#animation

1 messages Ā· Page 124 of 1

limber fog
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then you can change the global time dialation

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then again

green tartan
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yeah, im just triyng to figure out howto create the animation first

limber fog
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oh

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you need to make it in an external editor

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like maya max or blender

green tartan
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doesnt ue4 come with an animation editor?

limber fog
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to a degree

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but by definition its an editor

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generally you need a source file

green tartan
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i just copied one of the mannequin animations

limber fog
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the idle?

green tartan
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yeah

limber fog
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ok lets go to dms

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dont wanna annoy everyone

sinful sundial
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hi guys! i hope to ask in the right channel, i'm a real unreal newbie, and i'm french.. so i don't start well :p

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i work on some videoclip and visual show and i'm tired to work on the same workflow so i decided to try unreal .. i try on one of my project to import a bake morph animation in fbx but the animation don't play

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i have all the morph slider, and the bake keyframe, but it doesn't work.. i try to export an alembic file and it's work.. but i really want to do it with an fbx

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can you help me on this? šŸ™‚

restive yew
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It sounds like it’s working as intended. Morph targets will only appear as a slider. You set the value at runtime using set morph target in the animation bp

sinful sundial
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i don't think i get it... the fact is i bake all the animation in c4d, if you open the fbx in other software you can see all the slider are baked

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sorry for my weak english :/

restive yew
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Your English is wonderful. Let me see if I can find a quick video to show you it in action

sinful sundial
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thank you a lot šŸ™‚

restive yew
sinful sundial
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yes i saw it but it's not what i want to do

restive yew
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Oh?

sinful sundial
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yep lol

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if you have time open the fbx into a 3d software

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you will see that all the slider are bake, every frame there is a keyframe, so my charactere face is animated

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and i just want to import this into unreal and press play to read this animation..

restive yew
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Ah

sinful sundial
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ive try into unity and it work... but not into unreal T_T*

restive yew
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Yes, let me see

sinful sundial
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thank you!

restive yew
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what software were you exporting out of?

sinful sundial
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c4d, but i try to export from blender too

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and the same thing happen

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but it's weird because with the file i give you, i can import it into unity and it work well...

restive yew
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well, I can tell you a brute force way with blender šŸ˜›

sinful sundial
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the pb is.. i don't know so well blender.. lol i use c4d all the time :/

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so for you what is the solution to make this work? i really don't understand why blender or unity can read my animation but not unreal... and i really don't want to move into unity, i really want to stay in unreal ( i really don't know why lol)

restive yew
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Hmm

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@molten jewel got a better solution? He wants to convert shape key to an animated sequence then import the sequence into unreal. I was going to suggest baking shape key then export but that'd require doing it for each and every shape key separately

sinful sundial
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T_T

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do you open my file? because i think it's what i do, every move for every slider have a keyframe at everyframe (yes i say everey too much time)

molten jewel
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so

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this is one thing i've not tried myself. but unreal and fbx does support custom curves

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its something i could look into and test for sure

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but curves is what drives blend shapes

sinful sundial
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and i find a solution to really bake all the animation.. is to export in alembic, but it's not very cool, i don't have hand into the bone skeleton..

molten jewel
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so custom curves is what we want here

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i'll test something quick if you give me a moment @sinful sundial

sinful sundial
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oh yes for sure! i really being stuck all the day with that

molten jewel
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thank you

sinful sundial
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but i really need to find a cool workflow between fbx export from c4d or blender... like i say you can import my fbx file into unity and it work well... T_T but when i import into unreal, i have all my slider for the blend shape, and apparently all my keyframe, but when i press play nothing happen

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and sorry it's litteraly my first day into unreal... but i always want to try hard stuff when i start something lol

molten jewel
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my solution would be from blender

restive yew
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I opened the file, no worries Neko. The problem is that it needs to be bone driven. So the shape key keyframe won't register. Morph curves is going to be your next best bet

misty dagger
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i just discovered that you dont have to have all the bones in your skeleton for an animation , i bet you can make a skeleton with 1 bone and then assign all your characters in it

sinful sundial
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hmmmm i think i need to check some tutorial about that... i really thought that if i bake the slider animation of the morph target unreal will be able to read it T_T

restive yew
sinful sundial
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maybe i'm too newbie to understand, but i think there is misunderstood @misty dagger , i don't use bones animation/rig to animate the face, i use blendshape, and all the animation is rig to myy slider to drive every movment

misty dagger
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nah im just talking to myself lol

sinful sundial
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hah ok

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@restive yew thank you , but it's not the workflow i have, if i dig into that it will break all i do with my morph tag

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i think it's not the same, or maybe i'm wrong...

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if you have time and if you don't already open it, please check my fbx files, like that we can be on the same stuff.
anyway, thank you a lot guys to take time to help me

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i will continue to search and test some stuff, and if i find i will tell you šŸ˜‰

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and if not i will make this into unity lol T_T

molten jewel
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making some progress, drivers solution would work with asset post processing though. if you convert a bone transform into curve with the bp pipeline i mean

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but yea trying to just get custom properties to show up as a curve, putting break points in the engine to see what its actually looking for

restive yew
molten jewel
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ya damn

sinful sundial
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Oh thank a lot! I will check it tomorrow !

molten jewel
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that is what you need neko lol :D

sinful sundial
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Yes i think so!

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Just to let you know, i record from an iphone x from the facemocap app

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And it export me an fbx model with all the morph target

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In c4d i make all the blendshape with daz and some custom hand blendshape. After i link my sliders to the ref model (from the iPhone) to copy all the animation

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After that i bake all the animation. So im stuck here. Now i need to check the blender tutorial to see if i can convert all my shit lol...
Btw thank you @restive yew for this tutorial

restive yew
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Tested, it works šŸ‘

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annoying but works šŸ˜›

sinful sundial
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Booom!!!

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šŸ•ŗšŸ»

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You test it from my file? Lol

restive yew
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@molten jewel solved

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yes

sinful sundial
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So cool! Thank a lot everybody

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I already love this communauty

restive yew
molten jewel
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damn. nice

restive yew
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I am going to archive that video

molten jewel
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is that ManuelbastioniLAB thing needed?

sinful sundial
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šŸ™

molten jewel
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still kinda curious how material curves would be exported thonk

restive yew
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no

molten jewel
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ah good

lone bluff
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Ok

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@floral horizon sounds goo

desert flint
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Hello, so my socket is not animating hand movement Any thoughts?

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It's animating root, not things it is attached to

obsidian current
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There is anyone online atm? I'm having some deal-breaker issues with the clothing simulation on my character

devout dagger
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What's better for performance (on mobile Vulkan/ES3.1) - animated Alembic model or FBX with animated morphs ?

copper dawn
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https://twitter.com/Luos_83/status/1184503892555554822
rt's are appreciated, if you can rig/animate and reply i'll add you to a (hopefully) big list with likeminded peeps šŸ™‚

If you know any #gamedev / #indiedev / #ue4 / #unity / #animators or #riggers from AAA quality to beginning students, from tech focused to creative expressing , tag them or yourself in a reply to this tweet and I'll generate a Twitter list so you can meet like minded devs!

restive yew
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Really Luos? Really?😜

vague barn
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can you blend blendspace and aimoffset?

copper dawn
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@restive yew shhh :p

misty dagger
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what am I doing wrong?

vague barn
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thats probably mesh's default transform

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happened to me when i messed around with extracted models

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from games

young urchin
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@misty dagger it's a common issue, you have to unlink skin with preserving history and then link it back with postponing the weighting process (so it basically just use the weights it has)

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well, you have to rotate mesh between those steps ofc

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i have no clue why people linking the meshes to the root, or even link the meshes to some joints

molten jewel
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What’s an rt luos? Render target/texture? thonkeyes

simple star
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I've hired a guy to make a simple animation blueprint for me with turning animations implemented. Now he's saying that that's not possible .... is he right ?

restive yew
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From what little information we can gleam from that. Yes, he is right. You need to have something drive the animations. Animation bp doesn’t handle movement logic, merely uses it.

eternal blaze
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i want to make a fps game but i dont know how to make fluid fps animations

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like a proper fps locomotion

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e.g 4 way motion blending

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or dynamic animations

molten jewel
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The animation blueprint can have lots of logic on the event graph. But it’s better when the pawn supplies some if not all of the information it caches. Turn animations would be possible but would be better if the pawn provided them

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If he’s working purely in the anim graph, your very limited what you can do without event graph

young urchin
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@simple star hope you won't get in to naughty list
but it's a good rule to understand what is required and will be done before the task, for both of you

misty dagger
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Does anyone have any tips with retargeting? I'm trying to retarget from the base mannequin skeleton to a much more complex skeleton from Battlefront 2, and am having issues with various parts of the arm being "offset".

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That particular skeleton is drastically different from the mannequin (nine spine bones!), but it happens in several others including SWBF2.

mighty roost
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Hey guys, sup? I'm trying to animate a skirt, but I'm facing some strange problems. Does anyone have some tips? Using anim dynamics my meshes bend a little

delicate junco
young urchin
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@misty dagger to do a retargeting you have to place skeletons to a poses, where their initial relative joint rotations will be the same...

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initial = bind pose

misty dagger
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Hmm

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They were both in a-poses, but maybe the minor differences (caused by Arthur being bulkier than the mannequin) caused it?

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@young urchin

mighty roost
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@delicate junco thanks Dimy. I'll take a look at it. I tried to use the kawaiiPhysics but it didn't work as expected. I'd appreciate if you could help me in a voice call.

young urchin
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lenght of the bones should not matter

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only angles

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make sure the skeleton in the bind pose, maybe default one is not the one it was bound in

carmine umbra
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Can you add animations from one skeleton to another? Im kinda new to animations in Unreal Engine 4 and don't fully understand em

mighty roost
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my clothing is ignoring the capsule of the physics asset. Anyone faced this problem b4?

sudden sedge
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can I subtract animations?

lean surge
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@carmine umbra Im brand new too, however look up Retargeting Animations

steady ether
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What's the best way to put a rotation limit on a bone but angle / axis specific? Like I want the clavicle to not rotate down but it should be allowed to rotate up, forward and backward šŸ¤”

smoky shell
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Here is a tidbit of information that I learned from my procedural animation R&D ( and with help from @molten jewel ):

The lighting bolt icon representing "fast path" actually means that the animation is multi-threaded, despite the underwhelming tool tip.

If a single node is missing fast path, EVERY node in the chain is single threaded (anything that doesn't take parameters will never show this icon, as its always fast path)

Simply breaking structs on an anim node will lose fast path as breaking structs is an execution

"Local to Component" and "Component to Local" nodes are extremely expensive (they rely on fast path to be affordable)

I don't know why its a subtle icon with misleading tooltip instead of a blaring red siren on every single node on the chain, but there you go.

molten jewel
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there are additional rules with structs btw

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believe theres a size limit on the native struct OR its something to do with if it has to use a copy constructor or something

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if the reading of the pin value requires more than memcpy it wont be fast pathed from what i've found

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structs containing arrays for example are unlikely to fast path? not positive

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

It tells you where you don't have fast path

smoky shell
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Yeah, its equally underwhelming though. Its more about informing people about the significance of losing fast path

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Their wording makes it sound like its sorta nice to have, if you can be bothered

delicate junco
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Sure, even in the animBP tutorials they used nodes such as "get remaining time" which break fast path.
I discovered it on my own too and made some research, don't know why they don't talk more about it tbh

smoky shell
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Kinda hoping mods will pin what I wrote so its in plain view

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It goes really under the radar

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I only really noticed it when reading through AnimNodeBase.h and the comment caught my eye

    /**
     * Whether this node can run its Update() call on a worker thread.
     * This is called on the game thread.
     * If any node in a graph returns false from this function, then ALL nodes will update on the game thread.
     */
    virtual bool CanUpdateInWorkerThread() const { return true; }
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Third line

delicate junco
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I think I saw someone mentionning it here, must have been Kaos or someone else. Learnt it thanks to him

smoky shell
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@cloud lodge ^

delicate junco
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But yeah maybe a mod could pin your message above, would be nice for the others

cloud lodge
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yeah, i handled a lot of the "time remaining" transitions in c++

delicate junco
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I used notifies and events to bypass the "get remaining time" nodes

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For example I placed a notify at the end of my "jump_start" anim and then the event graph puts a bool to true, used in the transition

cloud lodge
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i have nothing in my anim bp event graph

delicate junco
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Oh lol

cloud lodge
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them vm calls are expesnive

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expensive*

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yeah i wrote everything native

delicate junco
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I use C++ but didn't know you could bypass the event graph. Can you tell how you did (rough idea) pls ?

cloud lodge
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just don't have any logic in the event graph

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šŸ˜„

delicate junco
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@lofty marlin Hey man, could you pin the above message about fast path from @smoky shell please ?
Also the video of the other pin has an update version https://www.youtube.com/watch?v=Oe7fYS9qxmk maybe we could replace it ? It has more info

This talk by Epic Games' Senior Technical Animator Jeremiah Grant covers Fortnite’s use of animation Blueprints including the use of Blueprints for gluing to...

ā–¶ Play video
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@cloud lodge So you just override the base animBP class in C++ and put all the logic there, then make a child animBP with only the animgraph ?

cloud lodge
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yeah basically, i have a C++ UPlayerAnimInstance class

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and reparent the BP AnimBP to it

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and have all logic inside that

lofty marlin
delicate junco
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Ok don't know why I didn't think about it, especially since all my logic is in C++ except that lol
i'll port the eventgraph logic to C++ then, thanks !

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Thank you Cedric !

smoky shell
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@cloud lodge For my MP asset I've been debating it, I know its terrible to have anything in BP but for some reason people always use it as a selling point because BP users can modify it

lofty marlin
delicate junco
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šŸ‘Œ Thanks man !

flat agate
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could someone explain what the difference is between an AnimInstance and an AnimInstanceProxy? As I understand it, proxies are supposed to be for interacting directly with the animgraph nodes, but I pull stuff directly from the AnimInstance all the time in the AnimBP and keep the multithreading lightning bolts going. Is there something more to this than that?

blissful cedar
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Hi, I'm new to facial animation, or with minimum skill in this from college times (long time ago), and I'd like to learn how to set up the right rig for lip sync etc for unreal, but have no clue, where to start, there's just a lot on the market and frankly I am lost, I'm a Zbrush, Max user, so like morph targets I have a bit of experience with, and would like to know more - please point me to your tutorials, links, mo cap..whatver you're using - many thanks in advance

misty dagger
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Does anyone know how to create a skeleton in blender?

misty dagger
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@misty dagger what kind of skeleton?

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or you could make a simple fk rig

floral horizon
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Evening all. I am looking in to creating modular characters. Or mechs to be precise. I have a vague idea of how to do it. But I'm after some pointers on how best to handle the skeleton.
I was thinking of simply animating the legs, and allowing the player to choose a torso, and left and right arm pieces.

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Could I just use empties / sockets as the picot points to attach the torso and arm pieces?

misty dagger
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@misty dagger a skeleton for a weapon, for the mechanical stuff

floral horizon
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Might not be the best way

mortal storm
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when i export from blender 2.8 to ue4 my animations get scaled down by 0.01 i dont want to set the import scale of the animation to 100, what can i do?

misty dagger
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@misty dagger there can be many attempts, it depends if you only want to make animations or also have the mechanical parts be affected by physics or another dynamic behaviour in the anim bp

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@mortal storm so this seems to be a known bug with the physics asset, dont think I had the problem with animations

mortal storm
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the physics asset is scaled right, only my animation is smaller

misty dagger
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never had that issue, did you apply the scale of the model?

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and the armature probably

mortal storm
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haw do i do that?

misty dagger
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in blender ctrl+a apply scale

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probably want to apply all transforms though

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but make a backup before

mortal storm
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nope still small

misty dagger
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and the unit scale?

mortal storm
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1

misty dagger
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then another fix, this is what is used for the physics asset, is to scale the model and armature up by 100, apply scale, and set the export scale to 0.01

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but beware that your location keyframes will be scaled down by 0.01 then

mortal storm
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even when i set my export scale to 100 the animation is still small

misty dagger
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so you will have to manually go to each animation and multiply the values by 100

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for each single keyframe

mortal storm
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or i set the import scale in ue4 to 100 šŸ˜„

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would be easyer

misty dagger
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what exactly do you mean with small?

mortal storm
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its scaled down

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with a factor of 0.01

misty dagger
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do you have scaling keyframes?

mortal storm
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no

misty dagger
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how is it scaled down then if there are no scale keyframes?

mortal storm
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its like when you place an object and set its scale to 0.01

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i think its something with the units, because in blender i have meters and ue uses cm

misty dagger
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the units should be fine

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I'll send you a pn

midnight thorn
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Is it better to do a vibrating actor with an actual animation or just use a timer with a looping location change???

floral horizon
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@mortal storm In your scene settings, are you using metric units?

tall maple
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Hey guys, our team has watched the animation blueprint youtube tutorials but we are still wondering, how do you set-up animation blueprints best for stuff likes dances/emotes/...? Currently we do everything with booleans but it feels like this is becoming quite a maze šŸ˜•

floral horizon
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I can't think of a simpler way of doing it

mortal storm
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@floral horizon in ue4 or in blender?

delicate junco
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@mortal storm I had this issue before. Make sure that you apply scale, then just before exporting change the blender metrics to "meter" and 0.01
Then when importing in UE4 choose a scale of 100

mortal storm
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okay

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thx

floral horizon
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@mortal storm in blender. Set units to metric and scale to 1. (Which is now the default in 2.80)
Then when exporting to ue4 via fbx, make sure the scale is 1 also.

mortal storm
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i did that, but its okay i found a solution

next pine
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@misty dagger - First, you need to rig and weight your skeleton. This tutorial will show you how to do that:

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Then you need to export your skeleton and mesh into unreal:

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@tall maple - For dances and emotes, you probably want to use Montages.

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Don't use a state machine for that, as they're one-off animations.

celest crane
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AnimBP setup question. Ive got my jumps setup and built in some delay (really a custom notify) so the jump can have some prep time. Ive also built it up to support different jumps (say one from idle and one while running). But sometimes Im getting a double jump to happen when I only jump once. And it seems to be that since both anims have that notify, sometimes the blending between the two will fire the jump notify twice. Is there a better way to set this up? Or to tell Unreal that these anims are grouped and I only want the notify from one?

floral horizon
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@mortal storm Which was what?

mortal storm
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just set the import scale in ue4 to 100, its easy and its working

slate olive
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Is this a weight pain issue?

cloud lodge
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hey

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anyone ever played with Anim Layers in 4.23

molten jewel
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Nope. I want to know what they are though lol

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Noticed them

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Ue4 docs reference other ā€œanim layersā€ it’s like ā€œmaterial layersā€ and ā€œlayered materialsā€ all over again cry

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@slate olive looks like weight issue yea

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But blender won’t show maya bones how maya shows maya bones

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If the question is about the strange way they point, bones in blender always point Y forward. Maya and other things don’t have this limitation and instead just draw bones from child to parent

slate olive
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@molten jewel well I connected the skeleton and mesh together with auto weight and now I found out that each bone has it’s own weight

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So I’m confused on how to move forward

molten jewel
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When you select the armature in blender, enter edit mode with tab key. Select bones you don’t want to deform the mesh and go to the bone settings panel and uncheck ā€œuse deformā€

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But heads up, blender is gonna likely do weird things when the bones don’t point the right direction

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Do you need to retain the skeleton for animations or something?

slate olive
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Yeah that skeleton has animations for it

molten jewel
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Answer on how to auto weight best is pretty complicated. First step would be importing the skeleton from fbs with the ā€œfix bone orientationā€ or whatever on the import panel in blender. Then define what bones are not deformable as mentioned, and then auto weight. The skeleton won’t be compatible to animations you have at this point but verify the skinning is acceptable. Then you’ll need to transfer the weights to another copy of the mesh on the non fixed orientation Skeleton OR reorient the bones after the skinning is made to match the non fixed orientation

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A script would make second option easy

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Reorienting I mean to enter edit mode after auto weights and match the original Skelton position with the fix orientation option off

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(Tbh it’s a little silly there is no simple retarget options in ue4 for this come to think of it)

slate olive
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@molten jewel I tried retargeting in UE4 but the naming convention for the models I’m using aren’t even bone names

molten jewel
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Yea retargeting won’t work

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I’m betting the humanoid bone set won’t work anyways

slate olive
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Definitely not for a hadrosaur

molten jewel
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I’ve retargetted dolphin animations to a shark. This was not easy lol

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Yea not a hadrosaur

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Trick is getting the bone orientations how ue4 likes them. Turning them how blender likes them. Auto weight. Then turn back to how ue4 like them

slate olive
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I just don’t like how each bone has it’s own weight

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I understand the reasoning but not the execution

molten jewel
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You need to disable ā€œuse deformā€ in blender on bones you don’t want to deform in auto weight

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Before you auto weight

slate olive
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Ah okay

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I’ll save that for tomorrow lmao

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Thanks for the help!

muted halo
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guys, is maya live link able to sync geometry animation?
(i just want to use ue4 to render out my animation so i dont need skeletal setup in ue4)

molten jewel
hoary knot
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are there any good guides for setting up locomotion animation with starts/stops etc

ivory blaze
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Hello Guys, I was looking at the Epic Content Example project and in the Animation map there're some examples for IK setup, in the animation blueprint for the "TwoBoneIK" node they used hard coded variable for "JointTargetLocation", for example a vector with these values for Right Foot "(50,217,-38)", I want to know how they found this variable?

maiden crown
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Hello, i have a bunch of animations captured from Xsens but i can't import them into unreal. I have changed ascii to binary version and i tried to add root bone to existing fbx by watching tutorials and somehow i could get rid of error messages.

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But after importing to Unreal it can't find any animation data. I am total noob on animation, can anybody help? I can share the captured animations if someone wants to check

floral horizon
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Tyring to figure out how I can combine multiple skeletal meshes that are different proportions.
Say for example I want to be able to swap out legs, torso, head, left arm and right arm.
"Set Master Pose Component" is all well and good but expects you to be just using the torso bone transform.

What if I want the hip location to vary greatly on Z axis, or have the arm locations in different locations from that stored in the main skeleton?

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This is what I have currently.
All four meshes share the same skeleton hierarchy.
The torso snaps to the legs skeleton exactly where it should do.

However, the "arms" snap to the arm location in the legs skeleton and not the torso skeleton.

worldly ibex
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Hey! I'm working on a VR demo for an industrial setting so I've never really bothered with anything animation. Is it possible to rough out some very simple animation in editor (Just a simple keyframe based linear interpolation thingy)?

floral horizon
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Not yet

worldly ibex
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Ah.

fallen nebula
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is there a way to make some bones of an animation stepped and some linear

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for the interpolation

opaque stirrup
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Okay I got a weirdo question: is there a straightforward way to take an animation from UE4 and import it into blender to edit/tweak?

next pine
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@opaque stirrup - Yes. You can export the animation from ue4 as an fbx file, and then import it into blender.

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@fallen nebula - Yes, your DCC should be able to set individual key interpolation on a per frame basis.

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@worldly ibex - Technically yes, but this is considerably harder than using a dedicated animation program like Blender.

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Unreal is not designed for creating animations.

#

And now, my question!

#

Does anyone know when Inertialization was added to the engine? Which version?

dapper panther
#

Hi, I'm trying to add a Roll animation to my character as a way to avoid attacks, I have the animation which is made with Root Motion (the char translates in the animation), and I would like him to stay in place. I tried many different methods, but none does what I want

#

The four you see in the pic are alternative methods
the one at top (Play Slot Animation) is the one which is the closest at the moment, at least it works
but the char moves forward when I play the animation, while I would like him to stay in place

next pine
#

@dapper panther - Have you tried turning off "EnableRootMotion" on the roll's animation asset?

dapper panther
#

this is how its now

#

and roll in place in the editor preview

#

but roll and moves in game

next pine
#

So try.... turning off root motion.

dapper panther
#

ok trying

next pine
#

(And turn on Force Root Lock)

dapper panther
#

@next pine works! šŸ™‚

#

thanks

next pine
#

: )

dapper panther
#

the only issue I see is that the char seems scaled while rolling

#

like smaller

#

then pops normal size again after the anim completes...

next pine
#

I have no idea why that would be, unless maybe the animator scaled one of the bones?

dapper panther
#

I will check that separately

#

the scaling doesnt happen with previous settings

#

happens only when Root motion is disabled and Force Root Lock enabled

next pine
#

Like I said, I have no idea why that would be the case. There is no obvious reason why it would scale the character. Neither of those things have something to do with scale.

dapper panther
#

found it

#

its not that, is the setting in the middle

next pine
#

Ah

dapper panther
#

"Root Motion Root Lock"

#

if I set it to "Zero" it gets wrong scale

#

if I set it to "Anim First Frame" seems ok

lofty igloo
#

I have imported the Paragon Sparrow character and retargeted. It's mostly working well. However, for some reason the animations all have Sparrow's arms so close to her body that her hands disappear into her body quite a bit. I think increasing the angle of her upper arm bone will work, but I'm pretty new to animation, so how do I do that?

lofty igloo
#

I figured it out. Just in case anyone ever has the same problem and comes across my post, here's the solution:

#

Here's a better image. For each Transform (Modify) Bone node, in the Details pane, I set the Rotation Mode to "Add to Existing" and the Rotation Space to "Bone Space."

fringe oriole
#

o I bought this Twinsword animation pack and I tried applying it to the third person character. However, when I tried adding it to the statemachine, it would not show up on the animation list to add into the state. I tried retargeting the mesh to fit the thirdperson mesh but the third person mesh wouldn't show up on the retarget mesh even when I unchecked "show compatible meshes." The SK_Mannequin mesh in pic related is apparently it's own mesh seperate from the thirdpersoncharacter

It's almost like this thing is rigged against me. If anyone has any solutions, please suggest some.

misty dagger
#

Hey guys!
I was wondering how would you make an AnimGraph in the Animation Blueprint? Cause whenever I try to make an AnimGraph, it makes me an Event Graph instead.

restive yew
#

Look below your preview window >>> Graphs

misty dagger
#

Yes, I tried that already. But it keeps making me Event Graphs only.

#

I found the solution, no worries.

#

Actually it automatically makes you an AnimGraph, but you have to make sure the skeleton chosen doesn't already have a Animation Blueprint.

#

*associated with it

lean pagoda
#

This isn't quite unreal related but, I have an animation issue in Maya I can't quite resolve, does anyone happen to be well versed in Maya?
Pretty certain its a small issue and I'm just an idiot.

next pine
#

@fringe oriole - I think you imported your animations wrong. Were they FBX files?

#

@lean pagoda - I'm not an expert, but I might be able to help. What's up?

lean pagoda
#

@next pine
I have a maya scene with some bone animation.
The bone animation is the exact positions of where I want my camera and aim to be.
However, if I parent my camera and aim to these bones, because they're now the child and the bone is the parent, the bone is what moves, and the child doesn't actually change its relative position.

I'm not sure if I've explained that right.
I'm more than happy to provide the scene if anyone wants to take a quick look at it, its a basic scene, I'm a modeller and technical artist, but I don't know much about bones in maya and animation baking.

#

What happened is, where the files came from, the software can't export cameras, so instead it uses bones, which you can just parent a camera too, but parenting in maya doesn't work because things become local space instead of world space, so it only reads additional movement that isn't movement created by the parent moving around.

next pine
#

Hmm... I'm a bit confused. If the motion you want is coming in on the camera bone... why would you want additional motion on the camera?

lean pagoda
#

I'm happy to share the scene if it helps.

#

its a bit wonky to explain well

next pine
#

All right. Throw it on drive or whatever. I'll take a look later if nobody else figures it out.

#

Or that.

lean pagoda
#

there you go.

#

you'll possibly recognise what I'm trying to do quite quickly.

#

Yeah sorry, that was a bit quicker than sticking it on a google drive

next pine
#

I have to say I don't get it. Your geometry doesn't look like anything, your objects aren't named, you have three cameras... it's quite confusing.

lean pagoda
#

that scene doesn't have any cameras

#

what maya version are you using?

next pine
#

You have four bones called 'camera'

#

I'm using 2019.

#

And you mentioned that you wanted additional animation on the camera and the 'aim' but there's nothing in here called 'aim'.

lean pagoda
#

I was about to explain that part, my apologies.

#

So if you press play, you'll see the 2 bones move around the scene.
Those are the positions.

#

What i've previously done is create a camera and aim, parent the camera to the camera bone, and parent the aim to the cameraBbone

#

that gets the cameras moving around correctly, but, because they're parented, their transforms and rotations don't update correctly, because they themselves aren't moving, they're just parented to an object that is moving.

next pine
#

OK.

#

So, sorry, back up - this is a camera you're exporting for a cinematic?

lean pagoda
#

Yes thats correct.

next pine
#

Ah, OK. Use a constraint!

lean pagoda
#

Thats it?
If so, thankyou so much.

next pine
#

Yeah, don't directly parent it, use a parent constraint.

#

Then you can bake it, if you want animation keys.

lean pagoda
#

thats the plan, to bake it out

#

now to learn about constraints (will google it, no need to explain you've done enough, thankyou so much)

next pine
#

: )

#

(switch to the animation workspace so you get the Constrain and Key menus)

lean pagoda
#

just did that, figured it'd make them easier to find

spiral parcel
#

Hello, not sure if this is the right topic -- I have a question about switching between different types of animation within similar anim state machine configurations... for example: I have idle/walk/run/jump/etc but also variation of each of these for different weapon types.

#

What should I do? I'm thinking of setting up an enum for each weapon type, then switching within the animation graph state machine...

#

But I'm not sure if that's the best way to go about doing things -- any suggestions or recommended readings?

next pine
#

Unfortunately @spiral parcel - this is one of those things where 'it depends'!

#

If you have very different locomotion animations between weapons, it might be worth doing child blueprints, or maybe, if the animations will be mostly the same, you might do layer blends within the states, blending an upper body animation, which depends on the item held, with a lower body animation, which is always the same.

#

Unless you really want the weapons to feel like different characters I'd probably do the latter rather than the former.

spiral parcel
#

Thanks, I'll play around with blending and selecting anims within the same anim state machine for now, see how far that takes me...

next pine
#

šŸ‘

slate olive
spiral parcel
#

Can you show the skeleton? Check the fingers, it seems like each arm/leg has something wrong with it

slate olive
sonic roost
#

I'm trying to use a 'Transform(Modify)Bone' node in my Animation Blueprint to rotate the "upperarm" and "lowerarm" bones of my character's mesh depending on the rotation (roll) of the respective Hand bones. I'm setting the 'Roll' value by doing a "get socket rotation" for a socket I added to the hands.

It works, but if I rotate to a certain point (seemingly near -180 and 180) then the rotations begin to trip out, snapping back and forth between some value below and above the -180 and 180 point. Rotating the hand at all other angles works fine.

Anyone know why this might be happening? Here are some images of my AnimBP:

#

Thanks in advance

#

(note: this seems to be a similar issue to 'setting' a rotation without taking the 'shortest route', having the rotation flip around to the other side by going all the way around instead of crossing the 180 degree point. but, I'm not setting rotations here and I have no control over whether shortest route is taken)

timber star
#

Hello,
New in animation (i m a programmer)
I want to know how does fps animation work
I don t know how to fit weapon animation and player hands animation.

hoary knot
#

those are some nice looking connections

novel viper
#

Quick question: Can multiple animations trigger the same notify? Why you may ask.. Because i have different run / walk cycles that I want to use physical materials with to define which sound plays on the footsteps. I don't wish to have a million notify's to do exactly the same thing šŸ˜›

delicate junco
#

Not really sure but maybe if you use the exact same name that should work ?

hollow latch
#

@novel viper definitely yes

#

I have an ik question. If my effectors is in world space it looks great location wise, but there is some movement delay. If it is relative to a bone there is no delay but the location is unpredictable. I feel virtual bones could be used to get the best of both worlds, but I'm not really sure if that is true. Does anyone have comments on this situation?

fair sable
#

hello, if there's a foot sliding animation (non root motion), how do you guys solve it?

hollow latch
#

You could add a curve to the anim which is the velocity, have the player actor read that curve during the anim and apply the value as velocity

sonic roost
#

@hoary knot ElectronicNodes plugin šŸ‘Œ

sonic roost
#

I'm trying to manipulate the two clavicles, same set-up, one is screwed up though

molten hamlet
#

Is it possible to run an anim at 0 speed and just manually set the position of an animation in the animbp?

sonic roost
#

@molten hamlet In theory -- what are you trying to do exactly?

molten hamlet
#

Steering wheel

sonic roost
#

That's not the best way to do that, are you just trying to determine at what rotation the wheel is while driving/steering?

molten hamlet
#

What part of the hands animation to play in response to the steering wheel rotation

#

Start position only sets the initial position so right now I have to keep resetting the animation

sonic roost
#

@molten hamlet

#

If you right click an animation in the AnimBP you can convert it to a single-frame animation and override the time there

#

You could set up a cached pose for this and use a float set in the event graph to constantly drive the output

molten hamlet
#

You're a legend, would have never checked the right click option

#

This was my ghetto fix

sonic roost
#

ā¤

opaque light
#

hello, could someone help me with exporting a quick explosion effect from blender to ue4?

sonic roost
#

The above set-up results in this behavior:

#

Roll_Hand_R is set, on tick in the Event Graph of my AnimBP, based on the (roll) rotation of a socket attached to the hand bone:

proper grotto
#

I'm getting multiple root bone failure when trying to import from 3DSMax to FBX into UE4

#

Multiple roots are found in the bone hierarchy. We only support single root bone.

#

Damn it

next pine
#

Do you have multiple root bones?

proper grotto
#

@next pine I don't believe so, what's the easiest way to tell in 3DSMAX?

#

Thanks for the help lol

next pine
#

You'd look at the bones in your file (or basically your non mesh objects, because I think max exports them to fbx the same way, so helpers and things count) and if they aren't all part of the same hierarchy, they have multiple roots.

#

I would, generally, export using 'Export Selected' and make sure only to export my desired bone hierarchy, and my intended meshes.

proper grotto
#

Exactly that my dude..........i selected ONLY the weapon bones and weapon mesh, but each bone is using a 'point helper'

#

when i check the schematic view, could that be a thing?

next pine
#

Point helpers are fine, but what you want is basically this:

weapon_mesh
root
-> weapon_bone_1
-> weapon_bone_2
#

All your bones need to be ultimately parented to one bone.

#

So you just have, at the top level of your outliner, two objects.

#

Your mesh, and your root.

#

If you have:

weapon_mesh
weapon_bone_1
weapon_bone_2

This counts as 'multiple roots' because you have more than one bone at the top level of the hierarchy.

vernal sentinel
#

Hey everyone, i'm new to the group and unreal and have a few different work flow questions. So with my animations i make them in Maya so should i just import that to unreal or animate in unreal? And second question is that i was planning on making some death animations. How do i make that work with the rag doll that is on the unreal model? Do i plug it into there or is there something simple i'm just not getting. Thanks for reading.

midnight thorn
#

hey just a quick question > What do you guys doe when you have an animation such as pushing an object causing your characters arms to go through it?

#

Do you use another collision that activates when a push animation starts?

cloud lodge
#

anyone around, what would be the best way to handle holding items on upperbody? like rifles/etc

#

Additive or just a blend bone ?

next pine
#

@midnight thorn - I would make my offset between the box and the character match in the engine and my DCC so the character doesn't clip through.

#

If I can push variably shaped things, I might use an IK system, but I'd start with 'make the animation fit'.

midnight thorn
#

O I C

next pine
#

@vernal sentinel - Animate in maya. Unreal is not a proper animation tool.

#

For death, you generally have to choose when a character releases from the animation system into ragdoll, if you're using ragdolls at all. You don't have too.

molten jewel
#

@cloud lodge I’d recommend a 180 frame animation for aiming up/down where the guns barrel comes directly out of the eyes centered. One of these in crouched or whatever would help too. When you used ik gun root proper and have ik hand root centered immobile but pointing down the eye sight, you can easily move the gun to shoulder aimed and match ik up later. Locking pelvis in place would be one way to go. You could FABRIK the head to the IK_hand_root otherwise to keep some normality with a moving pelvis

#

Have reloads and what not be additive

#

Also would want to center the ik gun root on the muzzle for your animations. Idea is gun pivots from a single point in space but slides up and down on its X axis.

misty dagger
#

Anyone here had issues with the 'look at' bone node?

next pine
#

Nope

misty dagger
#

So I'm looking at a vritual bone which I am forcing into position to the targeted player, not sure why but teh blending seems inconsistent to say the least

next pine
#

Does it flip around sometimes?

misty dagger
#

yes

#

exactly

next pine
#

OK, so for Lookats to work, you need to provide an 'Up', either a node or a Vector.

#

Otherwise, it just takes a default value which is usually world up.

#

Which can cause problems if your target passes 180 degree boundaries.

misty dagger
#

So it needs local up for that particular bone? the issue is that it flips from perfect targeting to 180 degrees back even if i stand infront of it, like it can't choose whether to target me or not

next pine
#

Try adding the local up. What could be happening is that the character is at a boundary.

#

It could also be something else, some error in your code feeding bad values, but if you're not setting the Up vector for a lookat somewhere, you're going to have issues with it.

misty dagger
#

I think I figured it out, so as you suspected it was a mistake on my part, fed it a bad value at a enum switch

dusky surge
#

where can i indefentely my loop

#

indefinitely

carmine umbra
#

Hello Everyone, maybe someone here can save me. I have an issue where my character will reload his weapon in first person, but not third person. As in, he won't do the animation. Other third person animations such as crouching, jumping, climbing, and death animations are working just fine. But i cannot get em to reload his gun

copper dawn
misty dagger
#

@carmine umbra How is your setup, using different Animinstances for FPS and TPS? Might be something to look in the animBP at that particular animation and see what you are doing different from other animations. Sorry I can't give clearer advice but as I do not know enough I must generalize the advice a bit

molten jewel
#

Damn luos, that’s cool

hoary knot
#

is there a way to use enums instead of bools for animation transition checks

molten jewel
#

Consider not using state machines. But if the question is about fast path: I don’t think so

frosty onyx
#

Can Someone Explain Distance Matching Techniques How to Implement It or Can Suggest Some Tutorial Videos online To Understand

cloud lodge
#

i am blending two different animations

#

one is upper body from Rifle Anim Pro, and the locomotion is ALS animations

#

as you can see for some reason the rifle upperbody just looks odd

slow valley
#

What do you mean by odd?

#

What is the expected result?

pliant hawk
#

I'd say the way the bottom part of the torso rotates during the run feels very unnatural compared to how the hips rotate (not much at all)

cloud lodge
#

how can i smooth that out

#

maybe my blend node is wrong

#

this seems a little better

#

was trying to kinda sync them using sync groups

#

but maybe i need some sync markers

vernal sentinel
#

if you have some sort of holster animation I would try to throw that in there to see how it would look blending all 3 together.

lofty igloo
#

I have an anim montage that has a number of sections. When I retarget the montage, the new montage is good except it does not have any of the section names, so I have to re-input them. Is that normal?

molten jewel
#

@cloud lodge so its separate upper and lower animations but they are timed the same?

cloud lodge
#

Yeah mi da

#

Kinda

molten jewel
#

You could right click your sequence nodes and convert to evaluated

#

to have fine control over the timings

cloud lodge
#

i might end up paying someone for some proper animations

#

but ill just get the rest of the game logic done

#

as long as i can hold and fire a weapon and shoot etc

#

animations can come later

#

so i got the basics for now

white tiger
#

Hey, hope this is the right section:

I got a question for animNotify BP: I got a camera shake and it replicates to everyone, but I only want it to play on 1 camera - how can i get that?

i tried to get player controller, player character, but it always goes to all players
I did a check for is locally controlled, didnt help

snow lotus
#

Is Maya ARTv2 usable? I'm using Maya 2019. Should I use the v2 beta or v1?

short panther
#

hi im having a problem with exporting a mesh from unreal to 3ds max and then importing it from max to unreal

#

can anybody help me on this?

sudden sedge
#

Anyone know how I can take the first frame of an animation and use the bone positions as an ik goal?

delicate junco
#

@sudden sedge right click on the anim file in the animgraph and choose "convert to single frame animation"

#

You should then be able to use the pose to do what you want

obsidian mountain
#

Would it be possible to have vertex facial animation similar to how it's done in Source engine? Or have any animation with both Morpher and Skin modifiers for that matter

delicate junco
#

Do you mean morph targets ?

obsidian mountain
#

I guess

delicate junco
obsidian mountain
#

Ahh, you're a lifesaver, thank you

#

How could I not see this before, I've been working with UE4 since 4.10 and it shows 4.9 here

delicate junco
#

Oh lol, np

misty dagger
#

i'm trying to make an animation blueprint where i call to play an animation but i can't find that animation as an available method in the blueprint

delicate junco
#

@misty dagger Didn't understand your issue

#

If you want to see your anim files there are at the bottom right hand corner of the animBP, in the asset browser, you can just drag and drop them

#

But typing their name should work too

misty dagger
#

Thanks

#

I'll try it when I'm out of class

delicate junco
#

@stark nova I remembered you asked me how to make State machines cleaner, I just found out this presentation made by a japanese guy who presents a few tricks I didn't know before https://www.slideshare.net/EpicGamesJapan/ue4animation-blueprint
Check from slide 77 to the end in particular

#

The sub anim instance node that I didn't know at all could be really useful

stark nova
#

Nice, thanks for that @delicate junco, I completely forgot I asked

delicate junco
#

Np, I recommended to make sub state machines when you asked iirc but here some nice tricks are presented

stark nova
#

Will it pass through Google translate?

delicate junco
#

Unfortunately no but it has lots of pics

#

So this one is understandable, contrary to other jp presentations which have a lot of text

#

Also @cloud lodge in case you need that too

cloud lodge
#

:/

#

its japanese

stark nova
#

I think this one's best viewed on desktop, I'll bookmark it and look properly later šŸ‘

delicate junco
#

Yeah unfortunately, at least it's quite understandable with pics 😦

cloud lodge
#

meh link doesnt work

delicate junco
#

yeah it was deleted, I got you

hushed agate
#

question yall - i got an jumping animation that is also using root motion.... when the animation lands - it is higher than the ground level - but the animation when played in sequencer shows it landing properly. I've tried to add a key/curve so as to bring it down to the ground (Unsuccessfully) - any thoughts?

delicate junco
#

Must be tired cause I didn't understand the issue @hushed agate

#

Your character isn't jumping in the air as expected and root motion is only applied when he lands ?

#

If so it's because root motion ignores z axis movement unless you're character movement component is in flying mode

#

Oh ok I got it. Are you sure that your anim is ending at the end, not doing some blend with another one ?

hushed agate
#

i'm unsure to be honest- tasked with cleaning this up.... didnt make the animation/sequence in the first place

#

but i do see tha thes NOT in flying mode in the beginning

#

lemme try switching to that.... see if that cleans up.

#

as for blending - i do see that he's blending between his jump (outro) and into an idle - they do overlap

#

i'll play with that also

delicate junco
#

Cause my guess is that flying mode is on but your jump anim blends into the idle one before it finishes so your character doesn't have the time to touch the ground yet. And since you're in flying mode he stays above the ground level

#

Yeah try to put the transition blend time to 0

hushed agate
#

so debug stepping - hes in flyin gthe whole time - even after landing.... but he doesnt land fully on the ground like the sequence shows him to. I've moved all blends out of the picture - theyre not overlapping any more...

cloud lodge
#

rootmotion is just a pain, if the root doesnt put the capsule back on the floor then the player will be stuck falling

#

you need to verify the capsule position

#

after the jump

proper grotto
#

Does anyone know how to get rid of 'multiple root bone' issue in ue4?

#

I have a gun bone and ue4 mannequin bone, can I merge the two?

#

Dunno what to do šŸ˜„ still learning lol! thanks for help guys

hushed agate
#

@proper grotto - attachToActor(PassManequinBoneNameHere)

#

look up that function though - theres other params

#

i think mostly snapping rules

proper grotto
#

i'm doing a first person animation in 3dsmax and it has a gun bone

#

so if i google the above, should solve the 2 bone thingie? nice, i'll have a look ty

hushed agate
#

you'll still have 2 bones - as their seperate skeletons....

#

however -your wanting to ATTACH the gun to the manequin - i'll asume

proper grotto
#

yeah

#

spot on

hushed agate
#

@cloud lodge @delicate junco - i wound up having to put in some animnotifies on the animation (rootmotion) and set movement mode to falling (when he was coming down) and back to flying (when he was initiating another jump - as theres several in this sequence). This fixed it!

delicate junco
#

Ah dope ! 😁
yeah I use notifies too when using z movement root motion !

magic plover
#

Im having a problem with a skeletal mesh imported from blender, when it plays an animation it becomes tiny, now the common fix for this seems to be to rename the armature to something else which also works for me, but when i do that unreals throws an failed to merge bones error which does not occur when the name is armature

#

anyone know a way to fix this?

delicate junco
#

@magic plover Before exporting try putting your scene units to metrics and 0.01 then export and when importing in the params choose scale 100

#

Armature rename is for root bone issues afaik

magic plover
#

Will give it a try

#

Ty

magic plover
#

Sadly that didnt work, mesh still becomes tiny

#

Though retargeting the animation to a new skeleton works well but that feels more like a hack rather then fixing the issue

delicate junco
#

@magic plover Did you apply scale before exporting ?

#

(CTRL+A in Object mode)

magic plover
#

no, that always messe sup the entire rig

delicate junco
#

Could you send me your blend file in DM or is it private ?

magic plover
#

its private 😦

#

retargeting however works

#

but ill have to makes some changes and reimport to see if the problem comes back, wouldnt really work if i have to retarget everytime i change anything in the mesh

delicate junco
magic plover
#

ill give it a look

delicate junco
#

Good luck !

magic plover
#

Ty

slow valley
#

Whoops

#

Wrong section. 😮

still gorge
#

Hey everyone, this is probably a stupid question, but I'm kind of stuck - I want to have the character go through the "Perch" animation before it gets to "Perching", though the transitions Idle/Perch and Perch/Perching have the same variable condition (aka 'isPerching') which causes that before the "Perch" animation sequence is finished, it jumps to "Perching". What am I doing wrong here?

restive yew
#

Can you show us your transition rule from idle to perch and perch to perching

still gorge
#

Which is the problem I imagine

restive yew
#

Yep

#

So from perch to perching. Add a Time remaining node, set it to less than [small value] (this will help make transition smoother)

#

Then add an And Boolean node, connect your is perching and time remaining node into it

delicate junco
#

^ this or if you want to preserve fast path which "get remaining time" destroys, use a notify event on the perch anim which will put a bool to true when almost finished. Use that bool to make the transition

still gorge
#

Okay, so I went with the anim notify, though the animation seems to jump when it's time to play the "Perching" one šŸ¤”

delicate junco
#

What do you mean ?

still gorge
delicate junco
#

Cute !
When you say jumping you're talking about the fact that it's going from one anim to another too quickly ?

still gorge
#

It seems as though before the "perching" one is being played, the previous animation gets to default state (looks like idle)
Talking about that thing where the bat suddenly is on ground before 'perching loop'

delicate junco
#

Oh yeah I see it now

#

Seems like it's going through the idle state before, can you tell me exactly how you did the notify event ?

still gorge
delicate junco
#

(don't forget to turn it off using a notify on another anim or elsewhere btw)

#

Hum, try setting the blend time to 0 in the transition ? Also your perching anim doesn't start on the ground right ?

still gorge
#

Oh, right! Thanks
And no it doesn't start on the ground

delicate junco
#

Ok so that's some weird transition problem, wished I had the file before me to test cause I can't help much like that unfortunately šŸ˜…

still gorge
#

OHH, I figured it out - I had the blend logic set to custom which was messing things up

#

Thank you so much for your help! ☺

delicate junco
#

Oh lol, glad you found out
Np šŸ‘

flat agate
#

is it possible to change IK bones (in my case, the effective tip bone of a FABRIK node) dynamically? I'm trying to avoid writing a new animation node in code for something so small.

magic plover
#

Does anyone have a good weight painted mesh that i can use as a reference for my own weight painting? im having trouble getting good weights

queen stump
#

Hey all, is it possible to use a static Mesh as a weapon for my fps arms?

misty dagger
#

Do you guys know by any chance if its possible to import a vdb into unreal somehow ?

next pine
#

@queen stump - Yes.

#

@misty dagger - Apparently yes, there's a plugin called ProxyLODPlugin which has OpenVDB.

#

@flat agate - Nope. You'll need to write that new node.

#

@final mango - It's impossible to say. It looks like an update order problem if I had to guess. If you're relying on previous frame values that might be what's causing it.

final mango
#

@next pine I am. Is there a better way of doing it?

next pine
#

Not... doing what you're doing. I don't know why you'd try to lock rotation in this specific way.

final mango
#

turn in place

next pine
#

That video is an hour long. You'll need to provide more context.

final mango
#

Basically what I'm trying to do is cancel out the Capsule rotation on my Character.

#

visually in the animation

#

the method in the video gets the delta rotation by Delta = PrevRotation - Current, that gets applied in the anim graph as Rotate Root Bone

#

I don't understand why using the prev frame rotation would cause stuttering?

next pine
#

If you were using the previous frame of an animation bone your values might stutter like that.

#

If you're using a stored value on the pawn it probably is another problem.

queen stump
#

@next pine Can you provide me some further information?

next pine
#

You can attach a static mesh to your character using "Attach To Component"

#

This will let you use a static mesh as a weapon on a character.

#

I wouldn't necessarily recommend using only a static mesh for a weapon. I'd probably make my weapons an Actor, so that they can have things like collision, particles, custom materials, etc.

#

But you can.

queen stump
#

awesome, thank you very much. ill try this out

astral axle
#

How can I control the animation with event.

#

?

#

I want to rotate propeller when start engine. But its start automaticly when start game.

next pine
#

@astral axle - You probably want to use a state machine.

#

In your case, you have just two states for the propeller, on and off.

astral axle
#

Thank you so much. I will try.

reef agate
#

Hey all, I have multiple skeletal mesh components in my character bp for clothes. all additional Skel Mesh Comps use an anim bp with a copy pose from mesh. my really annoying issue right now is that when i pause the game, only my primary skeletal mesh comp moves and none of the skel mesh comps that use the copy post anim bp node arg

#

Anyone have a fix? in short, can copy pose from mesh work when game is paused?

void mural
#

so currently i'm having an issue where if my character is looking anything less than 0° through their camera, it'll show to other clients that they're looking directly up. the issue doesn't occur if they are at 0° and greater

#

i'm actually baffled by this

dapper panther
#

Hi, I have an animation montage which contains some of my combat animations, then I use "Play Anim Montage" node to play one, specifying the section to play, example "fastattack". In game when I attack, the character plays the fast attack, then the roll, then the die animation, all in sequence.... while I want it to play only ONE of the sections.

#

My understanding was that having the sections one for each line in the lower part of the picture is what is needed to have those play separately

#

but seems not working

molten heron
#

Is there anyone using animation sharing plugin here? Looks like it removes collision from skeletal mesh, I couldn't find a fix for that issue.

misty dagger
#

Hello everybody! am so exited to see so many magicians here! šŸ˜Ž šŸ’Ŗ

#

is it correct to ask here? or better over under the #gameplay-ai tag?

#

my questions are about using Anim Sharing on ENEMIES on my game. Would like to create some (hopefully) inexpensive CROWDS attacking me/MyCharacter for a mobile game.

#

After searching about the topic around UNREAL SLACKERS, it seems here is the channel more relevant, or at least were more people have been talking about it.

#

As you (the ones interested on this Anim Sharing tech) know, there are no tutorials right now about this and how to implement it

#

So am thinking to put together and post on forums and here the current WORKFLOW

#

Couse my self haven't managed to do the FULL CIRCLE of the workflow yet. Will post here a video about me following the kind of obvious STEP BY STEP process am following with what is said on the OFFICIAL DOCS and were am stuck. And hopefully if somebody, has some expirience with this tech, can share some light on overcoming the STEPS WERE I GOT STUCK, and after been able to publish the FULL WORKING WORKFLOW for it! Couse this tech seems veeeeeery powerful!!! šŸ˜Ž šŸ’Ŗ ok?

misty dagger
#

About "Animation Sharing Plugin" this is this CONFUSING STUFF THAT IS going on on the OFFICIAL DOCS
Take this example:

#

but then i want to take a quick look on this file

vital sun
#

im trying to use this base-animation here:

misty dagger
#

and there is no ASSET EXISTING on the asset browser

vital sun
#

in the context shown here (where you can see the secondary hand is getting blended off to the side)

#

this gotta be a situation that has been solved a million times before? I just don't seem to be able to wrap my head around how it should be done. Hope someone can explain what im missing

misty dagger
#

@molten heron @vivid surge @cloud lodge @dusty burrow @river briar @spice hill any of you guys knows or can share some more light on this? thanks!

molten heron
#

I already made it working, I can share my insights here later. My problem is, physical asset collisions don't work for animation sharing skeletal meshes

#

because of them using master pose

misty dagger
#

wow yeeeees meeen!

#

its valuabler stuff! 😃

#

can you send a quick video explaining the basics or so? thanks!

#

šŸ™

#

when you have some time!

spice hill
#

why would i be tagged?

#

i can barely animate

misty dagger
#

@spice hill you appear when searching

#

asking about this thats why

#

sorry bro

spice hill
misty dagger
#

hihihihihi

#

i remember your profile photo too xD

#

was not quite sure! xD

#

quite memorable

#

don't worry

#

will take it easy

delicate junco
#

For your question btw I'm not sure unfortunately since I never used anim sharing till now

misty dagger
#

nothing like with the NINTENDO DEVELOPERS stuff

#

it's cool stuff!

#

Doğa maybe will share some light later

#

so stay tunned!

delicate junco
#

Yup I know it exists but don't need it rn so didn't dive into it. And since ue4 doc is pretty scarce to say the least...

misty dagger
#

yeeeeaah..

delicate junco
#

Great, just remember to post concise posts cause many people ask questions here šŸ™‚

misty dagger
#

ok! thanks! and we keep seeing around i guess!

#

šŸ˜‰

molten heron
#

@misty dagger are your characters rely on skeletal mesh collision (physical assets)?

misty dagger
#

not nessesary

#

but am interested

molten heron
#

Because if so, do not even try to use system. There is no collision

misty dagger
#

to see

#

more about

molten heron
#

You can only can use capsule collision

misty dagger
#

this problem

molten heron
#

As separate component

misty dagger
#

isn't it enough for you the "capsule collision"?

#

what is your porpose more or less?

molten heron
#

Imagine a fps game

#

You can't trace against capsule component for weapons

#

It won't be accurate

misty dagger
#

i see

molten heron
#

But if your actor is small enough, you can get everything working with a small capsule/sphere collider

misty dagger
#

yes

molten heron
#

For as an example from the project I'm working on, Project Borealis, headcrabs are good candidate for animation sharing. You can trace against a sphere collider easily & accurately, because of small size of the enemy mesh.

misty dagger
#

ok, and whats the problem?

molten heron
#

Also as an early insight of the system, it reduced my game thread time from 15ms to 12 ms, for 100 headcrabs rendered & animated at the same time

misty dagger
#

got you

molten heron
#

but think about a zombie, you can't accurately trace against its capsule collider

misty dagger
#

zombie?

#

can you explain more

molten heron
#

Because it has legs moving, arms moving

#

Those body parts will sometimes get out of capsule collider while animating

#

apart from that, you can't cover a human body with capsule collider accurately, for a first person shooter game

misty dagger
#

mm.. i see.. šŸ¤” what have you seen happening so far

molten heron
#

the thing is, fortnite also using this system, and Epic has this system working with skeletal mesh collision

#

I'm not sure what trick they're doing, but it's not shared on anywhere

#

There is also some issues opened in issue tracker, but epic immediately closed them with "by design"tag

misty dagger
#

mm.. šŸ¤”

#

tricky one

#

what about sending a plain email or something to them?

#

will they cooperate, do you think?

#

by the way, just to start getting the feet wet with this tech.. 😯 do you have some time available, to create a quick video, or put some screenshots in a album and share a link here, or somethink about the "basics" to make it work Doğa?

#

not like a complete tutorial.. but just.. like some keysteps.. to get the "workflow" idea..

#

My idea, was to use it to create some quick "crowd cinematics", hopefully som unexpensive crowds enemies, and mess around with it..
Somewere i readed that you saved a lot of performance with this tech.. so it made me preeeeeetty curious to see "the reality" of it

delicate junco
#

For crowds in the engine it won't work though cause that's only for prerendered stuff with Blender

misty dagger
#

yes thats the CON i see.. but.. sooo funny! šŸ˜‚

misty dagger
#

I stumbled over this video that got published for 22hours ago.
He calls the method "Vertex Anim Toolset"

This dude, seems to use a very inexpensive way to animate up to 2500 mannequin!
https://www.youtube.com/watch?v=M2UwDvR06uc

Can't find anybody talking about this on UNREAL SLACKERS.
is there somebody that knows if this dev called "hethger" is using another discord profile name around this discord channel? can't find him by the same name.
My questions to him are about how well does it perform his method, or more info about the performance numbers using this method? how many pushes/updates does FPS do it REALLY drop with this new method 😊 Is there any considerable performance saving between the original and the new one?

Can i use this tech to animate CROWDS of enemies?

Warning: When creating the Render Targets you no longer have to set the Render Target Format to RTF RGBA8, simply ignore that step in the video. Plugin Forum...

ā–¶ Play video
restive yew
#

Ah. World position offset

#

Used it to animate fish. We managed to get 600+ instances running without too much performance hit

misty dagger
#

holy smoke! 😯

restive yew
#

Granted, the programmer was using the cpu and multi thread witchcraft

misty dagger
#

what is the "BAD NEWS" from this tech?

#

there is always somethink in exange.. šŸ˜… for higher performance normally

restive yew
#

The animation or the system?

misty dagger
#

the animation

restive yew
#

Well, you can’t do too much with vertex animation. Like have a human walking around for example. You need to use skeletal if you want such ā€œcomplexā€ animation

#

My fish for example just flap their tails 😜

misty dagger
#

its more for background animations i guess then

#

so it's sound like it's some form of BILLBOARD effect right?=

restive yew
#

Hmm?

misty dagger
#

it's a fake 3D, like a 3D illusion somehow, right?

restive yew
#

No no

misty dagger
#

about the 600 fishes.. what platform is it targeted for? PC or mobile? 😯

#

do you have a screenshot handy to share?

restive yew
misty dagger
#

oki i understand

restive yew
misty dagger
#

can i see on the video some where the tech in action

#

fine! thanks!

#

will check it to understand it better

misty dagger
#

Woooow!! So impressive tech! 😯 thanks for sharing!

molten jewel
#

(900 fish cough)

misty dagger
#

but... wait a minute.. šŸ¤” can anybody explain this effect then..?
This is the same tech
Quote:
" rendered as a single Hierarchical Instanced Static Mesh Component.
these are animated with a single texture holding multiple animations, each instance can play a different animation, based on an encoding set through blueprint."

https://www.youtube.com/watch?v=C94CImc6qOM

restive yew
#

Well excuse me, you said 600 😜

#

ā€œ600 are following the sharkā€ technically šŸ¤”

misty dagger
#

šŸ˜‰

#

but.. did you notice, that on this second video created by the same dude "Hethger" he managed to have 2500 mannequin, moving.. using the same tech..?

molten jewel
#

it uses one static mesh component per fƩsh, which is what i believe they are using in that gdc video too (static mesh component). Don't think theres a way to pull the effect off with "instanced static mesh component".

misty dagger
#

If this mannequins are animated witha single material..

do we agree then.. that this tech.. is.. like.. CRAZY MAGIC ON STEROIDS?!? right? šŸ˜…

it's like the fish tech version 2. A newer version somehow.

https://www.youtube.com/watch?v=C94CImc6qOM

restive yew
#

Thousand is the around the max number of skeletal mesh you can run regardless

molten jewel
#

yea it also says in the video "Here are 2500 Mannequins rendered as a single Hierarchical Instanced Static Mesh Component."

misty dagger
#

is there any trick maybe on this video? šŸ¤”

molten jewel
#

so they aren't using skeletal meshes, sounds like they are realtime baking out vertices on the gpu

misty dagger
#

do you think, there is a illusion/trick maybe?

restive yew
#

Ouch

molten jewel
#

the key words there are "Hierarchical Instanced Static Mesh Component"

misty dagger
#

but that sounds bizarre in my world..

molten jewel
#

would guess that there is some very specific reasoning as to why they are placed in a circle and move as they do

misty dagger
#

never seen animations with HIERARCHICAL INSTANCED... only on preeetty still static meshes..

molten jewel
#

sticking wtih my assumption that its 'rendering' verts for a few animating instances and copying / redrawing them multiple times

misty dagger
#

how impressive is it in your opinion from 1 to 10?

restive yew
#

What we used, what abzu used, what the guy with 2500 mannequin used 😜

molten jewel
#

its very impressive, imo. sure, it's not as impressive as fish but 2500 of anything is impressive. It's just a very good hack of some sorts. and hacks should be the developers bread and butter.

misty dagger
#

well.. both are.. mind blowing.. actually

#

the fish number of instances.. are.. explosive for sure

#

but duuude.. the mannequin is moving the legs and arms.. wtf?!?! thats harder! right?

molten jewel
#

The fish see eachother and make decisions 480 times per second. Leveraging that amount of computing is tough. I don't know enough about the "Hierarchical Instanced Static Mesh Component". But yea we're also not using mesh instancing at all. With the mannequin, its sharing animations or frames of animations. I'm guessing the peak example of that tech is having that many people looking exactly the same with some limit of variance in pose but again have no idea.

#

But yea again, its still very cool. I dont know enough about the mannequins to say if its as hard on the computer or not

misty dagger
#

i think the guy has misspell it actually.. he calls it "hierarchical instanced STATIC mesh component".. but should be DYNAMIC/MOBILE/MOVABLE etc..

restive yew
#

It is still a static mesh

misty dagger
#

he added somehow a animation.. flipped a Static mesh.. for a animation..

#

@molten jewel yes i agree about the decisions..

molten jewel
#

skeletal animations are actually a newer thing than vertex animations in terms of games

restive yew
#

Note pat, the mannequin has hard joint points. The weight are either at 1 or 0. No in between.

#

Kinda why robots are so easy to rig 😜

molten jewel
#

Yea :) for sure

restive yew
#

Though I think Houdini has a couple of tutorials on how to export vertex animation from a rig. Though I think it’s by frames. So, not very adaptable for real-time parameters changes for example

#

Still don’t think it’s possible from blender due to the whole reverse engineered .fbx issue

molten jewel
#

Yea, it's interesting that vertex animation like with quake 3 and half life etc, no standard for vertex animation formats really emerged from that haha. like those preceded skeletal animations

restive yew
#

Indeed. Just add some vertex colour and a lot of math

#

Oh shove it with your mathematics 😜

molten jewel
#

lol, Pi_thonk

misty dagger
#

I have sended him a PM on the forum, and invited to this conversation to give us a quick explanation, of what's going on.. couse this is MAGIC ON STEROIDS..

molten jewel
#

cool stuff, i've heard the term HISM before but yea again, unsure what is going on likely framed vertex data or blending. #graphics may know more of this buzzword/abbreviation

restive yew
#

Clearly more boids pat 😜

molten jewel
#

I would be very cool/happy with more boids

misty dagger
#

let's see in some hours if somebody tells more about it!

misty dagger
misty dagger
#

@molten jewel @restive yew just a quick update on what we were talking.. the DUDE hasn't respond on the PM yet.. but on the #graphics channel they say it's like "GRASS WITH ANIMATIONS(Vat with multiple segments in tex for different anim).. so far from HUGE CROWDS running inexpensibly in a phone"

misty dagger
#

by the way @molten heron how much time available are you having this days, about the "sharing anims process"? do you think could be humanly possible during next week maybe? šŸ˜… šŸ™ 😜

And also was taking a look on your Project Borealis! Men you and the team should feel proud of it! Great work! šŸ˜Ž šŸ’Ŗ It gives me the impression there are 2 rols for the animations on the project, are you like the AI DEVELOPER, or the RIGGER? Seems preetty cool future for this project! šŸ˜Ž ✌

molten heron
#

@misty dagger I'm co-lead of the programming team, like I said, when I find some time, I will share a small guide here (or in forums)

misty dagger
#

šŸ˜ šŸ™ yes, i can imagine! thanks thanks thanks!! šŸ™ šŸ™ šŸ™ šŸ˜Ž šŸ’Ŗ

restive yew
#

We already told you how it was achieved 😜

prime hemlock
#

Hey guys!
I want to make first step in my character on root animation.
But I have a problem when root animation transition to loop running. It's trembling.

What to do?

meager ocean
#

Hey I don't know much about animation so probably a stupid question: is it viable to make an animal mesh with independant legs that arent integrated directly in the body part ? like this:

molten jewel
#

Would probably be fine, but you’d need to use a ā€˜empty’ skeletal component parent and socket the limbs in. Not super efficient. HighTides posted GDC video has lobsters in it šŸ¦ž

meager ocean
#

ok so in your opinion I rather take a little bit more time to merge every part in one single mesh ?

#

I can do that I guess, Im not the one that gonna animate and rig it so I want it to be easy for him

molten jewel
#

No just if intention is to not skeletal it, you’ll still need to

meager ocean
#

ok

molten jewel
#

Should look fine esp. for lobster to have floating parts

meager ocean
#

ok thanks sir, gonna look the GDC video to see how they did it

faint burrow
#

hi there, anyone successfully exported the mannequin from the thirdperson template with animations? after i import the model in blender i get no animations.

misty dagger
#

you have to export the ANIMATION SEQUENCE file dude

#

not the SKELETAL MESH

#

all of them

#

one for running, one for sitting, one for flying, and whatever ANIMATION SEQUENCE file there are

faint burrow
#

THANKS @misty dagger some VALUABLE INFO there

brisk pewter
#

Hey

#

I have a problem

#

I am trying to export an animation from either maya or blender, and when I import the animation and view it in UE4, it is just blank

misty dagger
#

@brisk pewter this is the fastest way to get you there.. seriously..

  1. install camtasia or similar
    2)record your desktop, do the clics you are doing.. and show your current procedural
    3)send de recording here
    4)and you will get a reply with the solution quicker than you can blink
    5)and you will have learned some new skill that you will use tons of times!
hoary knot
#

is there a way to combine montages? I have an upper body animation and a low body animation and I want to play them both at the same time... I tried making both montages different layers and using layered blend by bone but it only plays one montage at a time

misty dagger
#

screenshot?

meager plank
#

Hey! can i get some help from you guys? Im haaving a hard time fixing this problem. If anyone knows what im doing wrong, pls help me.

glacial canyon
#

Is there a way I could dynamically change the Bone from the Modify (Transform) Bone from blueprints?

#

@meager plank make sure the animation of "loop" is not set to loop.

#

sorry

#

I meant the other 2 animations, probably could happen because of the "Start" if it's looping

#

And make sure you have added the correct animations

#

loop should be set to loop

meager plank
#

@glacial canyon how do set it to not loop just for testing

#

?

slate olive
#

Is it possible to permanently change bone rotations? This model is currently in the ark devkit, which was built off of UE4

glacial canyon
#

click on that animation inside the abp and select the pin where you connect that animation to. then on the details on the right there should be a loop tick box

slate olive
#

^whenever i upload the model into the devkit, the bottom jaw always shifts into the the upper jaw

native moss
#

anyone know how to get an animation montage to use root motion on specific animations

#

i have an animation that has translation in it, setting root motion works well to keep the capsule in the right spot

#

but when i put it in a montage, the root motion is not applied.

#

this is the underlying animation

#

as you can see the root motion works on it

#

checking and unchecking this box in the underlying animation in the animation montage, also does affect it

#

but the translation isn't added

misty dagger
#

Why does my kinematic collision skeletal mesh not collide with environment? Only when i set it to simulate or default it interacts with envirnonment

misty dagger
#

@slate olive yes it's possible, and it's easy.. can be many things the problem. I would go and look the weights first. Show a picture/video or something

#

Guys how do i make so the kinematic physics type actually interacts with the terrain etc???

#

Only simulate works for me

#

Only simulate works for me

#

@misty dagger show something dude! don't get you. Pic is more than 1000words

#

@misty dagger I will send photo

#

give me a sec

#

The landing gear litteraly just passes straight through the terrain

#

only happens when i have kinematic turned on

#

@misty dagger I have been trying to fix this goddamn shit for like 12 hours now litterarly..

#

ok, now at least i understand you dude! @misty dagger haven't had the need to learn much about physics yet, just basics.. so can't help you.. but guess will be easier for another person to help you! meanwhile keep testing the tech and watching videos of it on youtube.. until.. magic maybe happens

#

I want to end my life

#

jk

#

dude! it can't be that difficult

#

take some similar video on youtube

#

replicate it

#

and then MAGIC HAPPENS

#

i have brain damage from trying for 12 hours straight

#

šŸ˜‚ common dude!

#

that makes you "GOOD" when you find all this GOLDNUGGETS

#

the best way i know, is to chew and chew similar videos

opaque stirrup
#

So I moved some folders around in editor

#

now all my animation notifies are broken

#

so let me guess I need to go through a hundred animations and manually redo them all? Huzzah

misty dagger
#

holy cow

opaque stirrup
#

I can't even copy and paste them from an older version.

misty dagger
#

use Jitbit macro recorder

#

i mean

#

as far as i know it's pretty.. fucked up..

#

maybe somebody knows a REAALLY GOOD TRICK

opaque stirrup
#

so the plus side is it retained the timestamp and rough name...

misty dagger
#

well.. its a good one

#

at least

opaque stirrup
#

but Im needing to manually reassign it, and then reset the settings if they're not default.

misty dagger
#

how many do you have?

opaque stirrup
#

Right now i'm using ALS

misty dagger
#

hundreds? or thousands?

opaque stirrup
#

so 238 animation sequences

misty dagger
#

pfff..

opaque stirrup
#

not all have footsteps I assume

#

like idle poses

misty dagger
#

guess 6hourss or so

#

to fix

delicate junco
#

Did you try using "fix redirectors" ?

opaque stirrup
#

yeah.

#

but more disturbing is it broke in the first place

#

I've been having a nightmare here.

delicate junco
#

😦

opaque stirrup
#

I've used perforce since the project started

delicate junco
#

No backup ?

opaque stirrup
#

but I tried rolling back on that and I just end up with weird duplicate files and have to clean THAT up.

delicate junco
#

omg

opaque stirrup
#

I could try-re-re-rolling it back, again.

#

But it's not exactly what I expected when I think of source control I think I can have a clean-slate retart at a save point

#

not have.. more jumbled messes.

#

I just wanted to restructure the folders to make a bit more sense for my project.

#

Shame on me

misty dagger
#

have you consider reverse engineer from autosaves or something?

opaque stirrup
#

No idea, I guess I could try-rolling it back, again , I just don't like using perforce at all.

#

but it seems like git isn't really set up to handle binaries

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so I'm not having a lot of options when it comes to doing blueprint projects.

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anyway I was just curious if there is a way I could 'find and replace' notifies

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since there is still that broken marker left in the animation

misty dagger
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yes.. but it's not a bad idea using replace

opaque stirrup
misty dagger
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you mean using like NOTEPAD++ or ULTRAEDIT and FIND IN FILES and point the folders.. and using expresions and so?

opaque stirrup
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instead of just using whatever random crap a marketplace author decided to throw down.

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Yeah but, it'd have to be in UE4

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since the animation notifies are not just stored as a text file somewhere?

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Im saying there is a blank notify called footstep_C

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so why can't I find all instances of that and bulk replace them with the proper link?

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like

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I can manually click on the notify and select the right one from this list.

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but I need to do that for EVERY ONE

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and then edit the settings if needed

misty dagger
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buff.. i would play it safe

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and do it manually

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put some videos on your secondary screen

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and chew it down

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200 its pretty possible

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the other options.. is a jungle

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and you can end up.. spending the same amount of hours.. and being still nowhere

rocky hound
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Hello šŸ‘‹

So after retargeting several walking animations I noticed they scaled up when transitioning from one point to another( in the animation blend space ) . The animations have the same exact scale , same location and rotation.. but just scales randomly. Any help would be appreciated thanks !

misty dagger
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it happened me once.. @rocky hound the problem that time, was that i was importing the mesh with some scale on it

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and went super crazy

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how are you importing the stuff?

rocky hound
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u mean from blender?

misty dagger
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my problem back then, had to do with this

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i had mess it up by touching value when i was importiing the assets

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and afterwards it just got a mess..

rocky hound
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so this import scale is 1

misty dagger
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you know best, were you have been clicking for the last hours

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did you touched any of this?

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my expirience is that.. it get very wild, when you scale from that point

rocky hound
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I haven’t though

misty dagger
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show some gif/screenshot/video

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can't see anything from this side of the screen

rocky hound
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When I click the animations to preview them they are fine

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Even on the video the last 2 points have the same exact scale it’s only when transitioning from 1 point to another

misty dagger
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what hapens in the game?

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show a video better couse don't understand with that screenshot

rocky hound
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ok

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wait

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any problem about the copyright?

misty dagger
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not for me

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i don't know

rocky hound
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ill sent u on private ok?

misty dagger
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ok

misty dagger
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This was the problem:

so you had first:
ORIGINAL_WALK
ORIGINAL_RUN

you create a new BLENDSPACE file and it works. The only problem is that it's missing some movement and it gliches

then you loaded on that third-party program:
ORIGINAL_RUN (with the glitch)

exported it and got
MODIFIED_RUN (without the glitch)

you import the new file
MODIFIED_RUN

and now when you load it on the BLENDSPACE it scales up suddenly right?

solution: ask on the Discord channel of that third-party program

muted wadi
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I've followed a tutorial to set up an aim offset, but my pitch is inverted. How do I fix this?

vital mason
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Does anyone know how to fix the issue with the FABRIK node lagging? I'm IK'ing my left hand onto my rifle but it slides around a bit. It seems like the FABRIK target transforms are 1 tick behind the actual transform of my weapon

muted wadi
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I wound up fixing it by multiplying it times -1 in the state, but this seems like a weird way to have to fix stuff.

vital mason
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Open aim offset, and reverse the pitch min and max values around

molten jewel
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@vital mason are you using world or something?

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World space

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If you are, try converting all your stuff to component space. If still an issue it could be that your primitive is ticking after the move component