#animation

1 messages · Page 117 of 1

balmy oar
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yo can anyone post a blueprint that shows how to make your AI townpeople pull a walk animation

misty dagger
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Sorry, I'm not sure if it's because I'm really tired or not, but I'm not entirely sure how to use this to keep my character from being able to run or jump while in the slide 🤣

misty dagger
restive yew
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The real question though. Are you using Play Montage or the shit version of Play Montage node? 😜

fickle yarrow
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I am unable to respond to that picture. I just can't. I want to believe you're making a joke.

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@misty dagger So the notify would be to tell you something like "slide has started", "slide has ended". That's probably why it's called a notify, it's notifying you something has happened. When you respond to those notifies you could set a bool that is used to determine if Input can be used to effect movement.

hasty hornet
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Looking for someone proficient in rigging and animation for some paid work, dm me if interested 😀

gentle pagoda
autumn phoenix
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if i put all those messed up values to zero, everything is fine
any idea where that could be fixed once for all ?

winter notch
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@autumn phoenix I'm going to guess that those morphers are not supported in UE4. It only handles vertex animation driven by bones.

autumn phoenix
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he does handles them, my character is covered of morphers everywhere

tough reef
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Hey everyone, I've been tasked with creating some animations of a character pointing and looking at something. I'm experienced programming gameplay with unreal but my animation skills and knowledge is lacking. Is there anything you guys might recommend? Or how would I go and start that?

I've looked online for resources but I don't seem to be able to grasp it 🤔

gentle pagoda
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You need to use aim offsets

tough reef
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Thanks!

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I'll check it out

gentle pagoda
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There's also a sample on aim offsets in the Content Samples project

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the documentation should get you there, though

clever shore
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anyone used this plugin:

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?

odd summit
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Dumb question, Does moving a socket location in a Animation Sequence affect the entire Skeleton? as well as the location for all other Animations? Asking because when importing new animations, the Preview Mesh for the Gun my character is holding is now aimed toward the sky and no longer properly in his hands as it is for all other animations

drowsy jacinth
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Does anyone know of a free asset pack with throwing animations or a method a novice could use to make their own. I have throwing knives created but I want a wind up animation so the player knows their power depends on how long they hold the button down.

hoary kindle
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how can i influence my spine when my head hits a wall? (in unreal ofc, in real life it works out of the box)

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my head just cranks backwards

misty dagger
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@fickle yarrow @restive yew Oh don't worry I got it now! I used a cast to characterblueprint to use a disable input node, and then I used another notify at the end and connected it to an Enable Input.

visual eagle
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Hi there... I have an X-File.... I broadcast an event in server and client in the OnRep method of a variable.... and in the AnimBP I use that event to play an Animation Montage. Server plays it OK, but Client doesn't..... but the weirdest thing is that Animation Montage return != 0 in both cases!! is there any known issue about replication+multicast+animation montage??

fickle yarrow
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@visual eagle Ask in Multiplayer, you're more likely to get a response that will be helpful.

visual eagle
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@fickle yarrow Yep i already got an answer there and I'm gonna tried that....I tried in both channels just in case...thank you mate!! 😃

gentle pagoda
vestal lynx
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Is there a way I can make a child bone ignore parent bone scale? I need to modify bone scales at runtime, but the child bone scale gets messed up because of the parent bone scale.

sinful smelt
nova kestrel
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Hey, so I have a skeletal mesh and it is facing X+ and my root bone has a rotation of 0,0,0 in Maya. But when I import the mesh, while the mesh orientation is correct, the root bone has a rotation of -90,0,90 which messes up my code that is making use of socket transform. I've made sure I've exported with Z-up

misty dagger
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Hey Everyone! So right now I'm using an animmontage for my slide animation, and everything is working for the most part, but for some reason whenever I press shift to go into the slide animation

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(my slide animation is connected to an input action that's attached to the Shift key) my character slowly transitions into the slide animation, then finishes the animation. It takes up about 1/4 of the slide animation to get into the slide animation, when from the start it should be in the slide animation right when I press shift. Is there a way to get rid of this transition into the AnimMontage or to at least speed it up? Because in the animation in the AnimMontage, that transition isn't suppose to happen.

opal jackal
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@misty dagger I'm having the same problem I thought adjusting the blend time on the transition node in my animBP would fix it but It didn't. Somebody please help.

restive yew
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delete the unneeded frames

opal jackal
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@restive yew In my case I don't have any extra frames. I just want to transition from running to sprinting faster. As of now it takes a few seconds to start playing the sprint animation. I wish i played faster

restive yew
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You can either adjust the play rate or take the animation into a 3D software of your choice and scale down the key frames

misty dagger
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But @restive yew it has nothing to do with the animation itself for me. The sliding animation starts already in the slide, and tat's the animation in the animation montage, it starts in the slide, but whenever I use my slide (The anim montage is just attacked to a branch connected to an input action attached to shift), lets say if i'm in idle, it slowly turns on it's side (Using some of the time that the animation should be playing) and then it's in the sliding position. It's slowly transitioning from idle to the slide, but I don't know how to make it quicker or just get rid of it as a whole.

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the animation doesn't have that transition.

smoky quest
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Is it common in state machine graphs to have 2 or more conduits with the same transition rules for legibility

restive yew
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🤷‍♀️ never seen that. Would use blendspace personally

opal jackal
misty dagger
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That's not exactly my problem

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Hold on, let me show you with a video

odd summit
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@opal jackal Yo, that's the interp setting for the Axis

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Change them both to 0.0

opal jackal
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It works now lol. 😐 I feel dumb. I changed one earlier and it didn't work. I didn't change both. wow

odd summit
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Gotchu man, That effect could be useful for certain blendspaces/situations but def can throw you off if you don't even know about it lmao

misty dagger
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So here's a video of what's going on. I show you what's happening to my character, I show you the anim montage to show you that from the very beginning of the montage it should already be in the sliding position, ad I show you the character blueprint where the AnimMontage is connected to an input action and stuff.

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And the problem is that the transition from going into the sliding position is taking up time that my character should be in the sliding position already, and it takes a bit too much time. I'd either like to cut that transition out entirely or make it a lot faster, and I don't think a blendspace will work with the AnimMontage and how everything is set up in the video i showed you.

restive yew
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Use obs next time you record 😜

karmic cypress
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yep.

misty dagger
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Oh I have it, but my computer can't handle running OBS and Unreal Engine at the same time, the record lags.

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So, do you know how to fix it @restive yew ?

restive yew
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Nope. Can’t see the issue in the first place.

misty dagger
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Hmm, well the part I don't like is that I want it to be in the sliding position immediately, or at least almost immediately right when I press shift, but instead it's slowly going into the sliding position, and it throws off the more faster paced movement and animations and the feel of everything, so I want to either get rid of it completely, the it slowly lowering into the sliding position, or speed it up a lot.

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Kind of like the Megaman slide in a way

restive yew
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Change the play rate. It looks like all the transitions are in one animation. That or it’s just lerping between poses.

novel viper
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Hello my dears, how would I be able to use the lookat animation node but only apply the lookat rotation to the pitch of the bone. Basically I have a character that already rotates to face the direction camera looks at, but when the look at also rotates bone over same yaw it creates a jitter. So I want to disable the yaw and only apply the pitch to the bone. Pls help this noob

novel viper
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nvm found it. For anyone with same issue: inside of your animation blueprint grab your animation output convert local pose to component and then look for transform (modify) bone. This allows you to manually set a bone's rotation, location and scale 😃

simple star
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I'm trying to retarget a purchased model to the ue4 mannequin, do this IK positions look correct ?

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the other two are hands

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where should they be placed exactly ?

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does the engine move them or should I ?

turbid knoll
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Hi peeps!

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Quick question

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I'm trying to set up a VR IK for the hand movement

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I'm grabbing the world position of the left controller, and then using a simple Transform(Modify) Bone and replace existing world position of the hand_l with this variable. However, the position is wrong

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I'm printing the world location of the motion controller, as well as the world location of the hand_l socket on the skeletal mesh, and even the print tells me that they are different. How is this even possible?

restive yew
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I don’t quite understand your question. Unless the socket is 0 out in the local space, it will always have a different value.

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Don’t you dare ping me josh 😜

misty dagger
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But I don't have an animation that transitions from the run or idle animation to the slide animation, literally the whole slide animation is him already on the ground from start, though he does rise up at the end. Unless there's some sort of blending going on somewhere, which there shouldn't be as far as I know, there's no reason why it should be slowly going down into the sliding position like that. Besides I tried changing the play rate before, all it does is make the slide animation itself longer or shorter, but it doesn't lessen or increase the transition time.

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I'm not, don't worry hahaha

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And the transition time seems to be taking up the time from the actual slide animation, it isn't just tacked on to the beginning. When I have my slide animation playing at 1 play speed or 0, it doesn't even get to the actual slide position, it uses up the time that it should be in the slide position going down into the slide position, which is odd.

restive yew
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There isn’t a transition animation of them going into sliding position correct?

misty dagger
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Correct, there is not one.

restive yew
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Just

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Try something for me

misty dagger
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Mhm

restive yew
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You have a bool for sliding yes?

misty dagger
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Not really, I'll show you a picture of what it looks like

restive yew
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Make a quick bool. Toggle it on keypress

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Get the bool in the ani bp

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And make a quick test slide in your state machine

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Don’t worry about function. We’re just going to test toggle the animation

misty dagger
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There's also this, but this just makes it where upon going into the slide it disables input so that you are committed to the animation, and then re-enables it after the animation is done.

restive yew
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I just want to see how your animation interpolates normally

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And you’re using the shit version of Play Montage. For shame!

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Don’t care about function right now. Fixing the animation first

misty dagger
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Oh, I didn't know I was hahaha

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Alright, let me set up the bool

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And how exactly do you want me to set it up again?

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Oh wait no I got it

restive yew
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🍿

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I need tea

misty dagger
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My favorite tea is currently Orange Blossom tea

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Well, is this all I'm suppose to do? Because when I press shift nothing happens.

restive yew
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If you sent an image. Discord is being silly

misty dagger
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Oh sorry, I'll send it hahaha

restive yew
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In ani event. Cast to your character >>> get slide bool >>> right click on (slide bool) output pin>>> promote to variable

misty dagger
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Oh okay, hold on

restive yew
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Uses that new var for transition rule

misty dagger
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How do I Get Slide bool? I'd have to draw it out from the cast to CharacterBP but the GET nodes don't have an executable extension

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Oh no wait

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I got it from the blue one

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XD

restive yew
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It doesn’t need executable. You’re just refing it🍿

misty dagger
restive yew
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You need Try to get pawn owner

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For cast object pin

misty dagger
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Hmm, stll nothing happens. Should the executive pin in Cast To CharacterBP be attached to a sequencer; the sequencer is attached to an "IsValid "which is attached to an "Event Bluerint Update Animation" node.

restive yew
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yes

misty dagger
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Alright, it is.

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Nothing happens XD

restive yew
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make print strings

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check if its valid, whether it's getting the bool, what ani is playing, etc

misty dagger
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Hm, how do I do that? I've never used print string nodes before

restive yew
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I made you do it for the double jump 😛

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you can do it in the ani bp

misty dagger
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Is there anything Else I need to do?

restive yew
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put whatever var you want to be printed

misty dagger
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So, Would I create a new variable or put Sliding in there?

restive yew
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check if its valid, whether it's getting the bool, what ani is playing, etc

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Alright mate, I gotta work. If the animation is still acting odd. Check it's interpolation and make sure it isn't an additive in the ani sequence.

misty dagger
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I just created a new float and connected it to the bottom pin

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And alright!

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And no, it doesn't seem like it's getting the bool

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But I may have set it up wrong, so I have no idea.

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Anyways, good luck on your work!

restive yew
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that's not how

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no

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#blueprint ask them to explain how print string works

novel viper
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Ive noticed something weird with transform modify bone node. When you split the rotation struct in the node itself and plug in a float value for any of the axis (pitch yaw roll) the node doesnt work. But when you recombine the struct and plug in a make rotator in which you then insert a float in any of the axis it works. A bug I guess?

robust condor
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Hello guys,

I have a problem with Animation Retargeting. Can I retarget an animation of only part of a SkeletalMesh ?
For example : I have a full character with an arm and an open/closed fist. If i have a detached arm on the floor, I want the open/close animation of the fist to still be playable.
Any tips ?

fresh rapids
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I'm currently having an issue with animation retargeting. I'm trying to use the Paragon Asset animations on other characters which requires modifying the Paragon pose from A to T. When saving with the new pose the engine crashes. This happens every time, with every Paragon asset in UE4.21.2, anyone else experiencing this or having found a work-around?

broken adder
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HI all

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question on blueprint thread safe

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how do we use use ThreadSafe on AnimInstance when using GetRelevantAnimTime() ?

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engine dont consider that thread safe

tranquil heron
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@misty dagger if you change your blend in time to 0, it will play without trying to blend

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on your montage that is

short panther
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Hi is anybody here using unreal 4.21? im wondering if the save cached pose node is still in the engine

vestal lynx
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Hello. I am trying to implement a way to, at runtime, animate a walk cycle. Basically it's just a two-bone IK where the target follows a spline. The spline and leg shape can both be changed at runtime. I don't really know anything about animation so I'm asking you animators out there, if you think that there can be an intuitive way to -for the user - adjust the speed of the target at various parts of the cycle, since now it's always a constant.

lofty aurora
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im having trouble with my jump, once the player jumps and land, the player continues playing the jump loop animation until its finish and then plays the jump end animation even though the player had already landed

odd summit
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Google isn't pullin through, Does anyone have / know if there's a reference for the Default Mannequins Vertex Groups Weight Paint? As in, For each Vertex Group where the Weight Paint should be?

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Also, If I should just remove the thigh twists/calf twists altogether or not

odd summit
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Never mind, Good ol trial n error got me a decent result

untold cosmos
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Hey, guys. One of my state from anim BP never gets played, it quits immediately because of RelevantTimeRemaining condition. From cpp debugging I figured out that it evaluates aimoffset's time remaining (tiny) instead of animation asset linked to it.

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In an almost identical state, with the same setup (anim asset -> aim offset -> result pose), it evaluates the anim asset's time and works correctly.

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Does anyone know why this can happen?

misty dagger
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@tranquil heron Thank you so much! I didn't see that, i should have looked better hahaha. But thank you!

tranquil heron
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Awesome 😄

short saddle
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does anyone know if you can access the AnimNotify_PlayMontageNotifyWindow ticking event?

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It's pretty easy to access the begin and end events, but I can't seem to find info on how to access the ticking

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I suppose I could just launch my own timer once I begin that notify, but it seems crappy that I have to do that 😦

visual star
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Hi all. Are there any experienced character rigging/UE4 pros here that could please help with a couple of questions I have regarding best practices?

winter notch
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I have been looking for an Epic video that covered paragon jump arc/landing prediction. I recall seeing it a while back during the paragon animation demos but scrubbing through those videos isn't turning up the bit about jumping specifically. Lots of start stop / movement stuff. Anyone here recall this video?

visual star
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Hi all. I'm creating a rig for a custom character. I read bone orientations should remain identical (to mannequin) for good retargeting. Would moving the clavicle position like in the image cause any retargeting problems?

frosty peak
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@visual star translation should retarget pretty well. You can have different bone rotations as long as your retarget poses between skeletons is very similar.

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@untold cosmos if your aim offset time is still being an issue, you could try setting the animation sequence to be in a sync group of its own. Or check the aim offset node for any relevancy flags, if you can make it not relevant that should leave the sequence in charge of time.

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Make the animation transition leader.

misty dagger
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I have at least three different locomotion blendspaces that I need to be able to swap between based on the value of an int. I could always just pop a new state into the state machine for each of those cycles but that will make my anim graph look very messy. Instead, can I just contain all of the base walk cycles inside of one node? My current assumption is that I'll have to make a bracket system of blend nodes. A B C D, and have all of their values except for one be 0 in the alpha. Is that correct or is there a more efficient way?

visual star
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@frosty peak Thanks for the info! 😃

cloud lodge
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i have this setup

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but none of my montages are working the slots

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they are set to the correct slot

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now i know this setup worked on 4.21

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i want to play both them slots on lower body

misty dagger
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Hey everyone! So it seems I've got a little problem with an AnimMontage I might need some help fixing. I'm using the AnimMontage for the slide animation stuff, and so for the actual slide part, the character is moving in the actual animation, and it's no problem because I can just enable the root motion, but the animation that plays after the sliding animation, the getting up animation, it just goes back to the original centered position instead of playing the the getting up animation where the slide animation ended in the AnimMontage. Does anyone know how I can get the getting up animation to stay where the sliding positions stops instead of it teleporting back to center?

untold cosmos
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@frosty peak Thank you, I have already solved it by ticking Ignore Relevancy Test flag, tracing it back from C++ condition. I just wonder why aim offsets are prioritized in this state, but not others, and where else this might hit me.

misty dagger
silver stone
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Hello, new to the animation channel. I am using Auto-Rig Pro in Blender to rig my models, I have had success with the primary skeleton but I am getting into facial animations. I am looking for someone experienced with these tools. The documentation is a bit unclaer on setting up the (UI CAM) in order to manipulate the facial bones.

frosty peak
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@misty dagger you could use blend by INT outside of the graph and save a cache pose of the result that you place inside your. State machine.

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@misty dagger that sounds like the root motion is not being applied correctly. Do you see the red root bone in the sequence? In your animation blueprint, in the class settings or defaults, have you set it to get root motion from montages only or everything?

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@misty dagger when you add a socket on a skeleton you can add a preview mesh to that socket to help you setup correct alignment. You can also preview an animation at the same time. You can also adjust socket placement at runtime

misty dagger
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Oh so i adjust the socket rotation/placement to fit my mesh? thanks!

frosty peak
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Yep!

misty dagger
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just wanted to ask real quick if it is possible to have some controllers to better control to make animation inside unreal engine ? like this

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@frosty peak I don't think I understand?

frosty peak
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@misty dagger in the animation viewer, do you see any red bones as the character animates forward?

misty dagger
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No t doesn't seem like it?

frosty peak
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@misty dagger there is the Allright rig on the marketplace which gives you that kind of thing.

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@JoshTheBrawler ok, if you disable root motion. Do you see red bones then? I'm trying to determine if it's a data problem or a blueprint problem

misty dagger
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ok so as I feared... this is indeed the only resssource like you have, if you want to rig correctly in unreal... thanks

frosty peak
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Epic is working on control rigs in unreal, not ulsure. If they are ready yet

misty dagger
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If uncheck EnableRootMotion in the Animation Sequence window? No, I don't see any red bones

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@frosty peak thank you! I will check it out

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So what do I do?

frosty peak
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Ok, if there is no red bone

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Then that means the root bone of the animation is likely not animating forward

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That root bone is what needs key frames to generate the root motion

misty dagger
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Oh wait, I'm using blender for my animations and in my rig I'm using a custom sjape oject thing for my mastercontroller, and I used that master controller in Blender to move the character, but the Master Controller is a custom shape/object for the root bone I think.

silver stone
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Anyone familiar with facial rigging using Auto-rig pro in blender? plase PM me if you can help I dont want to spam here in chat, thank you.

frosty peak
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I don't know blender, so I'm not sure how that is setup, but in unreal you should see yoir parent bone animate forward with a red bone visible when root motion is disabled

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And if you do have root motion enabled, you should see the character animate in place.

misty dagger
restive yew
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My goodness. There’s a lot of questions today.

misty dagger
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Indeed. It's a warzone out here

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Okay, looking at a video i see that other people are able to attach their weapon variable directly to "AttachToComponent" but he is using attach actor to component which i cannot find.

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And, well, I have no idea what to do about my problem XD

silver stone
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Thanks @frosty peak I believe I need to animate in 3rd party software (in this case blender) and import the animations into UE correct?

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I cant actually animate the expressions in UE, correct?

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Also would anyone suggest a "mo-cap" or similar software that could be used to make UE facial animations?

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I looked into FaceRig on steam but its not setup to work with UE or custom characters I dont think.

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All of the big name software is to expensive

restive yew
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@misty dagger turn off Context Sensitive when searching for node.

frosty peak
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@silver stone you could animate stuff in unreal, but it would not be a great time.

silver stone
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We have animations for the player models, I am specifically talking about facial animations, since I am using Blender with Auto-Rig I Thought I would try to stay with it.

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What are some workflows people in here ues for facial animations in UE?

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I am learning so I would interested to know

frosty peak
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You animate in a DCC and then import those clips into unreal. Give those animations montages or state machines that you layer in on the face bones.

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It really depends on what you need

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Like are two characters talking to each other?

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Is it Ambient facial animation?

silver stone
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I want to use the skeletal facial animations instead of morph so I can use 1 animation lets say laughing, on multiple models

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All characters will have the same skeleton essentially

frosty peak
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Ok, so you need a pose node

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You make a pose asset which contains all the phoneme or facial poses that you want

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They need to be named clearly

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And your skeleton cM drive those poses with anim Curve names

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Can drive*

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There is a fortnite facial animation article on this

silver stone
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Is that a typical workflow? Yeah I saw the fortnite face example on You tube

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thats the idea, 1 animation across multiple characters

frosty peak
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So say you have an animation that drives "smile" up and down as an anim Curve, if you plug that into a pose node, it will animate the visibility of that pose.

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It's typical, yea

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If you have a lot of varied characteristics

silver stone
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perhaps I am to green in this process to understand it, I will continue to explore the Auto-rig path as I am so far down it already.

frosty peak
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Characters*

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They do that to drive lots of different blends

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But you could avoid that with retargeting

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Since you are doing bones

silver stone
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This is what I am working with but I cant seem to get it to respond correctly. Thank you for your help

restive yew
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Not an inappropriate place to ask. But post it in #multiplayer too

deft turret
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thanks will do

misty dagger
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https://i.imgur.com/MfnRONP.png

I have a system set up where grip automatically changes based on a value stored on the item being held. It works really well, unless I'm not holding anything. When the alpha is 0 the blend pose is being pulled from the lower body input. Is there a way to set this up so that the default hand anim is being blended from the upper body input? As far as I know the lower body needs to be the primary pose since it influences the lowest spine bone, so I can't just swap the positions of the upper and lower body graphs

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I guess I could set up right grip and left grip to be on their own layered blend per bone node in relation to upper body, and then I could plug those into the main layered blend per bone node but is that going to be really heavy?

reef agate
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ugh, i have a super basic question. Just trying to figure out how to transition from one state to another in a state machine. I setup a simple unique bool for each transition. Keyboard press sets bool to true. Shouldn't that trigger a state transition?

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shouldn't that trigger a state transition? : /

fallen warren
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@reef agate

reef agate
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@fallen warren thnx yo. i did figure it out. it was so dumb. I wasn't setting the bool to false when an animation other than the one playing should be. I now switched to enumerations anyhoo and all is working

misty dagger
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lol. I hate blender IK.

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so much.

reef agate
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now struggling to find a way to repeat the same animation in a state machine when spamming the same input. been reading forum threads, but most say just use montages

misty dagger
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the fact you can't smooth IK keys.

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really infuriating

fallen warren
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Glad you got one thing fixed. I think your on the right track with montages. I changed jump over to a montage cause i spammed it a lot and it worked much faster when spammed but i know vary little on the subject and had help but i wish you luck hope you find the info you need 😃

round shale
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Can someone help me out here - where should I Start if I wanna blend walking / running with some upper body action, like a punch?

restive yew
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Make your usual blendspace, plug that in a state machine, make your ani montage, cache it, then use Layered blend by bones in the AnimGraph.

round shale
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hmm okay

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I tried a blend multi in the state but I'm getting so-so results

restive yew
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Switch the punches to additive. Be careful doing this mind you

round shale
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lol

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whoa

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My character ZOOMs into my camera

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actually it's just scale that's increasing

restive yew
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Oh geez. It wasn’t supposed to be that scary 😜

round shale
#

hrmm I wonder what's happening

restive yew
#

Most likely there’s a scale difference in the bones

round shale
#

bugger.

#

Well, blend does kinda work but I'm guessing I might need some other in-between animation to make it work

#

Using alpha is kinda not great between the two

visual star
#

Hi, I bought an animation pack from the store and the character's in a T-pose. Anyone know of a way to get the T-pose out of UE4 as a .fbx? When I export he reverts to an A-pose..

silver stone
#

Hello is anyone familiar with Auto-Rig Pro? I cannot find a picker edit button that should be there. Has anyone else experienced this issue?

#

edit layout just isnt there, I looked through the version change notes to see if it was replaced with something but cant find anything. The intent of this is to help layout the picker better for easy of facial animating.

round shale
#

er can you have multiple state machines?

restive yew
#

You really should be asking that in a blender forum @silver stone

#

Yes Brent

silver stone
#

Will do, I am taking the animations into unreal as soon as I can get them out of here. I will take it to the blender community, thanks for the suggestion.

frosty peak
#

@visual star for the tpose. If you create an animation asset from the tpose. You can export that animation with preview mesh to get an fbx of the model in that tpose.

visual star
#

@frosty peak Thanks so much for your help! I'll look into it.. 👍

real atlas
#

how can I simply have an enemy playing run animation whilst moving and idle whilst not

#

my players anim bp works fine but the enemy? completely screwed up

#

ok so yeah I can't set it

#

"Is moving on ground" does nothing

#

"Is walking" does nothing

restive yew
#

Use velocity check

real atlas
#

Im trying

#

cant get any working way

restive yew
#

Try Get Pawn Owner>><Get velocity >>> vector length >>> Set [local float]

misty dagger
#

Hey guys?

#

I have a slight problem.

#

So right now I'm using the slide animation for the movement, so the animation itself is moving forward. But whenever I press shift to slide, the anmation plays out, but the camera doesn't go with him, and he just snaps back to place.

#

I tried enabling and disabling EnableRootmotion, but it doesn't do anything.

#

If I can't get my character's camera and capsule and stuff to move with the sliding animation, I also have a version of the slide animation where my character isn't moving, if someone could teach me how to make my character moves whenever he slides.

misty dagger
#

I'm not sure the root motion thing is working for me for some reason, I may have to go with the 2nd option.

frosty peak
#

@misty dagger did you check for the red bone in your assets?

#

If for some reason you can't get your Root motion animations working. You could just add movement input in the character blueprint

misty dagger
#

Oh okay, how do I do that @frosty peak ? Right now I want the character to have a slight boost of speed for about a third of the slide animation, then the rest of the animation I want it to e slower than the normal run speed. How would I do that? Here's a picture of how I have it sent up right now.

frosty peak
#

@misty dagger well the most direct way to do that is to use a time line, where you can directly define the speed values over time

#

Look for a node called add movement input. It takes a vector in world space direction. Simply get your actor forward direction and multiply that by the value you animate on the time line.

tiny mirage
#

anyone figure out a decent VR ik system that doesn't cost my soul and first born child like ikinema or BIK?

frosty peak
tiny mirage
#

@frosty peak I have looked at it, the only thing my current set up doesn't do from that is the walking animation when you move in local space.

#

i can make a quick and dirty IK that works, but I would like a decent one with a solver. Friend of mine happened to find a free solver plugin that I'm trying to stitch together here, but I for what I'm doing it's not as simple as just walk around and crouch

#

I want to do things like wall running

#

so I'm struggling with blending between anims and IK

#

all this set up so far in order to crouch, arm and head IK, and a solver that rotates your torso based on those three positions

#

plus optional leg ik if you have the trackers

#

probably going to junk that part since I totally can't use it in combo with my other thing

#

what I'm considering doing now is making cached poses for Torso pre IK, torso post IK, and then legs

#

then blending them

#

however this set up seems to start from a cached pose in the first place so I'm already confused

#

seems like not the right way to do this

frosty peak
#

@tiny mirage so what are the requirements? Continuous locomotion? Teleport with room scale movement?

tiny mirage
#

i don't support teleport so thats out the window. I want to be able to walk in my chaperone bounds and have the characters feet show it is walking but also when I push on the joystick to walk. I want to be able to crouch and go prone and have that blend with movement. Ik arms and head. When I bend forward I want the avatar to bend forward, not instantly walk ( though I will sacrifice this if I have to ) and lastly I want to switch animations based on movement mode. Meaning, anims for falling, swinging, wallsliding/wallrunning, running, crouched running, etc

#

@frosty peak

#

in my head I have this figured out I think

frosty peak
#

is it full body meshes?

tiny mirage
#

fine tuning the thought though I'm not sure if I should make state machines for separate parts of the body or not

#

yes

frosty peak
#

is it multiplayer?

tiny mirage
#

not this project, but it will be recycled into multiplayer later

frosty peak
#

ok well I've made something similar to what you've described

#

the first thing to figure out is how the pawn movement is driven

#

everything in the skeletal mesh will depend on how the base capsule movement is configured

#

something I've done before, to enable lean is to have a deadzone

#

which is a radius around the HMD or any body tracking device

#

where you won't apply movement

#

imagine your center of mass is like a thumbstick

#

as your tracked object moves away from the pawn, you start to add movement input to get it under the center of mass

#

that will give you velocity, which you can drive your traditional locomotion off of

#

from their, I would configure your main stances

#

when the HMD is low, bring the character into a crouch, and into prone.

#

have those be cached poses with their own state machines or even sub anim instances

#

you'll need to do very different things as far as IK depending on stance

tiny mirage
#

seems my thoughts are in the right path then, i've been assuming as much for most of this

frosty peak
#

does that make sense?

#

the main thing to figure out is your hip & spine

tiny mirage
#

how about rotating in place? when the head rotates like 60 degrees or so I want the character to rotate to match

frosty peak
#

this is 3 point tracking?

tiny mirage
#

yes, vive

frosty peak
#

I would likely take the average yaw of all 3 controllers

#

and use that to drive your pawn rotation

#

let me see if I can find Gwen's video on a solid turn in place technique

tiny mirage
#

ok

#

in case you're wondering btw

#

having a wee bit of fun while learning

frosty peak
#

it'd be pretty sweet to be spiderman in vr

#

Gwen's techinque for turn in place animations is pretty great

#

basically using the world yaw rotation of your pawn or component to scrub thru a single frame animation.

misty dagger
#

@frosty peak By the way, just so I know, how do I use a timeline? You said I could define the speed values over time or something so I could change the speeds as the slide goes on? How do I do that?

frosty peak
#

@misty dagger ^ just make a float track with some keyframes of the speed that you'd like to have over time.

misty dagger
#

So how would you recommend I set it up? Because if I'm going to be honest, I've never used timelines or floats before, so I don't know how they work or how to set them up properly XD

frosty peak
#

well there are some tutorials on that link

misty dagger
#

And how would I use the float to mark the changes of speed happen over time?

frosty peak
#

I would take a few minutes to learn how to use them

#

they are pretty straightforward and very handy

misty dagger
#

From the things I've experienced using floats they don't seem very easy or straight forward XD

frosty peak
#

they are just numbers

misty dagger
#

At least, I wouldn't know how to make it where the float marks the change in speed over time so that I can set it up how I'm wanting to, where there's a boost of speed, then it slows down a bit. Is there a tutorial on the page you sent me on how to do that?

frosty peak
#

yes, at the bottom

#

flickering lights

tiny mirage
#

@frosty peak what game is that from? the art style is beautiful

#

but also thank you, data driven is my favorite approach to stuff so I love finding more suggestions like that

misty dagger
#

I'm still not completely sure on how I'd use this for the sliding movement, but alright! XD

deft turret
#

I'm troubleshooting some animation times and was wondering if anyone knew what could cause the same static mech/animation combination to have such different times in the AnimGameThread
Both Buck and Buck 3 are just 2 static meshes standing still using an idling animation asset, the red is like .059 ms and the greens are ~.25
they use the same actor blueprint, and hence the same mesh/animation settings

tiny mirage
#

@frosty peak also this is the extended version

frosty peak
#

@tiny mirage ah yes! Great find!

misty dagger
#

So, @frosty peak , mind if I show you what I've got?

#

So first of all, this is basically me trying to make it where whenever the bool is used, set the max walk speed to X (faster than my run speed, the boost of speed for the movement), wait for a little bit, then set the max walk speed to X (Below normal run speed)

frosty peak
#

@misty dagger It'll have to be a bit. tis dinner time

misty dagger
#

And then upon the timeline being finished, return the max walk speed to normal

#

And alright! Let me know what you think when you're done! Also it isn't working XD

frosty peak
#

@misty dagger your timeline doesnt have a float track. you should add one, set some values for what you want the speed to be.

#

i'll make an example

misty dagger
#

Alright, thank you! Because I just realized you can open the timeline XD

frosty peak
misty dagger
#

What's the X node thing? Is it just a multiplier node?

frosty peak
#

yes

#

so say that vector is 1,0,0

misty dagger
#

Alright, just making sure! Thank you so much for your help by the way!

frosty peak
#

1,0,0 * 5000 = 5000,0,0

#

happy to help

#

anyway, timelines are like little animations that can animate blueprint pins.

misty dagger
#

As far as the value number, should it just be the movement speed that I want it to be?

#

Like say if I wanted the max movement speed to change to 1400 or so?

frosty peak
#

well max movement speed is a clamp on speed, not the actual speed you are moving at the moment

#

but you could put anything you want there

#

just experiment

#

you could animate the max speed, as well as adding movement input

#

you can have as many tracks as you want on a timeline

misty dagger
#

Well I have my character moving when he slides now, but no matter how high I make the value, he doesn't get faster when he slides.

#

He's just staying at the normal movement speed.

#

Wait, I may have fixed it

#

Well I think it's good or now. Thank you so much! I don't think he's changing in speed from his normal movement speed much, if it all though. I tried setting it up like this but I don't think I see much change?

deft turret
#

is there a way to stop a skeletal mesh in a blueprint stop sending animation updates to the server? I tried removing from tick, no go

frosty peak
#

@deft turret Could you clarify. Do you mean that the skeletal mesh is ticking on the server? Or that the animation blueprint is calling functions that are replicated? Or is the animation blueprint itself replicated?

deft turret
#

what I meant was in the profiler I see these items every tick in the pre physics area even though I disable the actor Blueprint's tick:

#

so if I disable that buck every way possible or clear the animations it still shows up

frosty peak
#

and this is the server?

deft turret
#

um, PIE from my computer

#

simulating dedicated server with 1 client

frosty peak
#

well there are a number of things

#

this might be the component copying back the bone transforms from the animThread to the game thread

#

have you tried click "Skeleton No Update"

deft turret
#

not yet

frosty peak
#

its on the skeletal mesh component

#

that will stop the animgraph from running while set

deft turret
#

ok

#

let me look

frosty peak
#

the animBP event graph may still run

deft turret
#

I have 8 ms animgamethread times

#

for 200 actors or so

#

people say bad 😄

frosty peak
#

have you enabled update rate optimization?

#

and do you have it set to "Only Update when visible" ?

#

is that 8 ms on the main thread or the animation thread?

#

also, could you move the ticking of the skeletal mesh to during physics?

deft turret
#

main game thread

#

I'll look at that list

#

have profiler loading for the first one

#

i will have to probably copy those suggestions to onenote

#

I have to stop soon 😄

#

but thanks for the replies

frosty peak
#

good luck!

#

use Bone LODs!

deft turret
#

I know nothing about those yet 😉

#

I its all under the FFParallelAnimationCompletionTasks

#

btw, the ms I am looking at

frosty peak
#

that sounds like that would be animation thread

#

in which case, you would have a lot of room at 8 ms

#

but game thread woes are real

deft turret
#

yeah

#

I need game thread really optimized, because my main actor dynamically propagates throughout the map

#

and it has particles in it

#

so imagine 80-100 particle emitter involved actor blueprints spawning every tick

frosty peak
#

that sounds pretty bad

deft turret
#

The idea behind it is great 😃

frosty peak
#

is this like some katamari thing?

deft turret
#

that is real late game

#

no, fire area's burning and spreading

frosty peak
#

hmmm

deft turret
#

so it needs to burn over a 2 mile map

frosty peak
#

some of those things sound like they may need hand crafted solutions

#

not just native components

#

like instance mesh batching

deft turret
#

this is my first game and I probably don't have things like that

#

and once my tick time is down I can keep it up 24/7

#

the functionality works

frosty peak
#

are these 200 skeletal meshes always visible?

#

or need to be visible at the same time?

deft turret
#

no

#

but I want them to be visible from a helicopter above

frosty peak
#

well, definitely start with 2 settings

#

Enable Update Rate Optimization

#

Only Tick Pose when Visible

#

I bet those two settings will be your biggest gains

deft turret
#

ok

#

I will

#

thanks for the advice

frosty peak
#

good luck!

deft turret
#

Yeah thanks, I've had people join my server and test it out with me and everything

#

I just need to make it playable

#

for 20-25 minutes of round time that is

#

it is playable until the fire bogs it down

#

the chopper is fun

frosty peak
#

sounds cool. Have you asked the Visual-Fx channel for tips on the fire?
Perhaps they would know how to optimize something like that

deft turret
#

not yet

#

I have not seen a warning or flag on my particles yet

#

as a major time consumer

#

but will if it becomes an issue

#

I've spent 10 months on the thing and the last 2 working a lot of kinks out

#

but its my first ever game

frosty peak
#

thats awesome

deft turret
#

which would be obviously looking at code 😆

frosty peak
#

it's impressive when individuals have enough focus to follow thru on an entire game

#

and especially impressive to not succumb to feature-creep

#

as far as Perf, are you Naitivizing blueprints?

deft turret
#

Thanks, I'm ready to have people playing it. Not sure would have to check settings

#

no

frosty peak
#

you should test it out, it can get quite a lot of performance out of blueprints

deft turret
#

Sure, I need all the performance I can get. Looks like I need exclusive

#

I'm looking at it the first time but will set it up after making a snack. The Mrs. is watching game of thrones atm

frosty peak
#

👍

deft turret
#

2>UnrealBuildTool : warning : FBST is configured for nativization, but is missing the generated code plugin at "C:....\NativizedAssets.uplugin". Make sure to cook Server data before attempting to build the Win64 target. If data was cooked with nativization enabled, this can also mean there were no Blueprint assets that required conversion, in which case this warning can be safely ignored.

#

I highly doubt my blueprints don't need optimization, though they are not complex

#

forgive the double negative

#

I bet I just need to fix an error

#

lol

#

it didn't save when I added the 1

#

the most complex one

#

hold on

#

huh

frosty peak
#

@deft turret it's possible that all the blueprint classes that are being referenced by a naitivized class will also need to be naitivized.

#

it basically cooks the blueprint class into a C++ class

#

and you can't reference a blueprint class from C++

#

you basically have to reference other C++ classes

#

but if its a hassle, then dont worry about it. It's kind of a gamble

deft turret
#

I could try inclusive

#

but I don't know why I got that error yet

#

I followed the guide first path

#

looking at that now

#

the bp shows up in the array

#

under exclusive items

#

in project settings

frosty peak
#

no dice?

deft turret
#

I get the warning even though it shows up for nativization

#

but the checkbox for skeleton updates removed my actor from that animgamethread list

#

thanks!

frosty peak
#

cool!

#

well, I'm out for the evening!

#

take care!

deft turret
#

see ya

#

thanks again

deft turret
#

aw yeah stoppin those animations has my game starting at 50 fps not 30-35

round shale
#

Should animation montages focus only on looping animations?

#

Like running, hopping etc?

restive yew
#

It can be for looping or single instances animation.

misty dagger
clever abyss
#

Can someone help me with cloth sim?

#

I can't seem to get collision right

lament bane
#

[QUESTION] How does everyone generally handle multiple weapons? Some of which are very different like ak47 and shotgun for instance. Do we create different animsets for handling different weapons?

gray totem
#

Hey, is there anyway to Lock Local rotation of a bone in ue4 ? so if i want to rotate it it will rotate it's parent instead ?

frosty peak
#

@misty dagger typically you'd have a separate aim offset for an aiming stance. also, you usually follow a montage with a layered blend by bone (not a blend) to mix locomotion and montages together (the blend will just override the entire pose) .

#

@lament bane yes and no. aim offsets are just a. set of various rotations. a shotgun & a rifle might be able to leverage the same aim offsets of you are correcting the drift with IK. Which you probably want to do anyway because of in between poses can drift. But yes, generally you will have multiple aim offsets.

misty dagger
#

@frosty peak thanks for the advice! i do have 2 aim offsets, my aiming one seems to blend too much with my idle though so its accuracy is way off. Should i just rework my idle or add a more stable idle while aiming?

frosty peak
#

@misty dagger It looks like you need a specific Aiming animation that you need to layer on before connecting it to the aim offset.
In the setup you have, the aim offset is doing a lot more than it should, which will lead to funky posing later.
You should have an aiming idle animation that is layered over your locomotion, then you pass that pose into the aim offset.
AimOffsets are adjustments to a main pose, like the aim offset should not get your arm to point forward, that should happen before the aim offset.
The goal is that if your Pitch & Yaw were both zero, the pose does not change.

lament bane
#

@frosty peak Its not just aim offsets. General Movement blendspace with the gun will need to have different sets. One for each Gun. Is that what you're suggesting?

frosty peak
#

If thats how detailed you want to be

misty dagger
#

@frosty peak, oh i see. Thanks, thats usefull! il get to it.

velvet ember
#

can someone explain how to properly make strafe animations + aiming while strafing, because making animation for every direction + walking is painful

gray totem
#

why we add a virtual bone the Animation jitter right away ?

misty dagger
#

Hey @frosty peak Is there a way to speed up the actor forward vector thing so the slide moves faster and farther, for the speed boost and stuff? I tried setting up the timeline to a max movement speed and tried using it without it, but no matter how high I make the value's in the timeline, my character doesn't seem to move any faster. How do I make the slide faster?

frosty peak
#

@misty dagger well, you could try setting Velocity instead of adding Movement input

misty dagger
#

Alright, let me try that!

#

Well, I think I found a way around it, so it's all good. Everything works for the slide, thank you so much!

misty dagger
#

Ahh, wait if you saw my last message, never mind I forgot to do one thing, my bad XD

visual smelt
restive yew
#

It exactly any information to go off of. Check your key frames first thing first. If you have an ik system, disable it. If you’ve retargeted the skeletal, is could have a unassigned or rouge bone. Check if you have any additive curves. The lists goes on 😜

round shale
#

hey @restive yew dumb newb question

#

Are anim. montages used as a way to string together a series of animations and then you chop them into slots. Those slots are then called upon in the anim. graph where relevant?

#

That's instead playing specific, individual animations?

#

What I don't get is why you'd initiate an anim. montage, but then use state machines? Can you only access slots whilst an anim montage is playing?

restive yew
#

Ani montages are primarily utilized if you need to expose animation controls through the character's bp or script. State machines and ani montages don't mingle well. You need to have the montage grab from a cached state machine then cache the montage itself. As such, ani montages lack versatility compare to the state machine but makes up for in greater (direct) control.

bold cloak
#

guys quick question what does true blend time do

#

oh wait

#

you guys might be able to help me with things other than that one question

#

i do need to know that but i have a problem that i think is linked to animations

#

so basically there is a delay between aiming and and the camera with this free asset ive been using.

visual smelt
#

@restive yew i made no adjustments ue4 wise that's just on import

bold cloak
#

so i look in the left direction then my character moves him and his gun there

#

like a few seconds later

#

its not exactly seconds

#

but its enough delay for it to be an unplayable shooter

restive yew
#

Is it an aim offset?

frosty peak
#

@round shale I want to add some clarification. Montage slots are locations that an animation can dynamically run in an animation graph. You can have multiple animations in a montage playing in multiple slots at a time. For instance, you may have a slot for animations to play while crouched, and you may want a different animation while standing. You simply put both clips into the same montage with different slots. That is different than a section, which is where you slice up parts of the animations in a montage. Montages & state machines work perfectly together.

bold cloak
#

idk where would i find it

#

@restive yew

#

i think it is

#

it doesnt say aim offest

#

but it says left hand offset

vast trellis
#

couldn't quite hear wes during the video, did he say they released a sample project for this? (biped rig with controlrig):

#

anyone know where they released that?

frosty peak
#

@vast trellis did they post the control rig video yet?

vast trellis
#

just a little while ago

frosty peak
#

hell yes

#

I hope this feature is ready

restive yew
#

nice

vast trellis
#

it has been in the engine the last few versions, but they removed the human rig from it

#

but from the sound of it they created it (biped rig) now as an example project instead of a built in rig

restive yew
#

"We have yet to release this project as a sample project for you guys to download and pick apart "

vast trellis
#

I guess it may come to learning content as part of 4.22 or something

#

hopefully that so it stays updated over time and not a forum sample project as part of a livestream or something

fickle yarrow
#

@frosty peak Oh!, that opens up some possibilities. It never even crossed my mind that you could have multiple animations in the same montage using different slots. I see it now that you mentioned it, you can right click and add another slot.

round shale
#

hey @frosty peak thanks for that. Would I be wrong in saying that many people tend to rely on Montages instead of simple playing a single animation?

#

For efficiency and additional flexibility - i.e. anim notify

frosty peak
#

I would say that a montage is better than firing off a single animation

#

it all just depends on what you are trying to build

#

montages are great for attack animations, like shooting a gun

#

things that can be fired off at any moment

fickle yarrow
#

I use montages mostly when I need to call a specific animation from a BP outside of the animBP. Attacks, dodges, etc....

frosty peak
#

Personally, I tend to do a lot of work in the animation blueprint

#

and rely on interfaces to call functions in animBPs

round shale
#

Some tuts I'm seeing seems to rely on playing the montage via a custom event from the anim BP

#

So I'm unsure where the state machine comes into play - or is it a one or the other sort of affair?

frosty peak
#

sometimes a problem is better solved by an animation graph, and not calling montages from a character blueprint lets change implementations without affecting the designer

fickle yarrow
#

@frosty peak Are you saying you would play an attack montage in the animBP rather than on say the character BP?

restive yew
#

It’s kinda ruins the point of montage if it’s governed by the ani bp 😜

frosty peak
#

not at all

#

I like for the character blueprint to call delegate

#

and let the animation blueprint catch that delegate and either drive variables, call a montage, gate the functionality

#

Designers like Montages because its easy for them

#

but when you are dealing with complex states where you need to blend many different elements together, you tend to need more nuance that just a montage

#

but thats all just my preference

fickle yarrow
#

I've been using layered state machines for most things. basicly one state uses the previous cache, then caches and goes to the next. I'm still relatively new to the engine and had to take a lot in the last year so not sure if that's the best way to go.

frosty peak
#

I use that pattern for some things

fickle yarrow
#

Montages, I've only used for attacks, dodges, spells, basicly one off animations.

frosty peak
#

I tend to avoid putting state machines in side of states, because I find that gets messy quick

fickle yarrow
#

I saw it done in one of the BPs from an Epic project, I think, and borrowed heavily.

frosty peak
#

same

#

Ive also begun using the anim curve alpha to drive a lot of nodes

#

say for example, which AimOffset should this animation use

#

just meta data curve the aimOffset name

#

use that curve string as the opacity string on an AimOffset node

fickle yarrow
#

I saw that in a BP too, I used a curve to help decide which blend to switch to in the AnimBP, but I don't really have much knowledge in that area to understand why it works.

frosty peak
#

even better trick

#

that is ticking in the event graph

#

you can do it on the anim graph side

#

if you have an animation curve going into a node that is using that curve name

#

it will get the value of the alpha from the animation being fed into it

#

doesn't require the event graph to calculate anything

#

this is useful for when you want to tell an animation to use certain nodes and not others

#

could be used as a handoff between two aim offsets in one animation

fickle yarrow
#

How do I get the curve on the node?

#

ah I see

frosty peak
#

you set the alpha to anim curve

#

Whats also nice is that you can save a lot of perf by doing the interpolation and remapping in these settings

#

less game thread blueprint execution

fickle yarrow
#

nice, thanks. I have a couple of things to look at tomorrow now.

round shale
#

hold up

#

You guys play montages from your character bps?

frosty peak
#

you can

#

I'd guess most of the time montages are coming from characterBP

#

since its likely tied closely to input actions

round shale
#

Is there something I can read that explains the architecture around animation BPs, Graphs and Montages?

#

Finding it hard to know what to use and when.

#

could also just be an experience thing. I'm more use to CPP than the anim. stuff

frosty peak
#

its the same public function

#

you can just call it from basically anywhere

#

I'd say that it largely depend on the size of the project & team

#

if you have a lot of pawns sharing the same base class, but with different skeletons, then you may want to push more of the logic down to the animBP

#

where as if you have 1 main character, you can leave it in the characterBP

round shale
#

So I've got my character. He's swinging a sword left and right and runs in all directions.

#

The animations I've got are swing, swing reverse, movement L,R,F & B.

round shale
#

Right now, how it works is that I take the velocity from my character BP and pipe that into a blend with two axis - ForwardBack and LeftRight.

#

And a single animation for swing left and another for swing right.

frosty peak
#

mhmm

round shale
#

Taking @restive yew advice, I've put the swing animation into a montage, cached the state machine which features my "idle / movement" state. and then on 'bSwing' it uses a layer blend via bone and the slot montage of me swinging.

#

not sure if that makes sense in text, but I don't have visuals in front of me : \

frosty peak
#

I get it

#

that makes sense

round shale
#

Okay

frosty peak
#

I dont think you need to cache the montage if its that simple though

round shale
#

No?

frosty peak
#

let me make an example

round shale
#

Does what I've described above solely take place in the state machine graph thing?

#

or should that really be part of animBP or even character BP?

frosty peak
#

structure it however it is most easy for you to manage it

round shale
#

Ah yes but..

#

what if

#

I'm an idiot

frosty peak
#

you're not an idiot

#

there are many potential solutions

round shale
#

lol cheers

#

I'm just new and I'm very much outside my depth.

#

(when it comes to animations, not so much the engine)

frosty peak
restive yew
#

There are many solutions and many approaches to the same problem. None of them are wrong. Just slightly right 😜

frosty peak
#

or perhaps

#

@round shale this is a pretty typical setup

round shale
#

Silly question, but does that live on the AnimBP or is that part of the state graph?

#

Guessing state graph?

frosty peak
#

its in the animation graph

#

but this is not a state machine

#

there is a state machine on the second pic, thats making the locomotion pose

round shale
#

Sorry, getting my labels mixed up

frosty peak
#

its all good

round shale
#

oooooooooooh

#

locomotion

#

Does the montage have to be playing to access the Slot 'UpperBody' ?

frosty peak
#

the montage can be set to play in the UpperBody Slot

#

a slot is either empty, in which case the cache passes thru

round shale
#

Oh that's what that's doing? It's shorthand for 'Play montage and that specific slot.' ?

frosty peak
#

or it has something, in which case it fills the data instead of the cache

#

yes

round shale
#

I think I'm starting to see

frosty peak
#

say your montage looks like this

#

its going to play both of those animations into both of those slots at the same time

round shale
#

Can you have different types of anim graph - like one for running, one for jumping into the air etc? or should they be all part of the same 'locomotion' graph, so to speak?

restive yew
#

It’s basically a folder and the Sections are the “files”

frosty peak
#

yes, you can

round shale
#

oh

#

I just re-read what graph

#

You're piping the blend INTO the montage slot?

frosty peak
#

on the second image?

round shale
#

yeah

#

oh

#

I mean on that first one.

frosty peak
#

they are nearly the same

#

in both

#

I am passing in a cached pose into the slot

#

so when there is nothing in that slot, the cached pose is used

#

when something is playing in a slot, it will block all the inputs before it

#

you can see this happen if you watch the animation graph while playing

#

but that detail is not important for you yet

round shale
#

Sorry, I did mean that second one. I just saw the wrong image

frosty peak
#

its the same either way

round shale
#

Okay I think I see

#

So, in that image

frosty peak
#

so if you wanted to play all fullbody animation, say a taunt

round shale
#

You're tell it to use the Layered Blend, but if that's empty as a source, use the full body?

frosty peak
#

from the beginning

round shale
#

yeah

frosty peak
#

the state machine makes a pose

#

saves that to LocoPose

round shale
#

yep

frosty peak
#

LocoPose then feeds into a UpperBody Slot

#

and layers with itself

round shale
#

Yep

frosty peak
#

So LocoPose, layered with LocoPose = LocoPose

#

BUT

#

if a montage is playing in the UpperBody Slot

#

the pose from the montage will layer

#

and so that Layered Blend Per Bone makes a Pose

#

and passes to the FullBody Slot

#

which will do nothing, UNLESS you choose to play a full body animation

#

in which case the full body montage will run over everything

#

I like to order my graphs top to bottom

#

because everything is evaluating in linear order

#

imagine that its a fat stack of photoshop layers

restive yew
#

I think he comes from a purely programming background Crow 😜

frosty peak
#

it's good. It's just a matter of understanding execution order

round shale
#

heh nah I've used photoshop many-a-times

#

@frosty peak first, thanks for helping me with this.

#
which will do nothing, UNLESS you choose to play a full body animation```
#

To clarify on that section

#

When you say 'it will do nothing', do you mean it won't play or it won't be overridden with a full-body animation?

#

Unless i'm playing a full body animation

frosty peak
#

a slot that is not playing anthing will just return the input pose to the output pose

round shale
#

second question - which I think you answered before - does the decision to play the full body animation happen outside of the graph?

frosty peak
#

if it is playing something, it will ignore the input, and return the montage pose

round shale
#

So I have to explicitly play a montage for the slot to return something that's.. playing?

frosty peak
#

on the second question

#

the montage asset defines what sequences to play into which slots

#

so if you fire off montage A and Montage B

#

the montage assets will pick where they want to go

#

maybe you have a 3 hit combo

#

left jab, right jab, roundhouse kick

#

those can all be separate montages

round shale
#

yep

frosty peak
#

each of them knows where they belong in the graph

#

from the event graph, you are just calling the montage without caring where its supposed to go

#

on your third question

#

A slot node passes along the in pose, to the out pose, if there are no montages playing on that slot name

round shale
#

And a montage playing looks something like this?

frosty peak
#

thats how you call the montage, ya

round shale
#

Ahhh

#

I assumed that calling a slot meant you were telling the montage to play

frosty peak
#

nawp, the slot is just the location for that animation to enter the graph

round shale
#

heh

#

Okay, a lot of stuff just clicked

#

Even why the animgraph stuff kept being called 'locomotion'

frosty peak
#

😃

round shale
#

Thank you so much.

frosty peak
#

glad I could help!

round shale
#

er.. anything you wanna know about CPP?

frosty peak
#

why are PCH files the worst?

#

lol

round shale
#

because CPP that's why

#

next question

frosty peak
#

I feel like thats going to be the answer for all of the questions

round shale
#

Ohhhhh yeah

frosty peak
#

nah man, go make some cool shit

round shale
#

👍

frosty peak
#

hit me up when you want to learn about the power of Mesh Space Rotations

round shale
#

I'm more of an absolute man myself.

frosty peak
#

eww

round shale
#

(I don't know what either of those things mean.)

#

I don't think I'm ready for that just yet.

frosty peak
#

in time

round shale
#

I did play around with IK stuff

#

That's kinda fun. The whole procedural animation stuff

#

lol I love that this is a legit sentence. "How`s Mesh Space Rotation Blend option in Layered Blend Per Bone"

frosty peak
#

I use that check box like every day

#

its like a hack for not having Aim Offsets

#

oh, btw

#

layered blend per bone

#

bone depth

#

do you understand that setting?

round shale
#

Yeah, except I had the blend layer backwards I think

#

I was going from the variable up, not variable down.

#

Actually, in terms of that

#

The int that is associated with it .

#

I'm assuming it's like a branch thing?

frosty peak
#

ya

#

so say you have spine_01

#

and a value of 0

round shale
#

if it's 1 depth, go down the next level

#

Somewhat of an array limit, I guess.

frosty peak
#

that means that from spine_1 and below, the pose is layered on at 100% opacity

#

if its spine_1, and a value of 1

#

the spine_01 will have 50% opacity

#

and spine_2 will have 100% opacity

round shale
#

ohhhh

#

kkkkkk

frosty peak
#

the number basically says how many bones it takes to get to 100%

round shale
#

Walk me through that again.

#

I was way off.

frosty peak
#

the number is how many children down the hierarchy to get to full opacity on the blend

round shale
#

What's the use case to have the opacity diluted like that?

frosty peak
#

it makes it look more natural

#

like, instead of a black white mask

#

you get a greyscale mask

#

makes for a more natural blend between poses

#

also this is really important

#

-1 will stop this bone and its children from getting that pose

#

so say you want to layer on the spine and arms, but you dont want to layer on the face

#

spine_1, 3
head, -1

round shale
#

so if I'm doing a layered bones blend and I'm separating out the locomotion for feet and a slot for hand movement - would I make hands the base ?

#

ow my head.

frosty peak
#

locomotion should be your base

round shale
#

Yeah.

frosty peak
#

always start with your main pose

round shale
#

And I'm saying 'hey from hips with depth of 3' don't be impacted by the layered pose' ?

frosty peak
#

are you using mannequin?

round shale
#

nah some mixamo horror show

#

the little castle man

frosty peak
#

you would likely just define the spine bone

#

you only need to exclude bones if they are within the children that will get layered in

round shale
#

Yeah I think the top layers are Spine, Left Leg, Right leg.

frosty peak
#

like if you start with the chest, you dont need to subtract the hips

#

because the hips would not be layered in anyway

round shale
#

Can I ever pass in multiple bones as params?

frosty peak
#

but you may want to subtract the hands

round shale
#

"Spine_01, Left_Hand" etc ?

frosty peak
#

the layered blend per bone takes an array, ya

round shale
#

oh, nice.

#

So, in short, you're passing in bones that are to NOT be blended with whatever the other asset is?

frosty peak
#

noooo

#

you are passing the bones that you want to layer onto

#

so in this pic, the spine_01 and all children will get the pose

#

except for the neck & head

round shale
#

ohhhh

#

heh

#

......

#

ok

#

Mesh Space Rotation Blend

#

What is that all about?

frosty peak
#

mesh space rotation is like world space rotations, but just relative to the component

#

so whats special about it

#

is that if you rotated 1 pose by 90 degrees, and layered it on. You would get those bone rotations in that mesh/world space rotation

#

as opposed to a local to parent rotation

#

this means that you could have a run animation that dramatically leans the character forward

#

and if you layered on a shooting animation, that animation would layer in at its normal rotation

#

where as if you did not use mesh space rotation, the pose would be slanted by the lean

round shale
#

Reminds me of key frames, in a way

frosty peak
#

ya

#

in ways

round shale
#

dumb q but why wouldn't you setup your blended pose to be adjusted accordingly?

frosty peak
#

if your character did a flip or roll

#

you would not want mesh space rotations to be layered in

#

there are valid reasons for both

round shale
#

Oh

#

yeah of course

frosty peak
#

for me, I tend to rotate cardinal direction animations

#

north south east west

round shale
#

What is the ideal way to handle things that aren't suited for root locking?

#

Like do I root lock but translate the character x places in the world?

frosty peak
#

and rotating the animations leads to weird blends without mesh space rotations

#

uhhh

#

I do not follow

#

what do you mean by rootlock

round shale
#

So like for a flip

frosty peak
#

like root motion?

round shale
#

Oh yeah

#

I meant 'Force Root lock'

#

but like if a character is rolling forward

frosty peak
#

still unsure

round shale
#

lemme try again

frosty peak
#

I almost never use Force Root Lock

round shale
#

if your animation is a big leap

frosty peak
#

I would expect you are going to do root motion

#

when you enable root motion, it'll extract that data for you

#

however, with the Mixamo rigs

#

that might not work well

#

normal game rigs have a root or Main_root bone that sits at the origin

#

thats the bone that unreal reads to get root motion animation

#

when your root bone is in the hip, with no parent bone. Unreal has a sad

round shale
#

Can I add a virtual bone called 'Root' ?

frosty peak
#

nope

round shale
#

dang.

#

I think I read an alternative is to bring that FBX into blender or maya and just add a bone called 'root'

frosty peak
#

ya, that would work

#

definitely back up your project before doing so

#

or use version control

#

Unreal does not like big hierarchy changes on skeletons

#

inserting a parent bone should work

#

but ya never know

restive yew
#

You’d have to be careful doing that. You’ll get bone discrepancy

frosty peak
#

definitely need a unique bone name

#

I dont think it needs to be called root

round shale
#

Ah I'll probably do something specific if / when it's warranted.

restive yew
#

naming a bone root used to cause blender to unreal import issue

#

Haven’t tested it recently to confirm it. I remember it’d claim that it couldn’t find root track if you did 😜

round shale
#

<

round shale
#

hmm

#

My guy is getting a wicked lean on

round shale
#

Anyone ever have a situation where a montage playing prevents movement of your character?

#

I can confirm there's a value coming from input, but it looks to not be added to MovementInput (to CharacterMovementComponent)

round shale
#

Aha - "Root Motion - Root Motion Mode: Ignore Root Motion" - probably an issue with using Mixamo.

glossy moss
#

what steps do I have to do (roughly) if I want to import an animated custom character into unreal and have simulated clothes. I was thinking of using nCloth for the last part, and I use blender

bold cloak
#

Sorry for the late response I got tired. If no one remembers what I need help with I'll explain. So I've been using a pre made asset that has horrible aiming controls. It might be something wrong with the animation. When I look left with the camera there is a delay before the character moves his gun into that direction

#

I dont know what's causing this but I have a few ideas

#

Offset stuff is done wrong or this real blend time.

#

I dont know what real blend Time does

#

Or the offset

#

But I would really like to get this fixed

restive yew
#

Make sure the interpolation time is at 0

bold cloak
#

I think I saw that stuff and it wasnt

#

Where would that be in an animation BP

#

or what

restive yew
#

In your aim offset

fickle yarrow
#

@round shale The way root motion works in Unreal is a root bone/joint/transform is used and any translation and/or rotation to that joint is given to the capsule in characterMovement. So if you have a root motion animation playing then it would override movement input. Honestly, root motion tends to look a lot better once setup well. I fake it with scalars and speed. Mixamo animations, when not in place, have translation on the hip bone. Some other engines approach root motion differently and can work with that, but in Unreal it causes the mesh to move outside the capsule from character movement. So to get root motion from Mixamo animations in Unreal you add a root bone and move the translation keys from the hips to the root. It's actually not that difficult using Maya, Blender, Modo and others.

#

When you do add the root bone, as far as I know how to do it, Unreal will treat it as a new skeleton so any previous animations will have to be retargeted.

#

But, I've never had any issues with it and have used Modo, Maya, and Blender to do it in the past. In my opinion Modo is the easiest to use right away and has the smallest learning curve.

bold cloak
#

where is axis settings High tide

#

@restive yew

restive yew
#

In the aim offset

bold cloak
#

ok interploation time is at zero

#

it was always at zero

#

so it could be that

#

what about axis value

#

what should it be

#

@restive yew

#

what about orbit pitch and yaw

misty dagger
#

Hey, so I've been noticing a problem that I can't really figure out how to fix.So whenever my character jumps it registers that my character is falling, so it plays the jump animation. However, when my character walks off of a ledge or after using the air boost, it plays the jump animation again. I want it to go straight back into the falling animation. Is there a way to fix this?

misty dagger
#

Well if you have logic saying 'play jump animation when you fall' then obviously, when you fall', jump animation plays

#

Well I could never find any other way to make the jump animation play when my character jumped, all the other ways didn't work at all, so that was the only way people would tell me that worked in any way.

#

How about when you press jump

#

Or just on jump

#

I think I tried using a pressed jump node and it either didn't work or I couldn't find a way to connect it properly, And as far as I know there isn't an "on jump" node

#

Are you using character movement como

#

Component

#

Am I using a character movement component? I was when I looked for pressed jump and on jump

#

I just can't really seem to find a way to fi x it.

next pine
#

OK, this may be a silly question, but can an animation bp reference anything other than a Pawn? I want an animated actor, but "Try Get Pawn Owner" only refers to Pawns. How do I "Get Actor Owner"

#

Ah, I just use "Get Owning Actor".

#

I feel silly.

misty dagger
#

Hey everyone! So I decided to use an AnimMontage for my jumping and falling and landing and stuff. I'm planning on putting a sequencer after the input actionand then attach the AnimMontage to it along with the jump node, but there is one problem.

#

To get the falling to work how it's suppose to< I made the falling section loop by making it blue, but I'm not entirely sure how to make it get out of the falling section and onto the landing section once you hit the ground. How do I set up some logic for the section basically saying "Is falling is not true, then change from falling section and go into the landing section"?

#

I've never really used loops in the sections, so that's why I'm asking hahaha

restive yew
#

It’s the same logic as the state machine version. Plug the output back into the input to loop

misty dagger
#

Well I know how to get the falling section to loop in the AnimMontage, just click the falling section, then click it again under the sections tab, it'll turn blue and that's how you know it's looping. What I'm more worried about is trying to get it out of that falling section and into the landing section.

restive yew
#

Again, it’s the same logic 😜 use Is Falling from the movement component or make a line trace to calculate height.

misty dagger
#

oooh okay, hahaha. Just wanted to make sure 😃

#

How do I get the sections from the AnimMontage into the characterBp, or the AnimBP, whichever one I need to use to set up the landing logic.

misty dagger
#

I'm still not completely sure on how I do this, sorry XD

#

Hold on, I'll see if I can figure it out myself.

restive yew
#

I don’t know what to tell you. It’s plug and chug with the usual If condition.

misty dagger
#

Well I don't understand how to get the montage out of the falling condition and into the anding condition, I guess.

#

It isn't exactly clear.

#

I know what I want to do, I know I have to basically put If Falling, connect it to a NOT bool, then connect it to the Landing section, but I don't know how to connect it to the landing secton, or how to make sure that it knows to only go into the landing section from the falling section.

restive yew
misty dagger
#

Doesn't the on completed only work if the whole montage is finished? I thought it wouldn't work with the falling section looping.

#

I think I may have figured it out though

restive yew
#

Only if the section ends. You can use notify end regardless

misty dagger
#

Nope, don't think I can figure it out XD

#

So, this is what I have so far. I thought that whenever i jumped it would play the jump animation, but instead it plays it every time I press space, which isn't what I want because then it plays the jump animation even when my character doesn't have any jumps left

#

I also tried this, but the landing animation plays right when you press start, then it stays in idle as you just skate along the ground, when you jump it plays the landing animation again, but when you use the double jump it plays the jump animation and then goes into falling animation. Then once you touch the ground it stays in the falling animation as you skate along the ground again.

#

You know, I find it really hilarious how hard it is just to get the jump animation stuff to work properly, this is taking too long for something that should be relatively simple 🤣

restive yew
#

There’s a reason everyone uses state machine for jumping 😜

round shale
#

Where do you draw the line between using state vs montage?

misty dagger
#

True XD