importing an animation, is there a way to automatically update any montages that are associated with this animation to reflect a new length of the underlying animation in the animation segment?

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Can't seem to find any reference to such a feature anywhere, and right now it means when animators update their anims they (or we) will have to go in and update any montages, which we'll need to do anyway most of the time to update notifies, but it would be nice not to have to update the end time, especially for when animators just want to test a new anim.

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Also, unrelated - does anyone know of a middleware or solution which might allow us to have animators swap out anims in a cooked build? (allowing them to update anims without access to the source)

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I'm imagining something like the live link pose node, except for allowing it to work on the binary content and in addition with montages ๐Ÿ˜„

balmy lava
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@cloud lodge i basically want to sync the animation to a grid, the animation frame needs to be sinced between 0 and 1 depending on where the actor is in the grid.....i have figured out how to do this with setposition, but im wondering if this will work with blend spaces too

steady delta
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I know this may sound dumb but i recently got into blender animations and i dont know how to drag the camera around. It always just moves the charicter.

floral horizon
steady delta
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@floral horizon thank you

floral horizon
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No worries!

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Blender documentation is really great btw. Always check there first

simple karma
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OOF

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been while sincei messed with animations in engine

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trying to recall what notes i use to apply a blend pose by bool into something to only affect sy,, spine3 and up

river meteor
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blend per bone @simple karma

simple karma
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thats what i thought - tho i used an animation that should add a up to the right arm, like recoil and instead he moved its arm down lik dragging a sword behind him :lol:

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i'll figure it out though ive been at it too long time to play some games, thanks ๐Ÿ˜ƒ

simple karma
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ok i do have a question now

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i'm trying to modify a 1 frame animation

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i add key adjust the bone, click apply

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eventually after moving a few things around

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it reverts everything when hit key

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oh wait, my poor english, you hit key then edit everything for the single frme and hit apply

simple karma
simple karma
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The original rigger of this model was eh and retarged to the ue4 guy looked like his shoulders were inside his chest

spiral carbon
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can anybody help me with vertex animations?

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the texture ones

spiral carbon
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they start to leave some verts behind in animations that are rotating the mesh too much making it skewed and weird

formal elk
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Im trying to retarget the animations from UE4_Mannequin_Skeleton in the Animation Starter Pack from the market to the skeleton of a Paragon character using this tutorial https://docs.unrealengine.com/en-us/Engine/Animation/RetargetingDifferentSkeletons . I found out that the skeleton of the paragon character has got Paragon_Proto_Retarget set as a rig. Can this already made rig help me skip some steps from the tutorial?

simple karma
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don't skip steps learn everything it'll payoff later

vocal mica
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Hey guys. I try to change the Animationspeed (Scale Rate) in the Roll_Montage since last Week. (Maybe it isn't even possible to do it, i dont know anymore :D)
It should be be possible to adjustable the Speed in all Montages with Curves "Rate Scale Curve" dynamically if they have it, but I dont know where to exchange the Curve-Value with the Scale Rate of the Montage.

candid kiln
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As this includes a blendspace (red line)

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But after adding montages to it and trying to work with that, I can't animate my movement while attacking anymore

cloud lodge
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how is your bones setup?

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need help with retargeting

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but it ends up looking like this

cloud lodge
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sorted it i hope :p

candid kiln
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How can I animate this cone to play an animation for itself? To go up and down for example

spiral carbon
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write a vertex shader

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its easy just a sec

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like this @candid kiln

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period is the speed and the min max is the minimum maximum height in this example it goes up and down to 800 and -800 of current position

candid kiln
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Oh it's that simple?

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I thought I had to code it lol

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Alright thanks a lot @spiral carbon

spiral carbon
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writing a normal shader in unreal 4 is clicking nodes together ๐Ÿ˜„

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u only have to code if u wanna do some fancy thing that is not yet supported by nodes

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pleased to help btw

candid kiln
spiral carbon
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it uses sine to calculate the position it means it will be a sine interpolation u can use linear interpolation too instead of that sine node

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if u want linear movement but for that specific thing u need it for, like floating that marker, i think sinus seems the most natural. and since it is just a shader only the gpu will do the work which means it wont hurt cpu performance like a skeletal one

candid kiln
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I legit have no idea what you just said

spiral carbon
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soz i meant sine*

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in eng they use sine instead of sinus ๐Ÿ˜„

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it means it will do a wave like movement

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like this

candid kiln
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Oh

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That's good

spiral carbon
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this is eg a linear solution

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this does not ease in/out at the minimim maximum positions like the sine one

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but the sine is better for what u need it ๐Ÿ˜‰

candid kiln
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I mean you can imagine what I'd want, right?

spiral carbon
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yeah

candid kiln
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I'll test out the first one in a moment

spiral carbon
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like a floating quest marker

candid kiln
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Yeah exactly

spiral carbon
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sine best for that ๐Ÿ˜„

candid kiln
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Sure thing

spiral carbon
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btw how about ur montage problem?

candid kiln
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Man

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I ended up removing that entire thing

spiral carbon
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how come?

candid kiln
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I legit had no clue how to fix it

spiral carbon
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its relatively ez

candid kiln
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Spent the entire night trying to figure it out

spiral carbon
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what do u want to do?

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shoot and move same time?

candid kiln
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Yeah

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I can do that when I shoot once

spiral carbon
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whats the problem with multiple?

candid kiln
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It just

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I start sliding lol my legs don't move

spiral carbon
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aha

candid kiln
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I don't know much about animations in the first place

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So yeah

spiral carbon
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so u break it by what bone?

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the layered blend

candid kiln
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Let's see

spiral carbon
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u need to break it in like the spine

candid kiln
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Yeah

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That's what I do

spiral carbon
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u sure u need the blend depth to be one?

candid kiln
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Yeah

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If that's not 1, it just

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Doesn't mix

spiral carbon
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just a sec let me test it

candid kiln
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Sure ^^

spiral carbon
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idk its working fine for me

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which version u use tho?

candid kiln
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Latest

spiral carbon
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tho make sure u use defaut slot in the montage too

candid kiln
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I'll redo that in a bit and try out what you're doing atm then

spiral carbon
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doing this in char bp and it plays the montage each 5 secs

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while walking in blend space

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the lower body walks upper plays fine

candid kiln
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Wtf smh

spiral carbon
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got it working?

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using c++ or bp btw?

candid kiln
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BP

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And I'm in-game atm

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Trying out the marker thing now

spiral carbon
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back

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what?

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are those?

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the colors of the marker?

candid kiln
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I guess

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XD

spiral carbon
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u leave everything as it is just plug the thing i made into the world position offset

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this one

candid kiln
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Gotcha gotcha

spiral carbon
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everything else is ur choice

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this is a better linear one

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more optimal

candid kiln
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I'll go for that

spiral carbon
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nono

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use the sine

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i just put up a linear too

candid kiln
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OH

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XD

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Alright

spiral carbon
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the linear before had some redundant nodes so i removed them D:

candid kiln
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Oh wow

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That's perfect

spiral carbon
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is it attached to ur character?

candid kiln
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Yeah

spiral carbon
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let me test

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same for me too but it should not be like that

candid kiln
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Hmm

spiral carbon
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oh

candid kiln
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Does it have to do with the float3?

midnight thorn
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does anyone know how to turn off the damn compiling shaders every time i start my game????

candid kiln
spiral carbon
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silly me

candid kiln
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XD

spiral carbon
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its an offset xD

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so

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in the

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make float nodes

candid kiln
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Yeah

spiral carbon
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for x and y u just use 0 0

candid kiln
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Perfect

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I'll have dinner, then I'll remake the montage thing

spiral carbon
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and

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for z

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dont add the pos

candid kiln
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o

spiral carbon
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just use the sine output

candid kiln
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Yep

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That's lovely

spiral carbon
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ah u got it rlready ๐Ÿ˜„

candid kiln
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Thanks a lot though

spiral carbon
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uw

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tho

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u should use the multiply

candid kiln
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^

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Yeah

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I noticed XD

spiral carbon
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the first linear was good i deleted it xD

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the second was not

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but no matter tho

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u get the idea

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i deleted both pics XD

candid kiln
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What would the linear do different though?

spiral carbon
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u see when it reaches maximum height and length it eases in and out

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slows down

candid kiln
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Yeah

spiral carbon
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the linear just do it on a constant speed

candid kiln
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o

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Meh, this one's good then

spiral carbon
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yeah sine is better for hovering

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now i made a character which have a hovering sphere above its head and it walk constantly and hits the air every 5 secs XD

candid kiln
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XD

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Back in a moment

spiral carbon
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ill be gone i think

candid kiln
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Ah alright then

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Well, thanks a lot for your help

spiral carbon
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uw

candid kiln
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I'll remake the montage thing in a bit and apply what you adviced

spiral carbon
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ue4 is best game ever xD

candid kiln
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Game engine*

spiral carbon
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game

candid kiln
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But

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Yes it is

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Game

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What

spiral carbon
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game about making games Xd

candid kiln
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Now that's

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A fun way of thinking

spiral carbon
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bless Epic

candid kiln
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XD

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Nah

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They gave us Fortnite

spiral carbon
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they gave us infinite possibilities with ue4

candid kiln
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True

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I really have to go eat now though

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See you later perhaps

spiral carbon
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yeah dont faint of hunger ๐Ÿ˜

candid kiln
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XD

spiral carbon
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@copper dawn hi could you help me please? i saw u have a video about vertex animations, do u happen to know why this is happening? i set /did everything as the tool said.

copper dawn
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make sure you have accurate uv's enabled, make sure textures are set up correctly, and that you disable the merge vertex whateveritsnameis-idonthaveu4open option on import

spiral carbon
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i did with textures and high precision uvs

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but i don't remember merge things

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oof

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i did not apply changes in mesh, thx luos

copper dawn
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works?

spiral carbon
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kinda

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normals are strange

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i see them shifting

copper dawn
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need to disable tangent space in the material

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though, sometimes it actually works better by keeping them tangent, and not using the normal texture created for the vert animation entirely

spiral carbon
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it was disabled

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i did nothing recompiled shader now works o.O

copper dawn
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#justUE4things

spiral carbon
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XD

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thx for the help

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now i just have to tweak the material function a bit

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ill figure it out i hope ๐Ÿ˜„

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to be able to control which range of frames to paly

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so i can upload all animations to the gpu and choose what to play

spiral carbon
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done, seems good

formal elk
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why is my montage interrupted everytime i try to play it?

spiral carbon
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i think you are already playing it then it starts it again so it interrupts the already playing one

formal elk
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how can I make a pawn teleport while in animation played through a montage? I try making the actor that plays the animation move smoothly to one point using this bp but it won't work(the location of the actor moves a bit and then it resets itself)

spiral carbon
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does that montage have root motion by chance?

#

maybe because of that

#

and you don't set it to handle root motion correctly

formal elk
#

what is root motion?

spiral carbon
#

when the root bone of the character (start of the bone hierarchy) moves

formal elk
#

the animation i have imported should be moving but when I preview it it seems like its static

runic hollow
#

Is there any way I can export morph target animation from an animation sequence?

cloud lodge
#

how can i only blend a few bones and not all children?

#

only want to blend spine 1 to 3

#

not the clavicles and its children

river meteor
#

@cloud lodge That's what blend depth is for.

cloud lodge
#

so a blend depth of 2 will do 1 - 3?

river meteor
#

1.0 blends all children, while reducing (or increasing? I can't remember off the top of my head) restricts how many children it will blend down to

cloud lodge
#

or is it counting the first bone?

#

oh right

river meteor
#

I don't see any docs for it, but I think reducing the value is what you want.

cloud lodge
#

see i tried that

#

but this ends up happening

#

its blending all the way down

river meteor
#

Look at line 1111 in Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp - this is the only place it seems to actually be used apart from its declaration in the struct.```
#

Are you blending an upper body anim into the waist in your gif?

cloud lodge
#

the base anim is the holding rifle, and im blending another full body anim which is the locomotion

#

just trying to make it look more natural

#

the top half just looks solid when running

river meteor
#

So the locomotion anim should be the base, where you then blend the rifle animation on top

cloud lodge
#

like this?

river meteor
#

If whatever that boolean blend spits out is your rifle animation layer, yes

cloud lodge
#

okay

river meteor
#

So in that case you'd probably want to blend on the spine bone upwards with a full depth

#

If the animation is a rough transition from legs -> spine, do a distributed spinal blend

cloud lodge
#

this is how i currently have it

river meteor
#

๐Ÿ‘

#

That will override the entire locomotion with your rifle pose from the spine upwards

cloud lodge
#

but like i said the top half just seems solid

#

and when he runs there is should wobble

river meteor
#

That just means your rifle layer is solid

cloud lodge
#

it is, but if i use there jog rifle anims

#

its out of sync with legs and looks horrid

river meteor
#

That's what sync groups are for

cloud lodge
#

which is why i was trying to blend the loco into it

#

o_0

#

i tried sync groups and ended up crashing UE4 last time

river meteor
#

Honestly I have no idea how to properly use them because I never needed them, but in your case that sounds like what you want.

#

If you don't want to use them, then what you can do is break the loco -> rifle blend into multiple blend stages, starting off with low weights and approaching 1.0 as you reach the clavicles

#

That way you can mix the loco chest movements with the rifle layer chest movements while still maintaining full rifle layer arms

#

But I mean if you already have full anim sets for every weapon + locomotion, you're going to get the best results out of using those

river meteor
#

So that's blending loco layer + rifle layer, where the rifle layer is its own locomotion state machine?

cloud lodge
#

if i put a sync group

#

yeah

river meteor
#

Sync groups aren't magic, you have to do the whole sync flags procedure

cloud lodge
#

it does look better tho

river meteor
#

For example, you'd place a sync marker on each foot down or something like that

cloud lodge
#

even without doing the flags

river meteor
#

Yea, but you can do better

cloud lodge
#

yeah sync markers in the animations?

river meteor
#

In the sequences yes

#

Are those advanced locomotion + mocap online anims btw?

cloud lodge
#

yeah

#

@river meteor not sure what you mean byu If you don't want to use them, then what you can do is break the loco -> rifle blend into multiple blend stages, starting off with low weights and approaching 1.0 as you reach the clavicles

river meteor
#

I meant having three different bone blends, one for each spine bone (ex spine1, spine2, spine3). The weight for spine1 would be something small, like 20%, so it would be mostly loco layer + some influence from the rifle layer, and as you approach spine3 or the clavicles etc, the weight would climb and ultimately reach 100%, where the rifle layer has full control.

#

That way you get a distributed blend and not a harsh visible artifact at the blend point

cloud lodge
#

oh right, so multiple layered blend nodes?

river meteor
#

Yep

cloud lodge
#

ok

river meteor
#

Each one piped into the next

#

Like a chain

cloud lodge
#

where the blend pose will always be the loco

#

i mean the rifle

#

and base pose always loco?

#

oh

#

ffs im a idiot

river meteor
#

For the first one, not the rest. You have to pipe the output of one into the other otherwise you lose the blended data

cloud lodge
#

i feed the first blend into the base on the second blend etc

river meteor
#

Yep

cloud lodge
#

ill give it a try

#

thanks for the help ๐Ÿ˜ƒ

river meteor
#

Yw

cloud lodge
#

manage to achieve this so far

#

but thinking i can blend it some more

#

getting some weird ik issue aswell

runic hollow
#

Is this the right place to ask about exporting animation out of UE4? I'm trying to export a morph targets animation to an FBX and having no luck.

spiral carbon
#

if you can export the individual targets then you can reconstruct it, there should be a way. i have no morph anim at hand, except vertex ones, but those are already in the proper form

misty dagger
#

does it matter that the ik bones in my skeleton are placed before the pelvis in terms of the order connected to the root?

#

In Epic's examples the IK bones are always under the main hierarchy, but maybe it doesn't matter?

sweet tartan
#

I totally need a tutor in blender or maya to get animations from my mocap skeleton's animation data cleaned up, frames reduced to a less realistic state, and then retarget the animation to the unreal epic skeleton.

simple karma
sweet tartan
#

OK I'll try that then

jovial imp
#

Hey <@&213101288538374145> can we get that above thing pinned here? It's really really good.

young patio
flat cove
#

thank you for dropping that gem, im stuck at animation and really needed this lmao

misty dagger
tough robin
#

i have setup a walking blend space and had it working for a while. for some reason today it decided to stop working. whenever it goes into the no movement pose, the character shrinks into nothing. any ideas?

#

i have gone into the blend space, removed and added the animations. then it says "animation should be additive"

#

so i went through and changed them to be additive and it looks like it works in the blend space. but for some reason that doesn't fix it in the actual game world

#

ah, now he shrinks into nothing when i start moving at all

small gate
#

anyone getting corruption problems after updating to the 4.21 version of the ARTV.1 tool?

#

The plugin suddenly can't go into the animation toolset

radiant phoenix
#

Hi folks. I'm using artv1. Is it possible to rig & skin the artv1 joints to another mesh such as a cloth robe?

radiant phoenix
#

Ok, you can, just figured out how. Another question: does anyone know how to invert the skin paint weighting value. Kind of like how in photoshop you can hit 'x' to toggle from, black -> white and back again

sudden sedge
#

what are good places to find animations for quadrapeds and other creatures?

ripe yew
#

Why does changing one animation effects the other anims?

#

Any idea? I was trying to adjust the arm in one anim. Then I found out the all the other anims arms are changing too.

restive yew
#

Are you editing this in unreal or another program

ripe yew
#

unreal

restive yew
#

Are all your animations made this way?

ripe yew
#

ofcourse not

#

I'm trying to reuse some existing anims. For example, I want to alter crouched rifle anims for bow anim. All I have to change the arms a little/

restive yew
#

Alright, check the two most obvious ones: your additive animation and the base pose

ripe yew
#

I'm modifying individual anim. Not the ones being used in blendspaces.

fiery gust
#

if i would attach this compass to the hand what is it called to make the golden ring simulate physics?

#

is it done via clothing sumulation?

#

or rig it and do a physical animation ?

frigid drum
#

rig and add a rigid body node

fiery gust
#

thats what i was searching for Thank you @frigid drum

neon falcon
#

Hi Guys, i'm with problem with Root Motion. The translate i did putting the translation of hips in the Root bone, but the rotation is impossible because the Quaternion rotation...Please some light guys

torpid lantern
#

hey guys, can anyone help w a simple question? I have an animation open and I'm trying to put an Anim Notify on it, but the Anim Blueprint associated with the Animation isn't the one I'm using on my character. How can I reassign the default Anim Blueprint, or how can I access the Anim Notify from a different Anim Blueprint? Thanks in advance..

#

It's not even showing up when I uncheck Context Sensitive

#

oooh is it bound to skeleton?

neon falcon
#

@torpid lantern you can use an interface to send this message for all listening. Your BP will listen that

torpid lantern
#

yeah I just want to use the Anim Notify like normal

#

even if it's a different animation blueprint, different skeleton... for some reason I'm not getting my Anim Notify to show up

#

it's been a minute, am I forgetting a crucial step other than adding the notifty and trying to access it on the anim bp?

#

(even if I have to use a different bp/skeleton for each different character I mean)

neon falcon
#

If its another ABP you will not have this option. The event will be able to show only in the BP that is playing.

torpid lantern
#

right but it's not showing up even if I try the assigned anim bp

#

like, this wolf howl animation I have is associated with this wolf skeleton and wolf ABP... I added a custom Anim Notify to it, and I can't access it on the wolf ABP??

neon falcon
#

Ok , anim notify in Animation Montage will have a Pin that trigger this event

torpid lantern
#

it has to be on a montage?

neon falcon
#

Yes! For Anim Notify

torpid lantern
#

oh really?

#

I'm pretty sure I've used them on normal animations

#

yeah for certain

#

so that's not it :/

#

o wtf

#

I restarted editor a few times already

#

but now it wants to work ๐Ÿ˜‚

neon falcon
torpid lantern
#

:smh: thanks for your help anyway @neon falcon - wish I knew more about quaternion rotations

neon falcon
#

Yeah? its worked? Uow

#

I didnt know that! Great.

#

Root motion man, this is a hell on the Earth

torpid lantern
#

๐Ÿ˜›

simple karma
#

Goal: spawn another bp character using same skeletal mesh with current bp_char mesh pose
Context: running as one character jumps and change into another and have that logic take over or explode For example.
Q: how could I save the pose from the character bp to pass to anspawning actor to assume the pose? All the animistsnce stuff I found seems to live in animation bp

#

Another context would be spawning a dummy ghost character that stands in place where you were in the last animation frame. Which would be useful if say you were a character that could ghost leave body behind and appear elsewhere

rocky brook
#

@wheat badge Moving here since it is more relevant here

#

So this works, but it is really hacky

#
            for (int32 i = 1; i < 1000; i++) {
                GetMesh()->TickPose(i, false);
            }
            GetMesh()->RefreshBoneTransforms();
#

In case others have any ideas: I have a mesh that is purposely not ticking on the dedicated server (for optimization reasons).
I am trying to get a bones animated position on the server when dropping weapons, so I can drop them from the correct player hand location.

#

So I am trying to force a pose refresh

#

But there is some kind of smoothing/transitioning or something that is causing me to have to call TickPose multiple times to get the correct location

river meteor
#

@rocky brook A little late, but you should be sending the world delta time not some random number. There must be some interpolation time somewhere, I'll see if I can find it

rocky brook
#

I tried this at first, with the delta time

#
GetMesh()->TickPose(GetWorld()->GetDeltaSeconds(), false);
GetMesh()->RefreshBoneTransforms();
river meteor
#

Yea I saw that was only getting you partially there

rocky brook
#

But that didn't work unless I kept dropping the weapon over and over again

river meteor
#
    bool bDoInterpolation;```
rocky brook
#

Which is why I threw it in a loop. The 1000 is overkill, iterating something like 20 times works

river meteor
#

Ohhh look at that

#

Try turning that off

#

It's inside struct FAnimationEvaluationContext, not sure how that connects to the anim though

rocky brook
#

hmm that is interesting, I wonder how I update that

river meteor
#

MySkelMesh->AnimEvaluationContext.bDoInterpolation

#

Ah it's private wait

#

PostAnimEvaluation()

#

There

#

Build a FAnimationEvaluationContext before tick that has evaluation to true and interpolation to false, then call PostAnimEvaluation(MyNewContext), then tick it

rocky brook
#

trying now โค

#

should I Copy the existing one?

river meteor
#

Yea probably, I would imagine there's stuff in there you'd want

rocky brook
#

hm not sure how to do that since it's private

river meteor
#

Hmm you'd have to make a child class of USkeletalMeshComponent and expose a GetEvalContext(). I guess just try it with building you own, make sure to pass in the UAnimInstance* and USkeletalMesh*

#

Wait

rocky brook
#

okay

river meteor
#

AnimEvaluationContext.bDoInterpolation = bDoEvaluationRateOptimization && !bInvalidCachedBones && AnimUpdateRateParams->ShouldInterpolateSkippedFrames() && CurrentAnimCurveUIDFinder != nullptr;

rocky brook
#
            FAnimationEvaluationContext AnimEval;
            AnimEval.AnimInstance = GetMesh()->GetAnimInstance();
            AnimEval.SkeletalMesh = GetMesh();
            AnimEval.bDoEvaluation = true;
            AnimEval.bDoInterpolation = false;
            GetMesh()->PostAnimEvaluation(AnimEval);

            GetMesh()->TickPose(GetWorld()->GetDeltaSeconds(), false);
            GetMesh()->RefreshBoneTransforms();
river meteor
#

Inside RefreshBoneTransforms()

#

RefreshBoneTransforms() actually ticks the pose

rocky brook
#

ah okay I'll remove the tickpose then

river meteor
#

Well the issue is bDoInterpolation is set inside Refresh

rocky brook
#

yeah ๐Ÿ˜ฆ

river meteor
#

Maybe... you post the context and tick but don't refresh the bones?

#

In refreshbones

// We bypass TickPose() and call TickAnimation directly, so URO doesn't intercept us.
TickAnimation(0.f, false);
rocky brook
#

hmm yeah I saw that line too

river meteor
#

There's nothing to do with interpolation in there, maybe a call to just TickAnimation will work

rocky brook
#

with deltatime?

#

okay I can try that

#

I tried doing only GetMesh()->TickAnimation(GetWorld()->GetDeltaSeconds(), false); without refresh bones

#

and it doesn't work at all

#

not even when dropping and picking up over and over again

river meteor
#

Ok so we're missing something between TickPose and TickAnimation

#

TickAnimation looks like it just handles the actual anim graph updating

#

What happens if you run TickPose in that for loop, but without the refresh bones at the end?

rocky brook
#

I'll try now

#

It doesn't work without RefreshBoneTransforms

river meteor
#

Ok so scrap that, I think forcing bDoInterpolation in RefreshBoneTransforms is the way to go.

rocky brook
#

okay I can't remember if I tested this so doing that now

#
            FAnimationEvaluationContext AnimEval;
            AnimEval.AnimInstance = GetMesh()->GetAnimInstance();
            AnimEval.SkeletalMesh = GetMesh();
            AnimEval.bDoEvaluation = true;
            AnimEval.bDoInterpolation = false;
            GetMesh()->PostAnimEvaluation(AnimEval);
            GetMesh()->RefreshBoneTransforms();
river meteor
#

Yea no that shouldn't work

#

I have an idea give me a sec

#

Here, set bEnableUpdateRateOptimizations to false

#

That should do it

#

That has a huge line of if conditions that should lead to bDoInterpolation being false

rocky brook
#

That is false by default tho

#

it's set to false in the constructor of SkeletalMeshComponent

river meteor
#

? Then bDoInterp must be false as well...

#

Can you breakpoint in the refresh and see if it ever gets to line 2038?

rocky brook
#

yes, on it now

#

no it doesn't hit 2038

river meteor
#

I'm guessing bShouldDoEvaluation is false?

#

Or shouldtickanimation

rocky brook
#

bShouldTickAnimation is false

river meteor
#

Ah wait I forgot that is anim graph stuff, not pose ticking. Break on 2061 and see where it goes.

rocky brook
#

okay

#

bDoParallelEvaluation = false

#

AnimEvaluationContext.bDoEvaluation = true

#

AnimEvaluationContext.bDoInterpolation = false

#

hmmm

river meteor
#

Arg

rocky brook
#

Argh indeed, where is this smoothing/interpolation/transition coming from

river meteor
#

PerformAnimationEvaluation -> PerformAnimationProcessing -> EvaluateAnimation, I have no idea

rocky brook
#

it gets here

river meteor
#

Ok idea, I think the animation is being evaluated properly to the most recent frame, but it's being blended with the previous frame after evaluation @rocky brook

#
const float Alpha = AnimUpdateRateParams ? AnimUpdateRateParams->GetInterpolationAlpha() : 1.f;
        FAnimationRuntime::LerpBoneTransforms(BoneSpaceTransforms, CachedBoneSpaceTransforms, Alpha, RequiredBones);
#

In PostAnimEvaluation

rocky brook
#

Ah okay yeah I thought it might be blending

river meteor
#

Try breaking on 2253 to see if anyone changed bDoInterp

rocky brook
#

okay, trying now

#

After my RefreshBoneTransforms call, bDoInterpolatoin is false at line 2253

river meteor
#

๐Ÿค” I don't see any other interpolation code anywhere

rocky brook
#

I thought we decided it was blending and not interpolation?

#

Bigger question, should I be doing this for dedicated servers?

if (GetNetMode() == NM_DedicatedServer && GetMesh())
{
   GetMesh()->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
}

Or is that going to break things like line trace checks / collision / etc. that go against the players mesh/phat on the server?

river meteor
#

Yea by interpolation I was referring to blending. I would imagine it would break especially if you have server side shooting. I believe I tried that in a past shooter I worked on and never had much luck with it.

#

Also if you have anim notifies they will break with that.

rocky brook
#

Right, yeah that is why I use always tick for my other project. Because I rely on anim notifies for pretty much everything. But this one doesn't have any that we would need. But we do verify clientside weapon traces serverside

river meteor
#

Have you profiled to actually prove that ticking on dedi server actually is a big performance hit?

rocky brook
#

@ruby sapphire What VisibilityBasedAnimTickOption do you guys use for Fortnite character meshes? I'm assuming you are using heavy URO since your maps are so large. But I'm wondering if you guys are ticking character meshes on dedicated servers at all?

#

No, I should do that tho

dry harbor
#

So I have the UE4 mannequin in blender. I'm creating animations and then reimporting those animations into blender with the option set to UE4 mannequin within Unreal. The animations looks completely wrong and it looks like the local orientations of bone is completely wrong. Is there a way to fix this?

wheat badge
#

@rocky brook I was hoping that u guys would find answer, was reading ur converse with excitement. I really want to know if its possible to do this instant transform without the hack with loop :/

#

I currently use always tick flag for dedicated server as well cus of these issues -.-

rocky brook
#

Yeah it would be nice to figure out for sure. I don't like the looping solution

wheat badge
#

a curious question, is it possible to disable ticking at all for non dedicated server tho... like a host client

#

this way its easier to test the manual ticking

#

im better at seing things visually in real time when debugging than to look at code variables and how they change

rocky brook
#

yeah i thought about doing that too

#

so I could see what was really going on

wheat badge
#

ye

rocky brook
#

I'll give it a go here in a few and see if it works

wheat badge
#

cool

#

let me know if u find something

rocky brook
#

yeah if you play with a listen server and set OnlyTickPoseWhenRendered for all you can see exactly what is happening. It might actually be something specific to crouching since that is how I was testing.

wheat badge
#

i found an article about animation not sure how hard coded into engine this is

#

. For example, the bones are always being interpolated between two consecutive keyframes.

#

found this sentence

rocky brook
#

can you link the article?

marsh lichen
#

Anyone familiar with animation notifies and why they stop triggering on blendspace animations?

wheat badge
#

@rocky brook hm sorry i forgot. Was researching a bit more and couldnt find viable solution for this :/ But there is a way to reduce the update rate with URO and also only run tickpose on server. Only refresh bones when u wanna do ur thing, this should save some performance

#

kinda work around again...

rocky brook
#

So setting the VisibilityBasedAnimTickOption to AlwaysTickPose on the server?

#

And then call RefreshBoneTransforms when I need them updated?

river meteor
#

@rocky brook No if the mesh is always ticking you don't need to manually update the transforms.

rocky brook
#

Oh okay I thought you would since I said AlwaysTickPose and not AlwaysTickPoseAndRefreshBones

river meteor
#

Oh I read that as including refresh bones

#

I would imagine you're going to run into the same issue as before, since "ticking" seems to just refer to ticking the anim graph

wheat badge
#

@rocky brook i saw on stackoverflow someone use this solution of TickPose only and URO to reduce update framerate. I believe refresh bone is to transform the bone to match the pose, which gets uodated in TickPose i believe

rocky brook
#

Let me know if you find that link again

opaque estuary
#

someone tried MCO Mocap Basics? i have a mesh with epic skeleton, but when i try to retarget, it says it need some kind of preview mesh to convert animations

tranquil willow
#

Did they break Mixamo animations in UE4? I've been following some tutorials that have asset packs that work off Mixamo. They've worked fine so far I've even imported animations from different asset packs and they've worked fine. I tried exporting an animation from mixamo myself but it warps the model to hell and back

molten jewel
#

@tranquil willow they should work if your using the same skeleton they were generated for. They do like, move the pelvis around when they should be moving the root, so i have to adjust for that but that kind of issue in your screenshot looks like the fbx was generated with flipped x axis bones or something?

tranquil willow
#

hmmm maybe if I mirror the animation...

#

it does use the same skeleton for sure, all the bones are named the same

molten jewel
#

do you use blender? I was referring more to the x axis of the limbs not the world

tranquil willow
#

these animations are generated by mixamo, I used 3dsmax to edit them

molten jewel
#

like it looks to me like the bones are facing the wrong direction.. but that doesn't really explain them being translated properly

tranquil willow
#

yep

molten jewel
#

does 3ds max key all bones?

#

or i mean, i should ask if you see this issue in unmodified stuff from mixamo first?

tranquil willow
#

no it works pefectly fine in max as well

molten jewel
#

on mixamo.com are you using like an fbx of the character from 3ds max or from ue4?

tranquil willow
#

I'm using the the fbx of one of the mixamo characters, both in mixamo and in UE4

molten jewel
#

oh the character is from mixamo too?

tranquil willow
#

yeah

molten jewel
#

i'm not sure whats going on then, but if the issue is only with stuff brough into 3ds max and re-exported you might want to check if the import settings are flipping the x axis or something. Do you know the retargeting settings on the character by chance?

#

like on the left side

tranquil willow
#

I've made a temp solution because the only reason I found this issue was that the tutorial I was following used an unrooted animation and asked me to use the UE4 root tool, which made the model wobble a little bit. So I got the rooted version from mixamo at which point I discovered this issue.

I went back and edited the unrooted version of the animation to be rooted and exported it. This works fine minus a weird camera issue in the viewer

#

oh is it because the names of these bones are different to the export of the new aniamtion by chance?

molten jewel
#

hm, yea because if you have your retargeting settings set to skeleton its ignoring the location inside the animtions and might explain why it only looks a little messed up

#

yea if you check the video i sent, i 'show retargeting options'

tranquil willow
#

all my targest are set to animation

molten jewel
#

try setting LeftForearm to 'Skeleton' as a test

#

and see what the animation looks like

tranquil willow
molten jewel
#

is it different than when its set to animation? hard for me to tell

tranquil willow
#

it goes up a little, doesn't look like it should

#

arm should be by his pelvis aread

#

or the hand rather

molten jewel
#

then it sounds like the fbx is using an entirely different coordinate system or something. when you set it to skeleton it makes it so the left fore arm's position isn't read from animation. so i think the fbx from max is doing some kind of extra space conversion

#

that you might be able to turn off, or perhaps you need to turn something on too

#

i'm not familiar with max unfortunately, but i would bet others who might be would know whats wrong right away

tranquil willow
#

I'll have a look. Right now this is just for some protoyping so it's not too big of a deal. Might just have to settle using the model and animations I have for now.

sudden loom
#

See every layer and compare in 3ds max, see if evey layer is on the right place

tranquil willow
#

is the camera moving in the blendspace something I have to worry about?

#

as I go from one animation to the next the camera zooms out for some reason

molten jewel
#

is the camera a bone or something?

tranquil willow
#

nope, just exported it from max

#

it's just the viewer that does it

molten jewel
#

oh, might not be the camera then? try rotating the camera in the viewport of the blendspace and see if the character itself is moving

tranquil willow
#

I got it, turns out the viewport angle you export a file from also effects how it looks in UE4

#

thanks for the help

pastel plank
#

hey nobody noticed a bug with animbp when used with simple bp actors?

molten jewel
#

could you expand?

pastel plank
#

well animbp not ticking.
im not sure whats happening, i tried every configuration (including tick always and refresh pose etc.), but animbp refuse to trigger any tick.
weird, because animbp "debug" list also not listing my actor(aswell animbp shows nothing), but if i stop the game animbp ticks
if i press play animbp tick only once and no more... i tried with another bp actor based skeletal mesh component.. same result.. also i tried with 4.18 and animbp works perfectly (means tick running in game and in editor too as it should)

here is some video: https://youtu.be/GhF9PaAEBdA

sharp cedar
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gents having an issue. rigged in 3ds, when i export the retargeted animations break. the standard animations work fine, any animations that are edited are broken however. anybody have an idea what i might be missing here?

sinful smelt
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@molten jewel Try to Change Spine_01 into Animation

@tranquil willow For better Results in UE4 the 1st bone from the hierarchy must be named > root
For Blender there is an add on to add root bone to Mixamo skelton.
Also in UE4 Skeleton right clic on any bone > change all the bones to Skeleton and change Hips and maybe root to Animation in translation retarget

Here the result with a Mixamo Skinning > Add root bone with Blender add on > retarget in UE4 > Animations from UE4 skeleton
https://www.youtube.com/watch?v=tGmeB7C0a0o&list=PLlwJ8V-ghUTPJ0EKcAZxuC7i-Hc7aoy-M&index=8

UE4 Test Retargeting Overwatch WidowMaker Unreal Engine 4 Desktop 2018 10 23 07 10 19 03

โ–ถ Play video
ebon valley
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Guys, who here has extensive knowledge of animating first person arms and weapons?

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I really wonder how it's done in big games

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Specifically, I want to know if people generally make separate weapon / arms animations and then import them separately

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And also play the animations on both the arms and weapon separately

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To me it seems like this results in massive duplication, however everything else I tried didn't work as well as I wanted to

pastel plank
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i did a massive system in this week, but not really for first person..
we are doing third person game where character should play different idle/hold/throwidle weapon animations and i really not wanted to do million states just for the weapons..

my solution is this.. i have a normal locomotion setup for the character contains basic things what we need and i have one dynamic state machine and special state machines for weapons which require full unique setup (like bow)

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dynamic state machine works in this way:
all weapon is configurable through bp and contains all the animation files what that weapon using like idle, throwidle etc. etc. etc.
when weapon gets equipped im loading those assets with assetmanager and referencing him in the animinstance ... state machine using this referenced animations in different states

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all of this is blended together with per bone blending

ebon valley
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Hmm yeah makes sense

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I assume you mostly use animation montages and not plain anim sequences?

pastel plank
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im using anim sequences for states

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states final pose accept any animation as "pinned value" that means you can use referenced animations too ๐Ÿ˜‰

vagrant vigil
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my aimoffset yaw is working, but pitch isnt. the pitch value is working however, the AO asset preview works fine. It all seems to be hooked up correctly, but for some reason the AO doesn't update with the pitch. Just the yaw. Probably a simple fix somewhere but I cant figure it out

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pitch value is updating -90 to 90 when I look up and down, its just the animation not updating

molten jewel
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@vagrant vigil what does it look like in the editor? the aim offset

vagrant vigil
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@molten jewel it looks fine, works perfectly when viewing it

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or previewing i mean

ripe yew
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If I change my animation's play rate to -1 to reverse the animation, in preview it looks fine. But when I play it using blueprint, it jumps to the last frame. What's wrong?

cloud lodge
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what is the best way of doing Turn in place?

river meteor
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@rocky brook Sorry to bother, but did sion ever get back to you about fn uro? I was interested in that as well.

rancid charm
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does anyone happen to have the Unreal mannequin rig in blender?

rancid charm
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nvm theres a blender addon 'UE4 Tools' that can help with this

rocky brook
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@river meteor No bother at all, and no he hasn't replied. He is probably on holiday

wheat badge
river meteor
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Thanks for linking that @wheat badge

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The blend weights are the issue I think. Evaluate() seems to produce an up to date anim pose, it's just being blended back into the current frame's pose.

naive wing
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hi anyone knows how to make the Transform Bone not lag one frame behind?

naive wing
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or more like, the entire anim blueprint really

naive wing
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nvm found a way thanks to the blog from @raven lantern ๐Ÿ˜ƒ

untold marlin
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is there a way to add a ik_foot_root with a sk mesh that shares the same skeleton as the ue4 mannequin in the ue4 editor?

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the below uses the same skeleton, however it does not have the ik bones

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since theres no #persona i figured animation would be the best place to ask...

rocky brook
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@naive wing can you share the link?

naive wing
rocky brook
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thank you ๐Ÿ˜ƒ

raven lantern
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That was a random mention for me haha, glad it helped somebody :D

wheat badge
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that blog was nice, i also did read about this in a C++ tutorial somewhere, but Froyok certainly put things in order

left kindle
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Any reason why an animation wouldn't "scale" correctly when importing via FBX? I scaled up my mesh and skeleton and applied it and the animations look fine in Blender. However, upon importing the animations themselves don't seem to have scaled and are only moving slightly.

sinful birch
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Can I do a soft-body simulation in blender and import it into ue4 as an animation?

floral sky
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Hello I'm in a state machine in an anim bp and I cant get the length node for an animation. How would I achieve this? Searching with context off doesn't seem to help...

rancid charm
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can someone explain why in UE the center seems to be its pelvis

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whereas in blender the animation is as intended?

frigid drum
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@rancid charm do you have a bone at 0,0,0?

rancid charm
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yes the 'root' bone

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@frigid drum im using UE4 Tools addon for blender if it makes any difference

frigid drum
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worked fine for me with that armature, had to delete a random bone on the elbow and rename the skeleton to "Armature" to be able to import but it worked

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what are your export settings?

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@rancid charm

rancid charm
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ah no i got it

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had to change the retargeting to 'Animation' for the pelvis

restive yew
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@left kindle hopefully you solved your import issue. If not, simply rename the rig to anything BUT Armature

misty dagger
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Good day. I am working in (Maya 3D ) and I need to add an bone to the skeleton, but I don't wont rebuild all skin weight again. if it possible sent me message please. Thanks for attention.

left kindle
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@restive yew#484 I fixed it. That was what I thought originally happened, but I've learned that I shouldn't mess with the skeleton after I've created the animation. Thx4input

pastel chasm
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Does anyone know about this new CCD IK feature? It says that it can dynamically solve IK with constraints, but the only "constraints" I can see there is just a symmetrical rotation limit per joint, I mean I want to setup it the way like one joint can rotate only on one axis... Anyone?..
There is a video on youtube where the guy seems like set it up with actual constraints... So it is possible, I just can't find where too look for those...
https://www.youtube.com/watch?v=nSo_YLdsGks

Added the spider legs to a hovercraft pawn to test them out in a realistic player locomotion situation. Extreeeeemly happy with the result.

โ–ถ Play video
sudden sedge
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@rocky brook What I did for my setup was add a camera bone that i can transform in any way I wanted parented to the head.then the player just directly moves the camera. This way you can author pretty much any animation needed then smooth out the motion by adjusting the camera bone.

rocky brook
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was this meant for me?

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ah is this for the one frame lag?

sudden sedge
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I think you were asking about it?

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yeah it can help solve that

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since camera rotation wouldn't be reliant on tick

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then you can use the relative camera rotation to set your aim blend spaces

rocky brook
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ahh okay cool, I think that makes sense

sinful smelt
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any one know how to sync shoulder + pelvis for separate body parts blend animations ?

winged violet
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Generally should one off animations like firing or reloading be done with Montages triggered from the weapon instead of in the anim BP?

ashen warren
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i have too many animation files

restive yew
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Check the NLA editor in blender

ashen warren
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im new to blender what is NLA?

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general new to 3d models and animation

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so i would need a step by step explanation :/

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ah yep understand what should i look for?

restive yew
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Each tab is a saved animation sequence. You make them to bulk export animations from a single file. Simply delete the unwanted sequence in the nla editor.

ashen warren
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so every tab has the animation for one object in my scene

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there are only 3 sequences one for every object

restive yew
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Are you exporting each animation individually?

ashen warren
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it seems so

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my plan is to have one animation

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when importing in unreal i get the hundreds of files, that you see above

restive yew
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Yep, disable it just to experiment

ashen warren
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have to import 100 gestures, so glad, when everything works

restive yew
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The nla track was the issue?

ashen warren
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just trying to get used to the tracks

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i have one animation, but some tracks are broken

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but i have only 3 tracks, the exported animation does some wierd motion. The squence in blender is fine

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one works ๐Ÿ˜„

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will try adding more gestures

will have a good night ๐Ÿ˜„

steady ether
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Can anyone enlighten me on the "Epic Skeleton" and should all of UE4's animations, across Paragon assets, marketplace content etc, be compatible with it with out the need for animation retargeting? I noticed one major difference between a Paragon skeleton and the default mannequin skeleton which is that the arm twist bones sit midway down the upper arm on Paragon but are in the same location as the shoulder bone on the mannequin

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Which can lead to some awkward thing happening when sharing animations

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I'm wondering, if we want to create our rigs to have the most use out of animation assets already available on the marketplace and from Paragon assets, what do we do? Do we have to choose one way or another and apply a fix to every animation which isn't compatible?

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Oh my mistake, the Paragon upper arm twist isn't part of the hierarchy ๐Ÿค” It just looked like it was

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So anyways does anyone have advice for my previous question - I don't have access to ART since I'm on Maya LT, what's the best way to start with rigging my character? My idea so far has been to grab the SK mannequin skeleton or a Paragon skeleton and use that as a base, and make sure any bones I add are only "leaf bones"? Will this idea work? Is there an ideal skeleton to start with?

ashen warren
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@restive yew got everything to working ๐Ÿ˜„ now its just work

cinder trail
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I was taking a closer look at the Matinee Fight Scene with the troopers and noticed that the Trooper 1 animation FBX file has the knife hidden before frame 350, and the knife suddenly appears after frame 350. Is hiding/hiding meshes something that can be done directly through the Animation Sequence Editor in Unreal? Or, is this something that is done in 3rd party software (ie. Maya) and then imported into UE4?

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I meant hiding/unhiding.....sorry

dire kestrel
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@steady ether
The skeleton should first of all be suitable for the needs of the project, everything else is secondary. no need to have compatibility with "Epic Skeleton"
transfer of animations from the skeleton to the skeleton is always done through retargeting, it is better to do this in specialized software.

In addition, I believe that the "epic-skeleton" does not meet the criteria for standardization, nor the epic themselves, nor the generally accepted ones

https://docs.unrealengine.com/en-us/Engine/Content/ContentStandards
Orientation: All models should have their forward dimension facing in the direction of the positive X-Axis.
https://en.wikipedia.org/wiki/Denavitโ€“Hartenberg_parameters

heavy needle
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does someone now how to set up the collision for ncloth on characters? my cloth is falling into the character mesh. is this handled in the physics asset or somwhere else? Im talking about the new in-editor ncloth function

dry harbor
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Right now I have a set of roll animations left, right, forward, and backward with root motion. Is there a way to blend these in a montage rather than a blend space? I was hoping to only use root motion from montages in my animation blue print.

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Or is it possible to use a blend space with a montage? Just looking for a way to go about this.

river meteor
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Select the In Place flag before exporting from mixamo

river meteor
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You just have to go through the animations one by one and click that

craggy coral
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Hm

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I have a question if anyone happens to know the answer ๐Ÿ˜ƒ

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I'm currently trying out a few different things in ABPs

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the problem I'm trying to solve right now is if I have a state node where I want to select between two different animation assets/blendspaces depending on some condition

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I've been mainly trying to get this to work using the blend poses by pool function, but for certain input assets, this causes animation hitches

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when the state is entered

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I can solve it by creating two different states, one for each pose, and then use transition rules to select, but it would undoubtedly look more nice to do it inside one state

hasty pivot
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Hey there i have a problem with my weapon fire anim. I made some changes to it in the anim tab itself (just a simple movement for the slider) and applied the changes after setting keys. However when i drag the anim into my scene it didnt update/plays the old anim without changes. Any ideas how to fix this?

misty dagger
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๐Ÿ˜ƒ

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i forgot to mention that i have the fps game starter kit and i feel like MAYBE thats what is conflicting with it :/

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cuz it has alot of systems

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๐Ÿ˜ฆ

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so confused

restive yew
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can you provide a screenshot of your bp? Specifically your skeletal mesh component

misty dagger
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because it stops when i am looping it and then press left mousebuton that makes me think its conflicting with the whole asset

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allright!

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this?

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i have seperate for third person and first person but its basically similar when it comes down to animations

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i also tried it like this

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and then we got the event graph that gets linked to the hugeeee system from fps game starter kit

restive yew
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I mimic what you did. This is all you have to do. Unless I'm misunderstanding your goal of course:

misty dagger
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what do i have to do?

restive yew
misty dagger
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basically i just want a shooting customization that i made with the pistol skeletal mesh

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well and that doesnt work for whatever reason

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i am thinking

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because "weapon_mesh_fpp isnt the pistol itself

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its inherited

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but i am not sure and wouldnt know how to fix it if that is acutally the problem

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alsooo

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when i do that

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it doesnt givem e the options for animation to play so

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XD jjust very confused

restive yew
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You set the animation mode yes?

misty dagger
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yup

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i am thinking its something that is conflicting in this huge system once agin

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to be exact this system

restive yew
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Don't ref the skeletal mesh, just the component

misty dagger
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it doesnt work man ๐Ÿ˜ฆ

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i am telling you

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hmm ๐Ÿ˜ฎ

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it doesnt even show the print string @restive yew

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no wonder it isnt working

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not even if i just do press key on its own @restive yew

restive yew
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well then

misty dagger
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ikr

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interesting isnt it ? ๐Ÿ˜›

restive yew
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Always gotta ask. You've set your game mode and pawn yes? ๐Ÿ˜›

misty dagger
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yup i can just play the game ;p

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if i do it in the player character it works

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just not in that weapon bp

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appearantly

restive yew
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At event began play, make a print string. Just gotta check something

misty dagger
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in the weapon bp we are working on right?

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jup that works!

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it does it twice tho :/

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hello
hello

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but i just tried to put it in some other bp's and those didnt work either

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so far only the character bp

restive yew
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Ah, its the bp you're working on isn't the player character correct?

misty dagger
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it seems like theres just problems with input

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no its the weapon bp ๐Ÿ™‚

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it seems like it doesnt read input from the weapon bp event graph

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were making progress ๐Ÿ˜„

restive yew
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Note, the character bp is the one that receives input. There's your problem. Make a bp interface or bp component.

misty dagger
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huh?

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already lost XD

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bp interface?

restive yew
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your weapon bp is "listening" for any input from the player character. It won't receive input like a player character would

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you're trying to give it input directly. Which isn't possible in your case

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Watch this weirdo cough for the concept

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Doing this will be messy but hopefully this will help you get started on bp communication

cerulean thunder
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Hi -- Is it easier to do the rigging for a human game model in Blender, and then import the rigging into UE4, or import the model without rigging into UE4, and then rig it in UE4?

ruby flume
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Tbh i'd like to know opinions on this too!

restive yew
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Rig in blender and/or use mixamo

ruby flume
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Mixamo screeeee

cerulean thunder
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okay i tried rigging in blender and importing the rig into UE4, and you have to go through the "retargeting" process and i couldn't figure it out / get it to work -- if anyone has gotten that to work, and can send me the tut they followed, i would appreciate it. i will look up mixamo. ty. =]

woeful aspen
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is it possible to change rotation order for a local component?

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I want to add pitch for a poseable mesh spesific bones, but one of the components is sticking the other way, so i change the rotation order in Maya, but on import it does not follow the set rotation order

heavy needle
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you can not rig in unreal. only retarget bones and transfer animations over

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you can edit bones and its position in an animation but I still dont know how to keep them applied, they reset when I close the asset.

eternal blaze
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anyone have an idea, i have this mesh going across a spline and i want it to play a walking animation but when it reaches the end i want it to idle

soft charm
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Hello, all. I see there is a way to create curves in animations, but I cannot find how to use these curve tracks to drive material instance values. Is there a simple way to do that, or do I have to jump through AnimBP, casting, and other hoops?

soft charm
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Found it!

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Window > Anim Curves, then checkmark the "Material" button under Type

manic flume
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Not sure this is the right place. But is there an easy method to get the Epic Skeleton into Maya to rig a character with it? Or should I recreate the skeleton structure in maya?

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I have been having trouble gaining traction on this issue. Or I am getting over thinking it.

restive yew
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Exporting the skeletal mesh will include its rig.

woeful aspen
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weird question

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I have an alembic cache animation, because of vertex movement in the red zone, but i need to be able to move the left and right shackle freely on a joints axises. (yellow) Is this possible?

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they are one mesh

woeful aspen
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basically a rigged vertex animation

exotic marlin
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btw, is there any reason characters would be stuck in place even with root motion montages?

jade granite
#

there is no way to use custom time dilation for physiq objects?

woeful aspen
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umm funny problem

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morph targets overwrite textures

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nvm haha