#animation

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primal sandal
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going to bed so @ me if you respond. Thanks for the help!

delicate junco
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No problem @primal sandal
To me it looks like the character is sliding cause of the center capsule collision of the horse so trying different physic presets should do the trick
Could you show the collision capsule of the horse ? Also if that still doesn't work you could try to put a component on the horse and then attach your character to it

untold cosmos
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Hey, guys. Serious, fundamental question. How do you save an animation state? I.e. the character is killed, drops to the ground in some pose, the player saves the game, then loads, and that dead character is still in the exact same "dropped dead" pose. I've read through dozes of AnswerHub and forum threads, there is seemingly no solution, which is extremely weird - tons of top quality AAA games have been released and it's a default feature for most of titles.

misty dagger
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Does anybody have an idea why this is happening to my character?

delicate junco
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@untold cosmos save the enemy position and rotation vectors and boolean isDead ?

untold cosmos
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@delicate junco How would that help me to save the exact pose the dead character is in? In the best case, I'd have to go through all the intermediate states in the anim tree (which is not a valid option). And it's not even an option if the death post was affected by physics.

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Also, "dead" was just an example. At the moment of saving the game, the character may have been running, crawling or drinking beer. I just have to save and restore current anim state, whatever it is.

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Just like most games do, you know.

delicate junco
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Yeah I assumed that it wasn't driven by physics
No need to go through the anim tree, on begin play -> play anim and play the dead anim (fast to reach the final frame maybe)

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Yeah if you need something for any anim

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You could implement your own state machine in c++ maybe

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Cause not sure that the default animBP enables something like this, it's pretty deterministic with a fixed entry point and such

untold cosmos
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What's "play anim"? The animation is controlled by animation state machine (anim tree), can it be overridden? If so, I need to resume from the exact state I was in when the game was saved. For example, if the character was knocked down while saved, he should properly resume from "knocked down" (the exact frame he was saved in) to "get up" state.

delicate junco
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You can play animation montages in blueprint and c++ too

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Ah ok I see, yeah I don't know a simple solution for that then sorry

untold cosmos
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I just thought that animBP (anim instance) had to be compatible with some kind of streaming, since saving animation state/pose is a default expected functionality in... well... any game of any genre.

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And surely hundreds of UE devs faced this challenge. So I hoped someone could give me a hint. I'm all down for dirty C++ work, no problem there.

delicate junco
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Maybe this could help but have no other idea, my game doesn't need such a feature so didn't dig into it

untold cosmos
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We do use snapshots, thanks. If it could be streamed in/out of the file, that would solve half of the problem.

silk axle
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You can't save the snapshot?

untold cosmos
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I don't know. Can I? I asked my assistant programmer to research this topic (anim streaming overall and snapshots in particular), he spent days digging the code and UE site, achieved virtually nothing.

silk axle
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I don't know if you can, but I don't think saving the position and rotation of every single bone is necessary anyway. I've never had to save a procedurally generated skeleton pose with such precision, and a lot of games that I know of usually swap out the ragdoll for some pre-made "dead" pose in the case of saving and reloading. If you want to have a character who was, for example, dangling dead off a fence continue to hold that pose, I would do it by saving and recalling an array of "key" bone data, just enough to recreate the procedural pose with however much accuracy I need

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I might, for example, store the pelvis and pelvis rotation in addition to the position of the head, hands, and feet

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then on startup I would set the pelvis location and rotation, then IK the head, hands, and feet to their proper locations

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that should give you not a perfect recreation of the ragdoll but pretty close, and you can add more data to the array depending on required accuracy

untold cosmos
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That surely makes sense, and the reason I came here was a hope that it's a part of UE API somewhere ๐Ÿ™‚

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Digging the code to access bone transforms, recreate the state machine, erm, state and such is a long journey that feels like reinventing the wheel.

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Sometimes you just have to take a shovel and dig, though. Will get to it then...

silk axle
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Looks like you should be able to create an FPoseSnapshot struct and pass it to yourUSkeletalMesh->SnapshotPose(), which will fill the struct up with the transforms for every bone in the skeleton. You can then save each of the arrays inside the FPoseSnapshot to a file

delicate junco
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@untold cosmos One last idea I have would be to check the UE4 replay system and see how they manage to record the data

silk axle
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on initialization you can construct your own FSnapshotPose using those arrays and then you have the functionality to save snapshots

untold cosmos
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Both are good suggestions - thanks, gentlemen, I'll take a look. Replay system was never on my mind, and yeah, I can pick apart any struct down to bytes and shove it into FArchive if needed.

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That would solve streaming the final states (i.e. collapsed, dead, hanging on the fense, etc).

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The other part is streaming active anim state machine - i.e. continue from the exact frame and state to transition into proper states in the anim tree.

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(so if someone has info on that too, I'll gladly hear it)

silk axle
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you would need to save whichever variables go into determining the state of your state machine

untold cosmos
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It's not exactly "my" state machine, it's the one from AnimInstance. Again, I understand the idea of going through its variables and steaming them one by one (not sure how accessible it is without recompiling the engine though), just hoped that non-hacky solution already exists.

silk axle
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If I'm understanding you correctly, you have state machines based on various factors. For example, if the skeleton is a certain height above the ground it may be in a "falling" state or if the owning actor has HP = 0 it may be in a "dead" state. The states are intrinsically defined by whatever these conditions are, so you would need to recreate the conditions to determine what the final state should be.

untold cosmos
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I should've called it Anim Graph, probably, I just don't work with this part of the editor often (I mostly do lower level programming and blueprints).

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AFAIK, even if I could check conditions on startup, there is no top-level function like "SetCurrentState" for anim graph.

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The horrible hack (my assistant programmer has already suggested) would be having a service "startup" state in this graph connected with EACH other state, so transition rules would serve as startup checks, but that would be a complete mess.

silk axle
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There is no way to arbitrarily set the state in a state machine because it's simply a series of conditions. It's like if I said

if (a == 1) {animation.run;}
else if (a == 2) {animation.walk;}
else {animation.idle;}

The only way to get animation.walk here is if a = 2. There is no way to just tell it to walk arbitrarily

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you would need to either set a = 2 or change the conditional statement to maybe include something else

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else if (a == 2 || forcestate.IsEqualTo("walk"))

untold cosmos
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Well, the anim graph's state machine does store active state the machine is in. The edges (transition rules) are conditions, but it is possible to be in a state, to get current state and to set current state.

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And you surely can force set a state in a generic state machine. Rules just define how you get in/out of state if you're already in that state.

silk axle
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I feel like it would be very easy to create aberrant and unwanted behavior if you were to not follow the rules of the state machine the way they are built. I've never force-set a state in a state machine

untold cosmos
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Well, if it's your state machine and if you know what you're doing, it shouldn't be a problem. You know what states are safe, what states depend on external (potentially uninitialized) data, etc. With anim graph... I really don't, so I hoped that there are helper classes, plugins, whatever for anim state streaming.

silk axle
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Not that I know of, at least. That's all I can think of, so good luck! I hope you solve it

untold cosmos
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Thanks. If I find some decent way to do this, I'll probably make a tutorial.

fair sable
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Hi, what's the best way to implement wings physics (using Skeletal Control)? i wonder if Trail is the best one. But im not sure if Anim Dynamics / Spline IK works very well. Do you guys have any idea?

delicate junco
fair sable
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@delicate junco Coool

cloud stag
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Guys is there a way to animate emission map with a mask of some sorts ,i have a stone with some runes/lines on it i would like to animate the glowing of the emission map but i want it to start growing from diferent positions

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is there any pointer as to where should i search for info

delicate junco
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@cloud stag Dynamic parameters/panner node maybe ?

ivory blaze
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Hello Guys,
I want to know how I can read the curve value from montage before actually playing the montage? I want to get the start time base on some values & match to curve amount

young urchin
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Is there a way to set per instance animations? looks like animation data can't be set to editable per instance

next pine
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@young urchin - You can run animations off of variables.

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So if you want to create an 'animation kit' that is specific to instances and you don't want to create a child animbp (which would be how I'd do it) you could, theoretically, make a struct and plug that into your character.

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Then read from that struct in your animbp to play your animations.

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That said, child animbp's are probably a better option.

fair sable
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Hello, Any idea how to fix this failed trail control? ๐Ÿ˜Ÿ . What's the most settings to control this trail component? i wanna make a wing's physic

solar gyro
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I need to push the right hand of my 3rd person char away from its chest, how do I go about doing that, tried a IK dummy cube parented to the character mesh and a FABRIK inside the Animation blueprint to tie it to the ik dummy static mesh but its not working like I think it should, and I don't even think I'm going about it the right way.

silk axle
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can anyone think of a reason my AnimInstance AnimGraph stopped working despite seemingly changing nothing?

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no matter what I connect to the final pose everything is "visible but ignored"

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also half of my nodes have lost Fast Path for no reason, which I assume is justanother symptom of the same issue

silk axle
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I just ended up restoring to an older version, no clue what I did

stark nova
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whats the correct way to modularise a complex animation graph?

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also would you consider this complex enough to need modularisation, or is this trivial

delicate junco
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if you have some group of anims only accessible through one state maybe you could create a substate machine

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Where the new state machine would be the 1/2/3/4 above

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Not sure at all if that works though cause I never tried it, just throwing some ideas. Your state machine isn't scary tbh, states seem well defined

stark nova
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Awesome, thanks :)

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Didn't think about putting a state machine inside the node of another

tardy stag
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Hey, just a quick question: Is there any way of playing a BlendSpace instead of a simple animation in blueprints? And if yes, then how do I access the BS's driving var. I just have some blend spaces for NPCs to sit down/get back up, lay down/get back up etc., which should be driven by a blueprint switch on behavior enum

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I wouldn't use AnimationBP since it runs on frame and I would probably need to cast every frame to get the behavior enum var's value so... Any help/alternative solution is more than welcome. Thanks!

haughty lily
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i've modified VehicleAnimInstance a little to include camber angle and what i get is wrong rotation. Can anyone help me out?

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WheelInstance.RotOffset.Pitch = VehicleWheel->GetRotationAngle(); WheelInstance.RotOffset.Yaw = VehicleWheel->GetSteerAngle(); WheelInstance.RotOffset.Roll = FMath::RadiansToDegrees(VehicleWheel->DebugCamberAngle);

I've just replaced roll being 0 with camber angle

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const FQuat BoneQuat(WheelAnimData[Wheel.WheelIndex].RotOffset); NewBoneTM.SetRotation(BoneQuat * NewBoneTM.GetRotation());
this is how it's applied

latent frost
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I am struggling with IK, sometimes my traces have the character floating above objects, then I turn the player around or move and it settles down to the expected height. What causes the traces to give the wrong answer?

frigid drum
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@latent frost Make sure to trace on Complex

cinder linden
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hi guys does anyone know how to import morph targets on a STATIC MESH from blender?

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I know how to do it if it's a skeleton but not a static mehs

latent frost
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@frigid drum Thank you, that fixed it ๐Ÿ˜ƒ

young urchin
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@cinder linden this script bakes the morph to a vertex animation using UV and vertex color, you could port the code of MS script to a blender (if no one did tat already)

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and seems it was made already

cinder linden
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thanks @young urchin I was looking all evening for a solution ๐Ÿ™‚

bronze osprey
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i didnt even know i was looking for this ๐Ÿ˜›

young urchin
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@cinder linden btw, notice there's a Pull request for Blender 2.80

cinder linden
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@young urchin one last thing I wanted to ask you, how heavy are morph targets in terms of performance ? whether it be skeletal morph targets or static meshes morph targets

young urchin
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@cinder linden hmm...not very heavy, shaders wise are very cheap; in terms of memory...may be expensive if you have long animations (like really long, 500-1000 morphs)

cinder linden
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we count different morphs in terms of seconds or frames in the animation right?

young urchin
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this method is used to bake water and physics simulations
there are no frames in ue4...just float time...

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even in maya or blender, i think no frames, just floats that snapped to second splits

near hamlet
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any idea how to fix?

restive yew
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Import from where? Blender? Maya? Max?

near hamlet
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blender

restive yew
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Are all the meshes in one object? Did you zero out the object coords? Do the floating mesh have vertex weight assigned to them?

near hamlet
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1- yes im exporting it as one object
2- uh... how would i check that?
3-no

restive yew
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Open properties (โ€˜Nโ€™ is the hot key) select the object and look at the xyz coords

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Everything needs to be assigned to the rig and have vertex weight on them though

near hamlet
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so the main screen area is at 0,0,7, and how do i check/apply weight

restive yew
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Make sure the rig is in pose mode, select the mesh and go to weight paint mode

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You can assign weight in weight paint mode or in edit mode. The latter is through the vertex group

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Select each bone to see what vertex is weighted to it (in weight paint mode)

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You can set the bone to x ray so you can select it more easily if needed

near hamlet
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if i do remember correctly the eyes where just parented to the bone, so i just weight paint it and it should be good?

restive yew
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Yep.

near hamlet
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ah okay, im really glad it was my own stupidity and not something catastrophic aha

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i keep trying to retarget and no matter what it moves here

cinder relic
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@restive yew @restive yew @restive yew @restive yew @restive yew

bronze osprey
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@patent dock@cinder linden they use morphs and vertex anims for all the fish in abzu, cuz cheaper than skels

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there are a lot of fish....

jolly rain
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Does anyone know where I can find the status on experimental features i.e CCDIV as Id like to package this feature in the near future as it works fairly consistently for me. It's been experimental for 2 years now afaik.

cinder linden
young urchin
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yeah, but shader complexity is not what matters in vertex animation, the memory footprint does

cinder linden
young urchin
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looking cool anyway

young urchin
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i'd probably just made some WPO noise (but i could tear some geometry on the seams)

cinder linden
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so do you think it would be reasonable to have say 40 of this around the map being skeletal meshes?

young urchin
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cause to make it properly work you have to either UV the mesh in a specific way, or use world space UVW

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ue4 has skeletal mesh caching, read about it

bronze osprey
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sounds like no problem depends what else is goin on and what target hardware is

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is there a better way , prolly does this work than its fine

slim lion
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Struggling to understand why I'm unable to use these nodes correctly:

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I've noticed after messing with the numbers that I check against in the above blueprint that the animation blueprint is sort of resetting the animation duration after each frame. In other words, notice I have the float value I'm checking arbitrarily against as 0.97. After every frame, the time remaining fraction seems to always be close to this number, which leads me to believe that either this transition condition is not running every frame, or the animation duration values are being reset every frame.

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I'd like to know if there are some things that may be misconfigured outside of the scope of this of this animation blueprint transition. What seems to be happening from my POV is animation progress is not being reported/evaluated how I expect in this transition; it seems the values reported by these nodes should be updated cumulatively, but are not.

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Oh, ok, I'm able to confirm. I can see from PIE debugging that the active time doesn't change:

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Which is strange because the animation is visually playing all the way through.

misty dagger
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is two bone ik taking much performance if the target location is lerping?

slim lion
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Oh, it got stuck because I didn't detach the above boolean check in the screenshot. ๐Ÿคฆ (but the anim time nodes in the transition still don't do what I expect)

slim lion
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Ok, the root of my problem was that I didn't clearly understand how the End Transition Event works. Now that I have some event handlers hooked up correctly, all functions as expected. ๐Ÿ‘

delicate junco
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@slim lion You can also do the transition using boolean variables and anim notifies, this way you have fast path enabled (little icon on the top right)

delicate junco
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Alternatively you can try to just check the following option in the transition options :

blissful linden
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How would you setup a box collision component so that it syncs with the animation of the character, e.g if he's lying down or leaning to one side

slim lion
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@blissful linden Associating collision bodies with the bones of the skeleton would be one way.

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@delicate junco Appreciate the additional insight. ๐Ÿ‘

crimson parrot
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Is anyone else having the problem with it being impossible to resize physics asset collision capsules?

jolly rain
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No but creating bodies crashes my editor every time in 4.23.....

delicate junco
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@blissful linden if you need the animation to drive the capsule you need to use root motion anims

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It can lead to some weird stuff from my experience if you try to rotate it so you have to use gimmicks to make it work sometimes

jolly rain
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I'm importing my skeleton at a uniform 2.2 for various reasons - seems 4.23 can't generate physics assets if the scale is not 1. I know 4.22 could for a fact.

delicate junco
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Didn't jump to 4.23 yet, too many people complaining about non working features ๐Ÿ˜…

jolly rain
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I guess I can try and export the physics asset from my (copied 4.22) version

delicate junco
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yeah that may work

twin dock
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hey I am following a video tutorial and it showed me how to download a character and animations (from mixamo), but after importing them, when I open the character, and select the "animations" tab it does not list all the animations (like it does for the utuber). Is there some sort of action I need to take to add animations to a character?

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ah i hadn't selected it right at import it seems. so an animation can only be used by one character? or needs to be imported multiple times?

twin dock
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another question (still havent solved the deformation) is that the walk/run animations include actual movement. Is there a checkbox for "move in place" ?

tardy stag
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there is inside mixamo from what i recall

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before dl that is

twin dock
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choices on download is format, frames per second, pose and keyframe reduction

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guess the problem is that I am following a 2 year old and outdated video tut

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in the comments on the video, there is someone saying "snap animations to root", but where is this option?

sonic ember
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if you're talking about RootMotion (which is - in a way - to make your animation "move in place") in the Animation Sequence under "RootMotion" there are some variables there to set that up

twin dock
sonic ember
twin dock
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that is not present for me

sonic ember
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I'm going under the assumption that you have animations for the Skeletal Mesh?

twin dock
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yes, I set up a Blendspace

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when i previewed the animations the walking animation made the character move forward in the preview

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so maybe this should have been fixed at import?

sonic ember
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the assets on the bottom right. If you open up one of them, the root motion settings are inside them

twin dock
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i see yes

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so should I use Force Root Lock?

sonic ember
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is EnableRootMotion enabled?

twin dock
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no

sonic ember
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enable it

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assuming that your imported mesh has a root bone, the animation should just stay relative to the root bone

twin dock
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i can use the bulk asset edit to enable to all or is it not always right?

sonic ember
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I don't have much experience with using bulk asset edit to say for certain I'm afraid

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I'd check beforehand that enabling RootMotion fixed your issue before modifying all of them

twin dock
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yes i kinda did. it stopped the character from running ahead. but it seems to have included a sideways rotation

sonic ember
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what do you mean by that

twin dock
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nm. it just looks super creepy how the hips now stay in place. any idea how to fix the giraff neck ?>

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best way to describe it way the blended movement things are rotated is that it looks like she is walking 5 degress to the left instead of forward

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so locking the root caused it to not rotate?

sonic ember
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Locking the root can have that effect yes. It depends entirely on the root bone

twin dock
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guess I will look for a new tutorial that isnt so updated where my sitation differs so much from the instructor. thanks though

wicked flicker
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Guys I want to know the correct way to share a project using Animation & Rigging Toolkit to another computer to work in a team

obtuse coral
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Hi. I wanna create a animated slime creature. Sadly it looks like there is nothing like a soft body that can help. Now I found 2 ways. First: create custom skeleton. Second: use vertex animations. For the first, I currently don't knwo how to create a skeleton. for the second i sadly just found 3ds max which is to expensive. does anyone know, what's the best way to create such a slime character?

grave flume
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๐Ÿ†˜ I can't seem to get the rigidbody node to work correctly in animblueprint! It always results in my mesh stretching and flying all over the place. My phyics asset is set up correctly and animates correctly in the physics asset editor. PLEASE HELP.

velvet sandal
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for model creation... what does everyone recommend?

thin glade
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Hey im trying to export an animation from Blender 2.8 to Ue4, ive had no problem doing this with Blender 2.79. Now with 2.8 my skeletal mesh looks fine in ue4, but the animation asset is 400 times smaller than it should be, and i just cant seem to get the anime to play either

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can someone send me their export and import settings for blender 2.8 anims, as that would clear up the most common issues the fastest

thin glade
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Got it working nvm

jolly rain
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@velvet sandal 3dsmax is great for hard surfaces and Z-brush is great for organics

delicate junco
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If you can't afford the license Blender is great

sudden sedge
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I'd recommend maya or blender

reef agate
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Anyone know if it's possible to rotate a PawnSensing Component without rotating the whole capsule in a character BP? I just want it to move along with the head bone of a humanoid avatar

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Wondering if maybe I need to create a BP with a pawnsensingcomp and socket that. Since u can't rotate a pawnsensingcomp without rotating the whole capsule in a character bp, unless i'm missing something

delicate junco
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I'm pretty sure that Pawnsensing is obsolete, AI Perception being the new version. You should ask in #gameplay-ai imo

rotund musk
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Anybody have Maya LiveLink 1.0 source that works with Unreal 4.22?

reef agate
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@delicate junco yup, seems like i should try out AI perception asap and that tutorial is exactly what i need

delicate junco
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๐Ÿ‘

rotund musk
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work with 4.22?

bold edge
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@twin dock Im doing the same tutorial and I dont have your issue but for some reason my animations that involve movement occur above ground

rotund musk
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Or, has anybody tried to build MayaLiveLink for another unreal version? I'm trying and the build keeps failing at

  ** For MayaLiveLinkPlugin2019-Win64-Development
  MayaLiveLinkPlugin2019.target (0:00.23 at +0:00)
  Executing post build script (PostBuild-1.bat) (0:00.12 at +0:00)
  The system cannot find the file specified.

  Error executing C:\Windows\system32\cmd.exe (tool returned code: 1)
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I'm trying to build for Maya 2019

delicate junco
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Blender user here, can't help ๐Ÿ˜ฆ

rotund musk
dusty burrow
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Hello! I have a doubt, mostly because Animation Sharing is not marked as Beta or Experimental. But I have seen some issues that appears characters with the system lost their capsule component (or at least is not rendered when you do Show Collision). So, is this feature usable at the moment? I would like to use it in our game that is a Tower defense so we have some overhead of enemies sometimes.

woeful aspen
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whats the requirements to import an LOD 1 to an skeletal mesh?

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mine fails to import no matter what i do

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This what i tried

  • Same mesh, same skinning, just decimated to 80 procent lower
  • Duplicated mesh and rigged and skinned to the same as the orginal
  • Same mesh, without being rigged.
vast egret
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Hopefully the correct place to put this but I can't figure out how to get "post-roll" to work correctly even in an empty project. Anyone know what I have to do to get it working to evaluate a track even after the sequence "ends"?

hollow summit
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I have an animation that was exported with an offset and we would like to know if there is a way for us to fix the offset without having to reimport

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I tried playing with Import Translation but it didn't seem to be doing anything

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And this animation is part of an animblueprint so I can't offset the character

noble pelican
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does anyone have tips for handling run and walk animations, for example run start and walk start? I tried using blend by bool, but if you toggle walk when the start animation plays, it switches over to the other animation and it looks weird

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I get the behaviour I want by using a nested state machine but it seems weird to do that for almost every state

hollow summit
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You may want to take a look at how Epic handles it for the Mannequin?

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Otherwise, maybe the paragon characters have it, can't remember

noble pelican
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I think the paragon characters only have run states

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I mean kind of switching from walk start to run start while either animation is playing

misty dagger
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Hey guys. This might not be the correct channel for this question, but I'll give it a go none the less. Imagine you have some kind of monitor 3D model within your level, and you want the monitor to display some kind of "moving" image, just like an animation. If you want this "movie" to be controllable, like start, stop, set play length etc., how would you go about implementing that? I read somewhere that flipbooks might be a solution, but I wanted to hear what you guys suggest, before I spend time creating the flipbook ๐Ÿ™‚

delicate junco
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@noble pelican Blendspaces ?

noble pelican
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@delicate junco True that might work in some cases

next pine
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@misty dagger - Probably this?

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If it were, like, a video.

shut fulcrum
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Hello! Newb here.

I have a bunch of levels, and a set of animations that repeat in all of them. I'd like to have a "master" animation that applies to all levels. In short, it's a moving camera and some translation values on a few objects.

When creating a Level Sequence, it breaks after duplicating the Level in order to make the next version. I have to re-link the objects that will be affected.

Is there a smarter way of doing this?

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Here's a link to a preview. The composite is rough, please don't judge :). These camera passes are separate levels, but as you can see, the camera movement and the opening doors are always the same.

sudden sedge
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make the door a pawn and control the camera that way?

wintry igloo
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hey guys, has anyone made the "RigifyToUnreal" script work in Blender 2.8? its throwing some errors at me.. maybe some of you have encountered something similar?

haughty lily
#

i have that 2d blendspace with MoveForward/MoveRight values going from -1 to +1
and i also have character that moves not in control rotation but on fixed X & Y vectors, while control is rotated at mouse
how can i properly calculate MoveForward & MoveRight values having access to velocity and control rotation?

twin dock
#

hey, when i add an animation blendspace to my character, it moves the mesh off from its local origo. making it float above the ground. when i move it down, the fall animation goes through the ground... help?

#

hmm seems it is the animations and not the blendspace. can i adjust that in UE?

#

i tried to grab the root node in the animations and drop that, but it didnt seem to help

#

i tried the transform and the import transform in the animation edit. seems to do nothing

#

The animation moves up for the walk and idle, whole are down on the other ones.. maybe just bad animations ๐Ÿ˜ฆ

next pine
#

@twin dock - Look up Root Motion, there's an option to disable it.

timber star
#

hi i post question in ue4 thread but it s about animation if you can help me?

reef cypress
twin dock
#

@next pine but isn't pelvis movement kinda required for a natural walk animation?

next pine
#

@twin dock - Your pelvis should not be your root.

cinder linden
blissful linden
#

how would I sync sound so that in plays exactly in time with an looping animation that is played in an animation blueprint

dusty burrow
#

@cinder linden it seems that it needs to be done via C++, I'm in the same position as you, looking forward to understand how to use this optimization method.

dusty burrow
#

@cinder linden Ok, yes, you need to set it up in C++

First, in your character C++ (.h) create a variable:

struct FAnimUpdateRateParameters RateOtimization;
#

Then in (.cpp)

//Animation Optimization
    RateOtimization.BaseVisibleDistanceFactorThesholds.Add(0.4f); //MaxDistanceFactor > 0.4f 1 frame skip
    RateOtimization.BaseVisibleDistanceFactorThesholds.Add(0.2f); //MaxDistanceFactor > 0.2f 2 frame skip
#

This is what I have found so far.

#

is weird that it seems is not directly associated to the LODs.

#

so, apparently is more related to distance, and not Screen size.

cinder linden
#

@dusty burrow thanks a lot man ๐Ÿ™‚ I'll have a look into the docs you posted

unborn lion
#

is there a way to manipulate "Retargeting Translation" during runtime in blueprint???

dusty burrow
#

@cinder linden just wanted to let you know that it wasn't working the way I've described, but you can use GetMesh() to apply directly to your mesh. Also, Found a way to connect to your LODs so they will dictate the distance threshold.

GetMesh()->AnimUpdateRateParams->bShouldUseLodMap = true;
    GetMesh()->AnimUpdateRateParams->LODToFrameSkipMap.Add(1, 1);
    GetMesh()->AnimUpdateRateParams->LODToFrameSkipMap.Add(2, 2);
    GetMesh()->AnimUpdateRateParams->LODToFrameSkipMap.Add(3, 4);
    GetMesh()->AnimUpdateRateParams->LODToFrameSkipMap.Add(4, 8);

First parameter is the LOD, the second, the amount of frames you want to skip.

dry flame
#

Hey all, is this a good place to ask questions about animation blueprints?

unborn lion
#

@dry flame you bet buddy

dry flame
#

Killer

#

So I'm working on a VR project and am trying to get my NPC to turn his head to face me while he's talking to me (via FaceFX)

#

I'm in the anim blueprint of the NPC, and (per a tutorial's suggestion) added a socket to the head bone

#

then in the Anim Graph added this

#

then in the Event graph created a function

#

both inputs are Actor types

#

BUT, in the function, the cast to the NPC's blueprint is failing

#

And I can't for the life of me get this to work

#

Any ideas?

#

I guess it's possible that FaceFX might be overriding it, but I can't know for sure

unborn lion
#

how do I make the FABRIK node work so that it touches the buttons transform

ebon quest
#

Can anybody here help me with my slide and prone animations?

jolly rain
#

Your effector needs to be world space

dry flame
#

who are you referring to @jolly rain ?

jolly rain
#

@unborn lion

unborn lion
#

thanks alot man, I also was referencing the button's relative transform smh

#

once I switched it to World SPace and World Transform, everything worked perfectly!

#

@jolly rain

#

can you rotate Sockets using Fabrik??

#

does it always have to be Bones?

#

@jolly rain

jolly rain
#

I've never used Fabrik but CCDIK which i assumed had the same effector set up, but for an inverse kinetics system id say it only works with bones.

unborn lion
#

anyone know why or how to stop all that flailing after I grab the shotgun

#

im using the FABRIK node to move my hand to it

jolly rain
#

CCDIK has rotation limits to its IK chain

#

You could compare forward vectors of player to object and apply a slight rotation to ensure the IK never oversteps its solver, either way FABRIK and CCDIK are not perfect unfortunately.

frosty onyx
#

Hey i have simple walk forword root motion animation in server side everything is fine but in client side i am getting foot sliding

misty dagger
#

I have some UMG widgets that I want to animate in 3D space (relative to a character's hand), and I wasn't sure how to approach that. Can you move individual components in relative space with Sequencer or Matinee, or would the best solution be to completely scrap my UMG widgets and move to a skeletal mesh with elaborate materials?

misty dagger
floral horizon
#

Does anyone know how to export a skeleton from blender to UE4 while keeping the actual armature root as the root in UE4?

delicate junco
#

Oh yeah had the same problem, wait for a sec i'll find you the thread that helped me

floral horizon
#

Cheers @delicate junco Still not got it though. As far as I can tell my Skeleton is named armature

delicate junco
#

Yeah the armature naming convention he mentions didn't work for me too, that's why I use the second solution he mentions

#

"This is still the cleaner version in my opinion. The FBX exporter is located here: [BLENDER ISTALLATION PATH]\2.79\scripts\addons\io_scene_fbx\export_fbx_bin.py. Open it, find the follwing code snipped and comment out the code below. After that, your skeleton should export without the extra bone created. If root motion still won't work, it is likely one of the settings you set in the Unreal Editor."

floral horizon
#

Hmm... I wonder if that will work in 2.80

delicate junco
#

If the fbx exporter didn't change it should work, I didn't make the move to 2.8 myself yet even though I really should ๐Ÿ˜…

floral horizon
#

Just telling me multiple roots found

#

Got it

#

I unchecked only deform bones

#

Thank you @delicate junco Youre a life saver!

delicate junco
#

Np, glad you solved the issue, this one was super annoying for me too lol

floral horizon
#

Just gotta backup my project. Then replace the old skeleton with the new one.... All so I can use root motion!

#

haha

delicate junco
#

yeah had to do the same thing ๐Ÿ˜… Good luck with your project !

floral horizon
#

Cheers! You too!

#

Shame you can't just search and replace Skeletons....

delicate junco
#

Thanks ! Not sure at all but maybe the "reimporting with new file" could work ?

floral horizon
#

Damn. That actually worked

delicate junco
#

๐Ÿ‘Œ

floral horizon
graceful storm
#

Anyone use akeytsu? Is there an easy way to get the feet to stay planted when I have moved the pelvis or do I have to just go frame to frame and keep moving them until theyre matched?

warm hollow
#

hi guys i want to create a Surveillance Camera but i don`t know how to animate for rotation , any help?

winged violet
#

I have set GetMesh()->bEnableUpdateRateOptimizations = true and also set GetMesh()->AnimUpdateRateParams->UpdateRate = 30 but no difference in results as far as I can see

steady ether
#

Does anyone know what might cause separations along unconnected verts in a skeletal mesh, if the separations don't occur in Maya?

#

I guess there are some slight seams in Maya

#

But in UE4 they're really obvious. What might be happening between Maya and UE4 to cause this?

young urchin
#

@steady ether skin weighting probably, if no blend shapes in effect

#

try to import as static mesh and see if they are there

#

also check in bind pose

#

@oblique remnant why are you asking in #animation? bloom is enabled in ue4 by default, it's visible for all objects that has brightness above 1.0...(and noticeable for all that has brightness above 5-10)

oblique remnant
#

Wrong channel my bad

unborn lion
#

I downloaded the Mixamo Animation Plugin on how to root animation skeletons

#

From where can I access the plugin information?

#

its settings?

full jungle
#

Hi!
Does anyone know how to override a pose on a skeletal mesh from c++?
I have an animation and I can grab all the boneยดs tranforms at a given time (what you get is the GetCompressedTrackToSkeletonMapTable, which gives you the root bone transform at said time + offset transforms to all the other bones).
It seems that I should already have everything I need but, how do I build a Pose object and override the mesh with it? Keep in mind that, at the moment I want to do this, the Skeletal mesh is not being animated. The skeletal mesh component is not even ticking at this point.
Does anyone know if this is possible?
Any hints would be very much appreciated.

PD: I would guess that this is very close to what I'm trying to achieve
https://docs.unrealengine.com/en-US/Engine/Animation/PoseSnapshot/index.html

Cheers!

Animation Pose Snapshots can capture a runtime Skeletal Mesh Pose inside a Blueprint and can be used for blending in or out of additional poses within an Animation Blueprint.

sinful yacht
#

hi anyone using blender for animation? How do i speed up the viewport playback?

#

its playing back at quite the horrendous 6 fps

full jungle
#

hi again!
question: if, in an animation sequence (UAnimationSequence), all stored locations at any given time are offsets from the rootbone, should I assume that all the stored rotations are also offsets? If they are, to who? to the T-Pose original rotation of that bone? or to the initial rotation of that bone at t=0s in the animation? or is it an offset from the rootBone rotation?

full jungle
#

ok, never mind. Got all this wrong. They are offsets relative to the parent.

delicate junco
#

@sinful yacht Hiding some parts can speed it up

#

For example hide all bones with H

#

We're talking about skeletal anims right ?

sinful yacht
#

Wew yah skeletal animation

#

No simulations

#

And its already at 6 fps ๐Ÿ˜‚

delicate junco
#

Lol, maybe your model is too high poly ?

#

Do you have an old pc ?

sinful yacht
#

Nah mi got ryzen 3700x

#

Gtx 1070 ๐Ÿ˜ข

delicate junco
#

Hmm that's weird

#

Did you try hiding parts of your model ?

sinful yacht
#

S w e a t hiding parts

#

Maybe i'll try that

delicate junco
#

Yeah I sometimes have anims running at 40fps and when hiding all bones and non relevant parts I hit my targeted 60fps

jolly plover
burnt vapor
#

Quick question, since this is kinda pissing me off.

#

This is what my character's feet look like.

#

This is how the bones look

#

They're mirrored, so they're exactly the same.

#

This is how it looks in Unreal.

#

What the hell. Why the hell. And how the hell.

#

After experimenting with it, it looks like Unreal is importing the location of that one specific bone wrong. Like completely wrong.

#

It works well in the default pose. But not when importing the animation.

opaque stirrup
#

Getting phantom missing weights too ๐Ÿ˜ญ

#

I wish UE4 supported blender properly

#

but in UE4 it's shown as the penultimate bone but deforms like it's the last one

spring moth
#

Just spitballing here @opaque stirrup . Did you make a default binding pose with a key for every single bone when exporting? Did you name the armature something other than โ€œArmatureโ€? (I use blender too and had problems with importing skeletons named Armature in the past) Are you exporting using blenders FBX exporter?

opaque stirrup
#

using Autorig pro. I've got it to a point where it appears to be working functionally, but the bone display in the tail is off?

opaque stirrup
#

It seems it always places the constraints backwards to my eyes? is the arrow suppose to point in the joint forward postion or back?

#

also, does the orientation not really matter? it seems no matter how I angle it, it dosen't actually change the joint swing

#

I keep trying to find documentation but nothing that really explains constraints in detail

opaque stirrup
#

like is there no way to keep a ragdoll from say making the knee bend backwards?

spring moth
#

@opaque stirrup i think if you want to stop the knee from bending backward (assuming this is a physics asset), you'll have to modify the limits in Angular Limits in the constraint.

opaque stirrup
#

I tried but the limits seem bilateral

#

and rotating the constraint doesn't seem to effect it, is it driven off the bone?

#

like regardless of what limits I put it seems to bend equally forward and backwards, and at first I thought i'd rotate the constraint marker in the direction I wanted to to be the 'midpoint'

#

but that seems to do nothing.

opaque stirrup
#

great now my head is just deciding to flop around on the neck like it's a ball joint... but it's not.

#

I just want the damn constraints do what they say they'll do

misty dagger
#

how would i go about editing the default animation for the first person template, as i wanted to change the way he holds the weapon as you can see its kinda floating

steady ether
#

Q about twist bones and Epics way of doing them, is this standard?

#

To have them outside the hierarchy? My understanding of them is that they will help with deformation of the skin (which would be no different if they're inside or outside the hierarchy) but perhaps more importantly they offload twist rotation responsibility from the bones later in the chain, which won't happen in this case since they're not connected

dusk dove
#

i usually use Shoulder->Elbow->Wrist
and Elbow->ForeArmTwist

opaque stirrup
#

Do bones with no vertex weight degrade performance? Autorig exports some bones to FBX that I'm not using but can't delete without breaking the export.

frosty peak
#

@opaque stirrup There is a cost to bones that are not skinned to any verts. Their transforms are evaluated on the animation thread, and copied back to the game thread. But it's unlikely to be a concern unless you are on mobile or if there is a ton of them.

opaque stirrup
#

Okay. I could try importing the fbx and deleting them and seeing if I can re export it without blender butchering their orientation... I wish UE4 could delete bones directly. But thanks for the info.

frosty peak
#

Unreal can delete bones

opaque stirrup
#

Oh? I searched and searched and couldn't find any info on it.

#

Beyond people reqursting it.

frosty peak
#

on the skeletal mesh itself, there is a field under LOD info tab. it's an array called "Bones to Remove"

opaque stirrup
#

Ohhh

frosty peak
opaque stirrup
#

Yeah, I guess I could make LOD1 the default LOD and hack it that way? My understanding is LOD0 can't delete bones? But thanks for reminding me.

frosty peak
#

you may have to reapply the removal of those bones each time you reimport

#

you can remove from LOD0

opaque stirrup
#

True, I'll give it a shot. Thanks!

#

Right now I'm trying to get my physics object to not collapse into a jiggling pile.

#

And I've pretty much given up on not having joints bend backwards

frosty peak
#

ah, is your component scaled up?

opaque stirrup
#

I'm guessing directional constraints are not s thing

#

What do you mean?

frosty peak
#

say its a ragdoll that you were doing

#

if your skeletal mesh was scaled up to 2x

#

when you start ragdolling, your skeletal mesh will shrink to scale 1x

opaque stirrup
#

As far as I know it's scaled 1:1

#

I'm just in the physics editor

frosty peak
#

ah ok, then it's likely something else

opaque stirrup
#

Some stuff works fine other not so much.

#

Still learning the tools but a bit frustrated

#

The documentation is very sparse

frosty peak
#

the physics editor will either work perfectly, or it'll explode

opaque stirrup
#

The tutortials videos are often very superficial

#

I've gotten good results but I don't know why they show the constraint axis

#

When as far as I can tell it has no effect on the joint

frosty peak
#

it lets you set a different hinge point than the joint location

#

I dont remember what the button is that lets you swap the forward axis and move it

opaque stirrup
#

Yes I discovered that, for the shoulders it helped keeping the clavicle from collapsing

#

Q seems to swap stuff

#

But I can rotate it all o want, I can't offset the centerline of rotation

#

Say I want the knee to bend 45 degrees back and 0 degrees forward, well obviously that's just a 22.5 degree either way rotated 22.5 degrees

#

But rotating the constraint dosent appear to 'set' the constraint.

#

I guess it's based on the initial bone position

#

But none of that is documented so I'm just going by trial and errors

frosty peak
#

I do recall there being a button for that

#

but maybe thats all imaginary =\

opaque stirrup
#

Well I saw there are some settings hidden but nothing I've tried has allowed me to tweak a joint

#

Like obviously we don't want backwards bending knees or fingers.. gross.

frosty peak
#

honestly, I feel like I can never get the physics asset to respect the range limits.

opaque stirrup
#

I noticed the soft limits (spring) needed dhige dampening, but even then would often go crazy

#

I'm wondering if non spring limits would be better but they appear to be very clunky, which is why I wish I had some good write-up on best practices for humanoid ragdolls, looking at the base one has been some.help

frosty peak
#

ya, a best practices would be nice

opaque stirrup
#

But most of the documented parameters read like "Dampening amount: sets the amount of dampening"

frosty peak
#

wish epic would give us training on more than just the beginners intro to a feature

opaque stirrup
#

Like wow thanks!

#

Yes!

#

I do appreciate that you can reimport a mesh or weights, that's been a life saver

#

To be able to tweak some weight painting and reimport that without doing everything from scratch.

frosty peak
#

ya thats pretty cool

opaque stirrup
#

I hope Epic investing in Blender is a sign of maybe better integration. I know a lot of profesonals use Maya or 3DS but I can't justify anything with a rental fee like that.

#

But it's been fun getting my feet wet with UE4, I just wish I hadn't spent nearly two days Messing with the physics asset.

frosty peak
#

i'm curious who wins between an animation graph and a physics asset

#

because an animation graph could constrain the limits of rotation

blissful linden
#

I retargetted my Animation to another skeleton and here is the before and after picture

#

what went wrong

frosty peak
#

does it only look like that on that on retargeted animations?

blissful linden
#

yes

frosty peak
#

wow, that's strange

blissful linden
#

my other anim animated specifically with that skel looks fine

frosty peak
#

@blissful linden you could try exporting the animation out to FBX, and then reimport that FBX

blissful linden
#

When I drag the animation into the world I notice its like around 100x larger than the original model

#

could that be it @frosty peak

#

like its massive I have to turn my camera speed all the way up just to see it

frosty peak
#

that sounds reseasonable

blissful linden
#

how would you make the animation smaller?

frosty peak
#

the normals are freaking out at the scale

#

hmm, that's tricky

#

you can adjust the import scale of the original animations & skeletal mesh

#

that might do the trick

blissful linden
#

nah but this thing is like really really big

#

my unreal just crashed for 30 sec when trying to edit the scale

#

also why cant I edit the scale manually?

#

why I try editing it jumps to either a really small negative number ot a really large value

delicate junco
#

@opaque stirrup There's an option in blender to only export deform bones in the fbx params

opaque stirrup
#

Yeah. But I'm using autorig pro, which pretty much exports some bones in its script

delicate junco
#

Oh ok

opaque stirrup
#

The good news is the ue4 export script seems to work (proper bone names)

#

But the bad news is it includes some face bones I don't use

#

But thanks for the feedback!

delicate junco
#

Does importing the file in blender and then re-exporting it with "only deform bones" break the link ?

#

(Using the native fbx exporter)

opaque stirrup
#

When I re import it, the bones look rotated

#

So not sure if I re export it again if it'll break

#

I could test it.

#

I guess it's worth a shot!

delicate junco
#

Oh ok, I guess the script must do some operations to take care of the axes changes or something

opaque stirrup
#

Yeah, I noticed UE4 and blender don't play nice as far as bone orientation

#

Which is one of the reasons I got auto rig, is it's fbx exporter seems to be competent.

#

But while you can customize the output, you can't change some things from what I've seen.

#

Like I could not export face bones, but I can't export only some face bones

delicate junco
#

Oh I see

opaque stirrup
#

And from looking at the workflow for morphs, I'm going to attempted rigged face vs shapekeys for this project, wish me luck.

delicate junco
#

Haha good luck, didn't try shape keys yet but apparently it should work

opaque stirrup
#

Shape keys are very cool.

#

And I might use them for some body types.

#

But what my understanding is, you need a duplicate mesh for each varient, which can get pretty out of hand for face expressions, vs bone deforms, and I have characters who will look different but I could possibly recycle rigged face shapes with some tweaks.

#

So I'm thinking shape keys are still useful, but for my purposes, doing face shapes via shape keys is not the way to go at the moment.

delicate junco
#

I think duplication is not needed, iirc you can just "save" the vertices positions as a shape on the same model

#

Btw there's a plugin to do shapekeys for static meshes if you need it one day

#

Gtg rn lol, good luck for you anims !

opaque stirrup
#

Thanks!

#

What I mean by duplication is, apparently shape keys data contains the verts for the entire mesh, not just the changed verts.

#

So on a low poly model or a limited scale it's not that bad.

delicate junco
#

Oh I get what you mean, I'll dig more into it cause that'd be annoying indeed, thanks for the info

proper tangle
#

Hey guys. I'm trying to figure out the correct workflow for adding a root bone to a model that is already skinned within Maya 2015.
From what I understand, I need to:

  • Detach the skin with the option to Keep History
  • Create the new bone and position it
  • Set the new bone as the parent of the skeleton
  • Reattach the skin using the previous weights

Is this correct or am I missing some steps?
Also, I'm unsure exactly how to reattach the skin with the old weights in Maya 2015

#

I know how to add a new root in an animation which is super easy but adding it to a skinned mesh is where I'm having issues

proper tangle
#

I think I figured it out by exporting and later re-importing weight maps for the skin

#

Yay! All is good now

gleaming sleet
#

Hey all, is there a way to copy all anim notifies from one anim sequence to another? They are of the same skeleton, same length (same animation with some edits made outside UE4).

opaque stirrup
#

@frosty peak thanks for the tip on LOD and bone removal, I didn't know you could do that from LOD0, now if only I could auto-populate it with bone with zero weight

ripe yew
#

So I have a horse riding system that I wrote. The horse anims are root motion. Which are the parts needs to run on server and which variables need to be replicated? Any guidance>
Currently in 2 clients I see the horse moving but not animating. In 2 clients run on server. IIt doesn't work at all.

proven osprey
#

Why does setting a skeletal mesh at runtime fuck it up? (examples incoming)

#

Normal Mesh that I set inside my character BP

#

It works both ways

#

if I set the default mesh to be the elf character it works fine

#

but then if I change it during runtime it messes up the mannequin mesh

misty dagger
simple star
#

How do I stop my characters from turning abruptly through animation blueprint ? What is the proper way ? I have animations for turning 45 and 90 degrees but I have no idea how to work them in ... please @ me if you know

sudden sedge
#

@simple star have a "goal" direction, then an actor rotation, f-interp between them

#

when you walk forward

#

you can also turn the speed into a multiplier, so the slower you're moving the more quickly you can turn

ripe yew
#

So I've swim animations which are appearing lower to ground. How can I bring it up z-axis?

simple star
#

@sudden sedge

#

won't that be sloppy ?

#

sort of like gliding

sudden sedge
#

if it's beyond a certain threshhold, you could play an animation

#

and do movement driven by animation

delicate junco
#

Yeah root motion could be useful here

supple axle
#

how do you people work with animation blueprints? It seems that every marketplace asset I have bought doesn't have working preview functionality for the animBP because it relies on the pawn being of some specific class

#

then previewing blending and different poses with different parameters like speed and direction just doesn't work

#

are there any blog posts or something that goes over best practises?

brisk ocean
#

Hi everyone
I'm trying to import a car animation into ue4, nothing i do seems to be working. The animation was made using a not so complex car rig. I have tried selecting the main rig control which the car parts are connected to and importing via fbx, the animation doesn't play in ue4.

don't know what else to do.

thanks

hot crescent
#

is there an euler filter for sequencer?

hot crescent
#

@brisk ocean I never done vehicles myself so sorry if this is not much help.

if your're trying to import the car: https://docs.unrealengine.com/en-US/Engine/Content/ImportingContent/ImportingSkeletalMeshes/index.html

if you're trying to import the animation: https://docs.unrealengine.com/en-US/Engine/Content/ImportingContent/ImportingAnimations/index.html

I'd also recommend exporting the car from vehicle template or the vehicle game from learn tab to see how they've exported it and look at the static mesh to see how they've imported it.

Learn how to import skeletal meshes.

Learn how to import animations.

ivory blaze
#

Hello Guys, I've downloaded an animation from mixamo & imported to UE4 and works good but i need a little bit edit, any good motion builder tutorial for beginners to edit animations?
Already i searched the youtube but i could not find any good tutorial for editing animations...

#

In this case I need to keep hands in location (Lock) & just use the rotation animations

glacial canyon
#

Looking for an animator to make 3 mannequin animations for me, paid. Send a msg if you're interested.

sleek plover
#

how can i rig a human model with the ue4 skeleton? is there any tool like mixamo to do this?

carmine olive
#

does anyone know where I can find first person bow animations

delicate junco
sleek plover
#

thanks @delicate junco ,i did it with unreal 4.23, it more or less ok

#

i mean, the retargeting of the skeleton using the human base

misty dagger
#

Hey, I'm having some issues with Blendspaces,

I have followed pretty much every tutorial on youtube to the dot and I still can't get my character to go from Idle to Walking animation?

It's just an endless loop of the Idle animation even while walking.

#

I'm using MoCapOnline animations with the standard Unreal skeleton

delicate junco
#

Can you show your blendspace ? @misty dagger

#

and your state machine too

misty dagger
#

It's a simple one dimensional Blendspace, so I'm not sure what's going on

#

the idle animation is playing, but the walking animation is not

#

and I can't figure out what's different about them

delicate junco
#

Oh that's because you didn't put your blendspace in the graph, wait a min i'll show you an example

#

So here I have one state for my blendspace

#

You shouldn't have different states for the different anims of your blendspace cause it already has the info in it

#

(don't mind the slot "default slot", it's a montage thing to override the motion when needed in my project, you don't need it here)

#

Speed is a float variable created in the animation blueprint

#

You update its value using the event graph

misty dagger
#

thank you, I will make the changes and check out those videos!

still sundial
dry swan
#

bit of an odd question, but would anyone know how to set bone scale values outside of this: https://docs.unrealengine.com/en-US/Engine/Animation/NodeReference/SkeletalControls/TransformBone/index.html

I'd like to be able to set individual bone scales per event and sort of freeze them for the sake of character customization. Using that modify node is a bit too pricey for me, though. Realize it may be a bit of a pipe dream, given how bones update, but figured I'd throw the question out there.

Describes the Transform Modify Bone control which can be used to modify the transform of a specified bone.

indigo palm
#

I can't seem to add an offset animation without it blowing up the mesh x1000. I don't know why. I've made sure that the fbx exported is in CM. I've tried turning on and off the Convert Scene Unit in the import FBX options within unreal, which had no impact

#

The animation looks to be normal size when viewing the animation by itself. As soon as I drop that aim offset animation onto the aim offset grid, the mesh blows up

#

Does anyone have any idea what the heck I can do about this?

tranquil fable
#

HELP! I am having a huge problem in my project that I don't know how to fix. It is driving me nuts, and keeping me from working on this project.

Basically I had a skeleton that I am going to use as the basis for all my human characters. I imported a new character to attach to that skeleton, but for some reason UE4 didn't see them as the same skeleton, so I couldn't just simply do that. I eventually tried "Retarget to another skeleton" on the base skeleton, and used the skeleton from the new character as the target, to see if that would just fix the new character's skeleton. But now ALL of my animations and the base skeleton itself are messed up!! And UE4 decided to save this into my project!

The base character is missing it's mesh in the skeleton now, and every animation shows the new character (who is untextured) crunched up in a ball. And when I click to view the animation, there is no mesh.

What do I do to fix this?

(Ping me when you reply so i can get the notification please)

tight glacier
#

Hi guys! Hope yo projects are going well :)
Could anyone one point me in the right direction for streaming facial mocap in ue4 via Iphone but with facial joints instead of blendshapes? Please? I did think via the animation blueprint, grab the values from 0 to 1 like you said and translate them to positions then determine in which direction each joint has to go up,down, left right but just wondering if anyone got better solutions? maybe hopefully?

Sorry for disturbing ya ;-;

tranquil fable
#

Can someone help me please? :( (my issue is above)

brisk pewter
#

Im really not sure how to fix that

young urchin
#

@tranquil fable when retargeting you're making copies of animations, you're not changing the originals...ofc if you're not overwritten the old ones...in that case all your animations are gone

#

you can attach new mesh to existing skeleton if it has original structure (from root bone)

#

animations also using "preview" mesh...if your original mesh is intact you still can use one for previews

slow valley
#

@tranquil fable , I did the same thing today. Had to reimport all my animations

tranquil fable
#

yeah... same here... ugh :(

slow valley
#

I too am having issues with retargeting animations. I have a character from MIxamo that I added a root bone to. When I retarget the animation, the Hips translations in each frame are lost.
Pictures incoming

#

Picture #1 is the original animation, Picture #2 is the retargeted animation to Mixamo skeleton (with root bone)

#

Ugh. I should just create a Maya script that converts Mixamo skeleton to UE skeleton and avoid all this but I'm in too deep. lol

frosty berry
#

im trying to retarget too lol

slow valley
#

It's a giant pain in the ass. lol

river briar
#

Does anyone know what DefaultAnimCurveCompressionSettigns are?

fleet willow
#

Is there a easy way to decide which animation should play depending on the hit side inside of a AnimationBP ?

#

Got here 4 animations hitForword, hitRight.. and i'd like to use them properly when a projectle hit the mesh which uses this AnimationBP

clever shore
#

"Character does not inherit from Pawn (Cast to Character would always fail)"

valid maple
#

@clever shore its your player character? if so try get player character

clever shore
#

@valid maple now I get character does not inherit from character

valid maple
#

hmm .. is "Character" the name of class you are trying to access?

clever shore
#

ohhh that's it

#

I was casting to the wrong character

#

Thanks for pointing that out!

valid maple
#

haha ..you are welcome

rotund musk
#

Does anybody have any experience with ue4's Control Rig?

clever shore
#

My movement input suddenly stopped working even though I haven't modified anything to do with movement. Does anyone know what might be the cause of this? WASD brings me in seemingly random directions with a and d going in the same direction. I was working on attaching a socket at the time of the problem.

dusk dove
#

Has anyone experimented with Anim Layer Interfaces? How would someone start a Weapon System with it?

steady ether
#

I'm getting a lot of IK jitter when I try make a spine IK squash / stretch system. Is there a proper way of doing this, or a way to solve some things in parallel rather than in a chain?

hoary estuary
#

Hey guys. Stupid question - just started working with animation. Is it possible to export an animated transform from 3d package to Unreal just making a bone animating it and bringing it to UE4. And then attaching random static mesh to it?

restive yew
#

The rig itself is a separate asset. You can import it by leaving the skeletal mesh empty in the import menu. You can then import your meshes thatโ€™s weighted to the rig by assigning the skeletal mesh you just imported

#

Now if itโ€™s just a simple transform animation, Iโ€™d wouldnโ€™t bother with a rig. Just use Timeline node to do it.

slow valley
#

Does anyone know how to retarget an animation without losing hip bone translations?

misty dagger
#

Can someone tell me how to delete a bone from a skeletal mesh?

next pine
#

@misty dagger - The traditional way to do that is in your DCC (maya or blender), and reimport your skeleton and your mesh from there.

slow valley
#

๐Ÿ˜ฆ No one has retargeting experience?

haughty pollen
slow valley
#

@haughty pollen , I'm able to retarget the animation. But I'm losing the translations on the Hips bone

haughty pollen
#

Hmm weird.

slow valley
#

One of the animations is a jump landing

#

So it's pretty important

#

Let me record a short video of what I'm experiencing

haughty pollen
#

Alright.

slow valley
#

OBS isn't agreeing with me rihgt now. ๐Ÿ˜ฆ

#

Got it

#

I could fix these all by hand, but then I'm really worried about future workflow speed. lol

#

I'm wondering if the animation is somehow binding with the ik's, which my target skeleton does not have?

haughty pollen
#

It seems maybe it can't find subtitutes for certain bones ?

slow valley
#

The targetting is correct, I believe. I can get a screenshot of it

haughty pollen
#

Well I don't doubt you.

#

This is just very weird since I haven't had this issue before.

slow valley
#

Yeah, same. ๐Ÿ˜ฆ

#

I was wondering if it was maybe the retargetting options in the skeleton

#

I've played around with these options but it doesn't seem to have any affect

haughty pollen
#

I have to be honest, I can't really think of a solution...

slow valley
#

๐Ÿ˜ข

haughty pollen
#

:3 Hopefully someone with more experience in animation inside UE4 will know...

slow valley
#

Where is my savior!? lol

#

I'm no 3d master, but maybe examining the animation itself will give a clue

#

Nope. ๐Ÿ˜ฆ

steady ether
#

Does the animdynamics node support collisions?

azure brook
#

Guys i wanna ask something, if i want to create Anim Dynamics or Chains in animbp the mesh needed paintweight/animation from maya? thank you..

livid slate
#

hey guys i saw that you were talking about Retargeting, i have this problem and i still haven't understood what is due. do you have any ideas?

delicate junco
#

@azure brook AnimDynamics only need bones iirc

sinful smelt
#

@slow valley I guess the root bone is not at the right place on mixamo character, there is some plugin to add root correctly

misty dagger
#

Does anyone know if there is something like Camera Shake for scene components. to animate?`

slow valley
#

@sinful smelt the root bone is correct. All my root motion animations work correctly

#

I can show you my Maya script just in case though

#

AddRoot(IP)

// Create joint1 and rename it Root
select -d;
joint -p 0.0 0 0.0 ;
rename "joint1" "Root";

// Parent Hips to Root
select -r Hips ;
select -add Root ;
parent;

AddRoot(NoVertical)

// Create joint1 and rename it Root
select -d;
joint -p 0.0 0 0.0 ;
rename "joint1" "Root";

// Parent Hips to Root
select -r Hips ;
select -add Root ;
parent;

// Copy Hips X/Z translations
select -r Hips ;
copyKey -t ":" -f ":" -at "tx" -at "tz" Hips;

// Paste Hips X/Z translations to Root
select -r Root ;
pasteKey -connect true -time 0 -at "tx"  -at "tz" Root;

// Clear all X/Z on hips
CBdeleteConnection "Hips.tx";
CBdeleteConnection "Hips.tz";

// Set the Translate X/Z of the Hips to 0
setAttr "Hips.translateZ" 0;
setAttr "Hips.translateX" 0;
#

The animation I'm trying to get working doesn't have any root motion to be clear

opal jackal
#

So I have a basic zombie animation blueprint that uses the standard UE4 animations. I want to use that same logic inide the animBP but I want to use Mixamo anims instead. Can I retarget something in order to swithc the animBP's skeleton? I've done this the long way which was to just make a new animBP from scratch and copy all of the logic over. But I was just curious if I could retarget somehow. I don't need any of the UE4 skeleton stuff I just wanted to save time and not have to recreate the animBP everytime for different skeletons.

#

I hope that makes sense. ๐Ÿ™‚

mighty roost
#

hey guys,sup? Under the Physics window of a mesh, how do I hide the capsules when simulating selected?

slate olive
#

Does anyone know how I can manually retarget a skeleton?

#

Meaning bone by bone?

mighty roost
misty dagger
#

Tried to find some good tutorials on smoothing out animation transitions but everyone uses animation montages, and I don't think that's necessary

#

Any ideas?

past isle
#

Hey I have a question about importing a socket over into an animation. So I have my spawnactor spawn a weapon and have it's attach component attached. What I am trying to do is have it play the montage fire animation still despite being separate.

#

Do I have to attach it to the socket and then....?

#

This is what I have for that aspect.

sinful smelt
#

@slow valley I dont know much about Maya but if root bone is at 0 position it must be good, also check the other bones dependencies from the root bones

scarlet spade
#

im an absolute noob at ue4 boys so could someone give me a hand with trying to implement some swinging animations? Any response or advice would be greatly appreciated!!

slate olive
#

Alright I have a much better grasp at retargeting a skeleton. The only thing I'm stuck on is importing the second model in the this tab. The naming convention for one of my skeletons is too bad to risk freeballing

#

The main issue is saving my assests within UE4, I'm not confident about what to make the skeletal mesh when I right click on it

hoary knot
rugged tinsel
#

hey guys quick question when i animate my character for a weapon the left hand is always in a different place to the last position in the next one do i need to make a left hand socket for all the left hand animations to be in the exact place?

scarlet spade
#

@dusk dove is there anyway i can just have this blendspace play out smoothly once i enter my swing state rather than have it controlled by my player's speed?

delicate junco
#

Not sure to understand your question @scarlet spade

#

A blenspace is controlled by a value by definition

scarlet spade
#

How would I go about playing 3 anims one after another blended, but not controlled by another value

#

In animstates

#

if possible

delicate junco
#

Basically get the time remaining from the other anim (there's one with a ratio iirc) and if < to a value, do the transition

#

I prefer setting a notify in the anim personally though cause this doesn't allow fast path iirc

#

Oh yeah another solution which seems to work for some people

#

Click on the transition icon (double arrow) and tick the "automatic rule based etc"

#

This may work directly

#

For blending, you have the blend settings just below @scarlet spade

#

Also you don't need blendspaces in a state if you use simple anims, just put the anim directly

scarlet spade
#

@delicate junco Thankyou so much dude, works perfectly ๐Ÿ˜„

#

Will def check out more on anim bp and such so this won't happen again aha

delicate junco
#

Oh cool then haha
Yeah these few vids are really good to get into anim blueprints, you should definitely watch them
Good luck for your project ๐Ÿ‘

nova cipher
#

Im having a strange problem where im using "Get Owning Actor" and casting to a BP in my state machine to access my variables. My casts are successful in all my transition rules but one and I can't figure out why.

fringe oriole
#

I don't know where else to put this so im gonna ask here

#

I'm uploading this hoping to reach out for someone's help.

For some reason, whenever I play the dodge animations once, the character only has a short burst of animation. However, when I play the animation on loop, when it plays the second time and beyond, it plays to the full extent?

Can someone help me make sense of it and help me make sure it plays the full animation the first time?

delicate junco
#

@fringe oriole I assume you use a montage ?

fringe oriole
#

no

#

just state machine

delicate junco
#

Can you show it ?

fringe oriole
#

yea

#

Each animation is activated by a integer set

delicate junco
#

what's the blend time on your transitions ? Cause some of my anims didn't fully play due to it being 0.2 by default

#

try to put it at 0 and see if there's any change

fringe oriole
#

If you're talking about the time set for the delay's it's 0.35

#

I set the dodge time to float, nothing changed

delicate junco
fringe oriole
#

where do I find that?

delicate junco
#

click on a double arrow (transition rule)

#

And you'll find that on the right

fringe oriole
#

in which blueprint?

delicate junco
#

try to put it to zero on a transition from a dodge state to the idle state

#

anim BP

#

For example select the transition from your dodge R state to your Idle/run state and put that time to 0 and see if it changes anything

fringe oriole
#

oooooooh i see

#

It's working better now

delicate junco
#

Nice, still not perfect ?

fringe oriole
#

nah just had to fix something else

#

Now it's good

delicate junco
#

Dope ๐Ÿ‘

fringe oriole
#

Thank you so much!

delicate junco
#

Don't know why they put this blend time to 0.2 by default tbh, they do the same for montages and it's annoying to change it everytime
No problem ๐Ÿ‘

#

@nova cipher You're casting in your transition rule ?

nova cipher
#

I am ๐Ÿค”

delicate junco
#

Why do you do that btw ? It's expensive

#

You can't take advantage of fast path this way

#

You should do all casting and such in the event graph

nova cipher
#

I'll try casting it in the graph and making it a variable

delicate junco
#

Then you get all relevant variables like speed and such in the "event blueprint update animation"

#

And then you use these variables to make the transitions, taking advantage of fast path

#

It means you don't take advantage of fast path

#

You can check if you have some unoptimized stuff going to class settings and checking "warn about blueprint usage"

#

When compiling it'll put a warning on the nodes which don't use it

nova cipher
#

Oooo I'll definitely try to optimize

#

Ill try to read about fast path

delicate junco
#

If one node is not fast pathed it means that the whole animbp is not fast pathed, so it'll run on the gamethread

#

I mean it's not THAT big of a deal I think unless you have several characters but that's best practise imo lol

#

But back to your original question lol, why did you need to cast in the transition rules ? Did you need to get some variable ?

nova cipher
#

Honestly no particular reason

#

So you're saying I should set all my variables for my transitions in the Update Animation?

delicate junco
#

What I do is
-putting stuff which can only be obtained by casting in variables in the blueprint initialize event
-setting all variables which have to be obtained at runtime (speed for example) in the event blueprint update anim
-setting other variables which don't have to be obtained every frame with events, to avoid setting/checking them every frame

#

Notifies can be used for the latter, custom events work too

nova cipher
#

I managed to fix my bug, it was due to some other, unrelated issue, although I'll make sure to give my anim bp a solid makeover

#

Thank you ๐Ÿ‘

delicate junco
#

dope ๐Ÿ‘

fringe oriole
#

Something weird going on

#

I have these animations and they all have root motion, but when I try putting them into the state machine some of them don't have root motion

celest crane
#

Anybody around thats setup a 3rd person strafing movement AnimBP recently? Ive got a basic blend space setup and Im piping in Front/Back and Left/Right values in (so the basics working) but whenever I move back Im still getting like 20 degrees of L/R even using a keyboard that should be giving me pure Front / Back values

fringe oriole
#

Does anyone know how to add root motion to a model that has a root bone but for some reason doesn't have root motion or perhaps have lost it?

fringe oriole
#

Anyone?

frigid knot
#

should i use root motion or in place animations for my single player rpg game?

scarlet spade
#

I've created an anim state where my player will go into this 'fall' mode once the player's velocity on Z is negative

#

Does anyone know how I could make it smoother so it isn't as like

#

rigid and stiff?

azure brook
#

Thank you

delicate junco
#

@fringe oriole Make sure that you have "root motion for everything" instead of "root motion for montages only", which is the default option

#

@scarlet spade Either add an intermediate anim or try changing the blend params of the transition maybe

misty dagger
#

Does someone know how i can run an animation with two bone ik?

delicate junco
#

You can access these by clicking on a transition and checking the window on the right

scarlet spade
#

holy shit dude

#

cheers

delicate junco
scarlet spade
#

didnt even know they existed lmao

hoary knot
#

with the starter content assets, if I want to make an aim space I need to manually extract the poses from the aimspace animation, right?

untold cosmos
#

Hey, animation experts. We have an animator who moved from Unity to UE, and he can't figure something out, maybe you can help. So there is this skeleton he's rigging in Maya, and when he moves the pelvis there, it works correctly. When it's played in UE, it affects the whole upper body.

#

Any idea what's causing it?

scarlet spade
#

Not to be a bother again, but does anyone know how to smooth out the movement when im in an animation like this

#

Like as I'm falling, is there anyway to make that turn smoother so it's not as abrupt?

frigid knot
#

In the anim blueprint set the animation of normal state of falling to the person standing

#

And put the falling animation to the other end

scarlet spade
#

Will that smooth out the turning while falling?

frigid knot
#

Youre talking about side movement? Like when your turning your character while falling

scarlet spade
#

Yep, that exactly

#

@frigid knot

slate olive
#

https://cdn.discordapp.com/attachments/624022797248888852/631927856922099752/unknown.png Alright, so my friend and I are both doing the same thing, with our models skeletons. She automapped her models original skeleton to Arks diplo and that was her result. She pre-weight painted hers and I haven't weight painted mine yet. If I just automap my models skeleton to one of Ark's will my mesh smoothly take the shape of the dinosaur I'm trying to mimic?

sudden sedge
#

@slate olive to use another model's skeleton properly, the new model should have the same size, features, and proportions of the skeleton

sick halo
#

Hello UE4 Animation Experts. Can I recreate a functional UE4 Mannequin Skeleton with just Virtual Bones?

sudden sedge
#

why would you need to?

flat agate
#

is it possible to switch which skeleton a blendspace is targeting? In particular, I want to copy an existing blendspace for a new skeleton and swap out the anims.

sick halo
#

@sudden sedge The idea is dynamic skeleton. Want to experiment. If its not possible, ill move on.

misty dagger
#

Anybody been able to create epic skeleton compatible custom skeletal meshes with Blender? All I find are results for paid scripts which are kinda outside my options.

sick halo
misty dagger
#

Hey thanks @sick halo I think that came up once in my rampart googling yet I missed it

fair sable
#

Hello, what rule can we set for stop animation from blendspace?

e.g : Start Strafe - Blendspace Strafe - Stop Strafe

sick halo
#

@fair sable is the stop triggered by an event? or just need to stop somewhere during the state machine transition?

misty dagger
#

Another Q, I get the asset imported in such a way I can use the mannequin skeleton, but all the animations become a distorted mess.
I think it is because of bone orientations in Blender export settings but I can't seem to find the right combination. Any help?

fair sable
#

@sick halo Yah, somewhere during the state transition. Example, i wanna do a Right Stop animation, how do i do that after Blendspace movement? i mean what rule can i do for it?

fresh sandal
#

anyone got a clue why the animation is "popping"? this is the same as my old rig, same anims, same animbp and blendspace, but this one is popping. hm

#

not "the same" but rather it's quite identical. been trying to troubleshoot it for a while but cant find out what's wrong

delicate junco
#

@fresh sandal can you show your state machine ?

#

If I had to guess I'd say it's a blend problem between the jump start anim and the next one

fresh sandal
#

@delicate junco sorry it took a while.

delicate junco
#

Ok so I think the popping is probably due to the jump start to jump loop transition

#

Are you sure that the jump loop starts from the exact same pose as the last frame of jump start ?
What's your transition rule ?

fresh sandal
#

included it up on the right, but for clarity:

delicate junco
#

Oh yeah i missed it sorry

#

Try to set the blend duration to 0 first

fresh sandal
#

looks a little better but

delicate junco
#

try to check the "automatic rule based on sequence player in state" checkbox

fresh sandal
#

now he's always in JumpStart

delicate junco
#

ah

#

I assume you followed the animBP tutorial online ?

#

The guy put 0.1 in his remaining time parameter in the transition cause it was the right time for his anims to make the transition

fresh sandal
#

hm, well i mostly referenced a little older project of mine, which works quite nice, not sure how i succeeded with that one but might've been the tutorial you're referencing

delicate junco
#

Ah ok

fresh sandal
#

the animations are the same length in keyframes so i figured it should all work out. though it's quite easy to miss something, not even sure if that would have any consequences if they're off

delicate junco
#

When i do my jump anims I make sure that my jump loop anim starts right from the end frame of my jump start anim so I don't have to worry about blending parameters

#

Here it looks like your jump start anim ends with the guy having his arms up and the loop one starts with his arms down

fresh sandal
#

i did that as well, figured it's just the easiest way to start the loop animation. though i did notice the mannequin is not doing that

delicate junco
#

Did you try to change the 0.1 value to a lower value ? cause it looks like tyour character ends the jump start anim with the arms up

fresh sandal
#

ill try it

delicate junco
#

Ah I see nice

#

But yeah I prefer to handle all anims transitions as you do in Blender, the less I have to mess with blending in UE4, the better I am, had some problems with that before

fresh sandal
#

it seems a lot better. there still is some popping, but i just have to tweak it a bit i assume. and at the jump end as well, but now i have something to go on. thank you very much : )

#

used .01 at first, but forgot to disable the "automatic rule" thing so

delicate junco
#

Great ! ๐Ÿ‘

#

One thing I like to do instead of using remaining time

#

Is to put a notify in the anim and then in the event graph, the event notify sets a boolean to true to make the transition

#

This allows me to choose exactly when I want to make the transition visually and it enables fast path, which is broken by get remaining time

fresh sandal
#

oh, i was a bit curious about alternative ways of doing this. not exactly sure how to accomplish what you're suggesting tho

delicate junco
#

wait a min, starting UE4, going to show you some screenshots of what I do

#

My PC crashed sorry, restarting rn -_-

fresh sandal
#

alright : )

delicate junco
#

@fresh sandal Sorry for the wait

fresh sandal
#

that's alright

delicate junco
#

So here, in my jumpstart anim, I put a notify (right click on the timeline, add notify, name it)

#

I put it randomly as an example, you have to put it at the time you want the transition to be made

fresh sandal
#

what'd you think be best to transition at? just somewhere really close to the end i suppose?

delicate junco
#

Yeah exactly

#

I usually make the jump start anim stay a few more frames in the same position at the end in Blender to have the time to put the notify

fresh sandal
#

oh, seems like a good idea

#

may i ask about the "canwalk" notify you got as well?

delicate junco
#

Ah it's just a notify to restrict the player movement for my prototype, a quick and dirty fix to a bug I had before

fresh sandal
#

i've been struggeling a bit with the end animation, as he lands and i start walking it just never seems to play at all. i wish for it to finish playing the animation before he can start walking. but perhaps that's bit off topic.

delicate junco
#

i'll propose a solution just after if you want

#

Just finishing the above thing first lol

fresh sandal
#

yup, done it : )

delicate junco
#

So after you placed the notify, in the event graph, when right clicking you'll have "add anim notify event"

#

And you'll be able to place a node with the name of the notify

fresh sandal
#

got it, this is my event graph, just so you know where i'm at

#

notify on the top there

delicate junco
#

nice

fresh sandal
#

got it

delicate junco
#

Then just add a notify at the beginning of the jump loop animation, to set the bool to false when the transition is done

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the little sign shows that fast path is enabled : )

fresh sandal
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you mean the animation right? same as the transition to loop.

delicate junco
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So the animBP is optimized and won't need to run on the game thread, contrary to the get time remaining node

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anim yeah exactly sorry

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In the jump loop anim

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This introduces a few bools and anims but you get the fast path optimization for the animBP and it's quicker and better visually to place a notify than determining the remaining time imo

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Also if you change the anim later you just have to change the notifies position

fresh sandal
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i think i followed your instructions badly, now he is stuck on the jump start again. perhaps there is something conflicting in my event graph?

delicate junco
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Btw I recommend checking the checkbox "warn about blueprint usage" in the class settings of the animBP

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It tells you where you don't have fast path

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Ah

fresh sandal
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I see

delicate junco
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Let's go in DMs first lol, I posted too much here

fresh sandal
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Sure : )

spare dirge
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Does anyone know why I dont see Rolling Ball when I capture the movie

near hamlet
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hey guys. im just about at my wits end with this. so the animator on the team passed this on to me to finish up and import and no matter what i do animations seem to always mess up. please tell me someone knows a fix because i cant find one. its been hours and it just keeps getting worse.
animation in blender:

delicate dragon
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hi guys, whats the best rig to use?

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i'd like to make a character using some procedural/ mixamo animations

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i know mixamo works well with biped

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maybe theres unreal's own rig?

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for that white base character

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for example, how do i use mixamo for unreal character rig

supple axle
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does blendspace grid snapping affect blending itself?

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also: how do people deal with blending moving (for example) Left to back left

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so basically when you're facing front but running to left and then you start moving backwards a bit and you switch to a backpedal type of movement anim

delicate junco
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@near hamlet does the model have an armature ? What parameters do you use when exporting ?

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@supple axle probably 2d blendspace

supple axle
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yea 2d, just the plain old speed and direction where the direction is from -180 to 180

delicate junco
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Ah you're asking about how to blend ? Didnt understand the question sorry

supple axle
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basically my problem is with blending between moving left/right (90 degree direction) and then backleft/right (135 degree direction)

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and the whole lower body rotates really fast during gameplay and it looks like a weird dance if I'm changing movement directions fast in game

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I just realized that this might work better with strafe anims but I'm not animator ๐Ÿ˜„

oblique vortex
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anyone has tips how to make combo animations(sword swings) blend better as atm my animations feels like i can't blend between the animations without it looking off

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i animated the frist one and splited it into part

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which is the second one

vague barn
frank latch
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Is it possible to manipulate multiple skeletons with one single post process animation blueprint? The game attaches a skeletal mesh accessory with a single root skeleton to different bones in the master skeleton and I'd like to have an animation blueprint for the master skeleton that applies to the single root skeleton aswell if it's connected to certain bones.

sudden sedge
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@supple axle you really need strafe animations for that sort of thing

supple axle
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Yea seems so

lone bluff
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Iโ€™m a total noob at this but I was following a tutorial online and made a blendspace and imported animations and a character model off of Maximo, the character moves but doesnโ€™t go from walking too running (I set the state machine up) and it goes really fast and slingshots back, and when I jump in the air it runs too the right for some reason. I havenโ€™t got too the tutorial about jump animations yet but in the video the creators character doesnโ€™t have this glitch. Any explanation why this would happen and help on the slingshotting issue?

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What I mean by slingshotting is the character runs very fast in one direction and then slings back too a few feet ahead of where I began

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He was using 4.16 and Iโ€™m on 4.22, so there must be some difference. Currently away from my pc but I can send screenshots of it later

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All I did since yesterday too this is add idles along the bottom

slate olive
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Do I save my skeleton retarget from set up rig area or the top left? The tutorial video saved it from the top but now I'm having trouble with the animation retarget

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the video is start from Unreals youtube channel but its four years old, idk if that makes a difference

craggy coral
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hoi

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hmm

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does the engine still not support mirroring animations out of the box?

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I've gotten to the point where I need to solve this problem

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but I'd rather not buy a mirroring plugin if I don't have to

reef agate
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Anyone have a sec to save me from an oft encountered headache? I have a third person template and I'm about to retarget the mannequin to my own skeletal mesh avatar. Thing is, I know once you do this it totally replaces the mannequin so all the animations work on my own custom avatar. This is great, but i'd like to somehow keep the mannequin and its animations intact. What do I need to duplicate to make this happen?
Is it enough to duplicate the mannequin skeleton and retarget to that?

fair sable
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Hello, What's rule for doing a stop animation from blendspace movement? do i need a sync marker? or can i do that with notifies?

supple axle
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I'm an animation noob so bear with me, but why do you have different states for strafing into different directions?

fair sable
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@supple axle it's start from idle, i just want to use the stop animation.

supple axle
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wouldn't it make sense to create a 2d blendspace for the stopping anims?

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then you could just have one state

fair sable
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@supple axle 2d blendspace for stopping anims? still don't get it. I'm new at this. What rule should i give if i can do that?

supple axle
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I'm not sure about syncing them

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but I'd create a 2d blendspace for the stopping anims and just have one state for stopping

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and then let the blendspace do the blending depending on speed and direction

fair sable
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do you have different stopping animations?

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oh i see

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so we connect the StrafeBS to StopBS ( with 4 different stop animation,each with their own axis value) right? i'm gonna take a shot. Thank you.

buoyant rover
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Quick Question: How do I use my variable NumberOfShots as a loop counter for my animation?

remote bison
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You could detect an anim event at the end of the animation and increment a counter until it reaches a value

tranquil willow
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How do you go about resuming an animation across multiple states?

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For example a reloading animation playing whilst moving around going into a blend of the reload animation with a slide.

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Without the reload animation playing fresh from the start

buoyant rover
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@remote bison alright thanks, hoped to avoid that

slate olive
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So I have my skeleton retargeted, how can I export it without having the file extension be a copy file?

reef agate
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Hey all. I have a lot of skeletal mesh components in a character bp for clothing items. Is it cheaper to put my main character mesh anim bp for all of their anim classes or should I make one with copy pose from mesh and load that on all the clothes?

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the end result is the same, but i dunno if there is a preferred way?

molten jewel
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Set master pose?

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Fortnite uses something like 4 I think

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Unsure how your setup is right now but what Iโ€™ve done is one skeletal mesh component per โ€˜slotโ€™

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Not one per every unique glove

floral horizon
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@lone bluff Sounds like a root motion issue. And a fuzzy still photo of your monitor isnt much help. Take a screenshot or better yet use ShareX(or similar) to record a short video

primal fulcrum
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Can anyone in here help me?

limber fog
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maybe

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whats up buddy?

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@primal fulcrum

green tartan
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is it possible to keyframe the entire skeleton in an animation?

limber fog
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in ue4?

green tartan
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yes

limber fog
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hmm

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im not sure

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maybe if you have the reallusion plugin and software

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what exactly are you trying to do?

green tartan
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my end goal is to have an animation that depicts a training exercise (think squats for instance) and controlling it by slowing it down/pausing etc

limber fog
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umm

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ok

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well thats doable

green tartan
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maybe i just understand the editor wrong, when I try to add a keyframe it only works for the one bone i have selected?

limber fog
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so is it like you need to hit combination of buttons to execute the anim

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or a repeated button press?

green tartan
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think more like a media player

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you can watch it and use buttons to control it

limber fog
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when you say control can you be more specific?

green tartan
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pause/slow down/go frame by frame

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or just let it run normally

limber fog
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oh

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well you dont really need to do much with the anim

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if the anim is the same every time but just a different speed