#animation

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molten jewel
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to variables on the event graph

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and you had a modify bone component node prior to anim dynamics that bound those saved transforms in

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this might work
might want to init the transforms to ref space though on the event graph

honest bobcat
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hi guys. I'm looking into making my character movement require a rotation. e.g. if character faces forward, and he then wants to move backwards, character will first rotate and only then start moving.
I know it can be done with root motion - but can it be done without it as well?

molten jewel
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yes msh91 but would consider thinking about that in a less animation approach way

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have you played gears of war?

honest bobcat
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mm not really. Let me watch a video of it though

molten jewel
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well the sprint button in gears only lets you move forward with slight turns

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your options are basically: Limit the amount of turn when your moving fast or limit the travel speed based on angle between desired direction

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both of these things, you'd want to handle in the pawn imo, not so much the animation end of things

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imo, the player knowing they can't turn fast while moving tends to make more sense to the player

honest bobcat
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I think I prefer the idea of limiting travel speed based on angle between desired direction. Not even sure how it would work the other way tbh.

molten jewel
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imagine trying to change direction and it not changing direction because your moving too fast

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vs

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trying to change direction and stopping

honest bobcat
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yeah but that doesn't make sense to me; not changing direction. I'm pressing backward while running forward and what happens then? nothing?

molten jewel
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speaking more of the pressing forward and left at the same time scenario

honest bobcat
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yeah but I'm hoping for a general solution rather than different for each "type"

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I think the 2nd might work. I feel like I'm missing something though.
We are talking about movement like in Assassin creed, shadow of war, etc? (if you played those 2)

molten jewel
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was kind of under the impression that this is a sprint mode or something. but if this is for sneaking and stuff too, where theres not a lot of locomotion to begin with, penalizing movement for turning around makes sense yea

honest bobcat
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it's for everything yeah, not just sprint. There is also sprint, but I'm just talking about basic slow moving for now yeah

molten jewel
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I do think its worth making the two work differently.

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like it does sound like players would be driving a motorboat if they have to wait for the turns

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if you tune it so the turns are so fast that it still feels responsive, that little bubble in thumb to movement may not be all that appreciated

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but anyways,

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again i wouldn't do this stuff in anim bp, you'd be better off doing turn handling in the actor/pawn

honest bobcat
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"players would be driving a motorboat" - I don't really understand that?
"that little bubble in thumb to movement" - little bubble in thumb? is that a phrase?

molten jewel
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well you push the thumbstick and that results in rotation

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then forward movement

honest bobcat
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Also, you're saying I shouldn't do this in anim bp - but you're talking specifically without root motion right? I've seen it done with root motion, and it looks really good.
e.g. https://www.youtube.com/watch?v=QCA4ZQzFZ9s ( 0:11 - :13 has a good example of complete turn )

Join our Filmstorm Motion Library: https://www.patreon.com/filmstorm Join us on Youtube Gaming and click join next to the like button: https://gaming.youtube...

▶ Play video
molten jewel
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thats what i meant by bubble

honest bobcat
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I'm still not entirely sure what you mean by "not appreciated". You mean they won't like to do a complete turn? yeah, most of these games are like that. The turns are slows, and if you just want to run far you're better doing small turns*

molten jewel
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Yea i realize i got off topic talking about design decisions too, most games do not stop movement with thumb to turn around, they turn around as they walk.

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as in they still have the side stepping animations, they just rotate the character to the direction they are heading as they are immediately heading that direction

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they don't stop you in place to have your character turn around

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and yea root motion is a decision you could go with

honest bobcat
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sort of. When it's sideways your right, but when it's 180 degrees it's a complete stop (or at least feels like it)

molten jewel
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nah theres back peddleing in those games you mentioned at least

honest bobcat
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googling back peddling

molten jewel
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you can commit to root motion but make sure you realize what a commitment it is

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back peddling == backwards walking

honest bobcat
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I tried it once, and it's too much for me as I don't have any animators

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but generally speaking the result of root motion is what I would love to have

molten jewel
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yea then you don't want to do it in pawn at all lol

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and you just base all movement on animations

honest bobcat
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"nah theres back peddleing in those games you mentioned at least". There isn't btw; not in the 2 games I mentioned anyway

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well yeah but that's just root motion and I can't do it; in which case I can't just base my movements on animations

molten jewel
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when you press back, you immediatley move backwards. it also turns the character around yes, but it leads me to believe there are walking backward animations.

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also lock on

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yea if you go root, go full root imo

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but i wouldn't recommend it

honest bobcat
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It's almost a year since I played my last AC game, but I'm pretty sure you're wrong. That is, you don't move backwards at all. Again, assuming 180 degrees change.

molten jewel
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unless you have tons of animations

honest bobcat
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Yeah as said I can't go root, no way.

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So without root the best option is to limit the movement speed based on angle, right?

molten jewel
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its not something i'd consider but it is how you would do what you've described

honest bobcat
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What would you do then to get the desired result? root motion or not try to get that result at all?

molten jewel
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it is kinda silly because you turn around faster by swinging the stick around than just going directly opposite direction lol

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but they do slow the turn speed way down when you are sprinting, and respond differently to a complete opposite direction

honest bobcat
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how did you start the game, play it, record it, saved it, and uploaded - all of that together, so fast lol

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and it's sort of silly, but I think the idea is to sort of "punish" you for trying to change your mind. Sort of trying to tell the player to stick with his own plan, his chosen direction.

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Either way I like it ^^

molten jewel
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I wouldn't have it animation driven, and i wouldn't penalize like shadow of war does either when moving at such slow paces. but i do think its right to treat the direcitonal change as a special case

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yea if you swing the stick around though theres not really a penalty

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its almost as if it treats crossing over the center of the stick special idk

honest bobcat
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you're talking about game design though right? not technical details? (just to make sure I understand)

molten jewel
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good news is its up to you haha, but yea again, still think it's something you should do in the pawn update and not so much the animations

honest bobcat
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I'm actually gonna do it in the character movement component

molten jewel
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idk what you mean by technical details

honest bobcat
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but yeah, same as pawn and not animation

molten jewel
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does that imply which will look best or perform better etc?

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i don't really consider it that kind of a decision

honest bobcat
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I guess yeah.

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The game design is about what feels better, but I think it's different for every game (and game maker)

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Anyway I'm gonna try that; thanks!

celest crane
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Am I just being naive for thinking I can use an AimOffset blendspace for something like HitReacts?

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Really its that I have something working with this, but I can only get it to loop forever or play once ever....trying to drive it with a bool doesnt seem to work

stoic remnant
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Has something changed with Mixamo? its been awhile since i did this but i can not for the life of me get Mixamo animations to retarget on to anything else properly because of the lack of a root bone

molten jewel
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Its always been like this rei

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mixamo treats root bone like pelvis

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best practice for me has been to make a separate version of the skeleton using all of mixamos specialized bone names with tip bones then running that through processing to get an output that is usable.

stoic remnant
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There's away to retarget it properly in the engine with out the plugin

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Iv done it before

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Required adjusting the animation retarget settings for bones

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I just can't remember how

molten jewel
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i just use constraints in blender between the two skeletons to re-export but idk of any plugin solution

stoic remnant
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theres a plugin on the marketplace that fixes the rootbone issue in 1 click

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in engine

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its 10/10

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but i dont have 40$ for it

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checking my old project on how i did the retarget atm

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fricc failed to compile on 4.23, this is gonna be fun

molten jewel
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making a separate version of the skeleton for mixamo.com can work out well though. just adding leaf bones on the finger tips, foot ball bones and top of head will improve the quality of the animations very much.

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but nice on the plugin, doing it all in blender is a major pain lol

honest bobcat
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I remember seeing in this channel not too long ago something about using velocity in the animation blueprint (and how you don't understand why people do that).
I was just gonna use it though. Any idea what it was or any reason why I shouldn't?

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the movement component velocity, that is*

molten jewel
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was probably me complaining about velocity to rotator?

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or could have been me complaining about using vectorlengthsquared

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lol

honest bobcat
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lol

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I don't remember rotator, so I think it was the other one

molten jewel
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Yea, there just is this popular video out there that tells people to use vector length squared to convert velocity to speed. I think the intention was vector length 2D (just X and Y components)

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vector length squared gets you speedpower_of_two

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including falling / jumping

honest bobcat
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well yeah that seems fairly straight forward hehe.

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I was just gonna use it if for condition, if I should move or not.

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hence squared seems fine for me?

molten jewel
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so long as you name the variable squared speed

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i'm good with it lol

honest bobcat
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lol. I just imagined you coming over to my house like "I TOLD YOU TO NAME IT SQUARED! SQUARED I SAID!"

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but cool thx

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Just out of curiosity, what was the issue with rotator?

molten jewel
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lol nah, its just something that confuses people is my issue with it. not a huge deal

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when you have no velocity, standing still, the rotator is going to be 0,0,0 iirc

honest bobcat
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what rotator are we even talking about? the last update rotation of movement component?

molten jewel
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so if your heading 90 degerees west and stop its going to go 90...0

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ah nah just ck was using GetVelocity -> Rotator to get movement rotation

honest bobcat
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oh cool, got it. Thanks for explaining and the help again 🙂

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btw, I went with limiting the velocity and so far it looks good ^^

molten jewel
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theres no reason a stop should suggest the rotation changed is my issue with it.

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cool cool

stoic remnant
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fricc is wrong with my engine

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watching people retarget mixamo fine on youtube, iv done it my self fine on youtube

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but rn it aint working at all

honest bobcat
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not sure what you're doing, but I played with mixamo long time ago and again this past month, and I believe it has changed.
Right now it doesn't have a single skeleton but multiple. I got 2 meshes and never managed to use them on a single skeleton.

molten jewel
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They had different bone names?

atomic moat
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Hey everyone, I'm quite new and seem to be missing something rather simple here and was wondering if anyone could offer some help please?
I have a rigged animation that i exported as fbx to ue4.23, I have a the mesh, skeleton and animation all present in ue. The animation plays in the preview, but I cannot figure out how to add it to character(or create animation) blueprint to play the animation while the character is moving?

molten jewel
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Watch that @atomic moat

atomic moat
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thanks Pat

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ive followed lots of written tutorials, tend to sttay away from the videos but ill give it a shot

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and this will still be relevant to 4.22.3 right?

molten jewel
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Just watch it the first time, don’t need to follow it

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It mostly is yes

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You’ll understand the way animations work with the graph this way

atomic moat
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for sure, I havent seen it visualized yet, seems like a good video so far, thanks again!

misty dagger
clever abyss
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Is It possible to add multiple animations to level sequencer horizontally ?

copper dawn
delicate locust
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Need advice on something - imagine that you use root motion to climb up from a ledge on a platform, but the platform itself is moving downwards. Can I attach my character to the platform and have the root motion play relative to it, or will it ignore the location of the platform and climb too high?
Edit: I tried it, and it seems to work!

night musk
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Hi can you help me with capture animation in UE4.. so i have car and recorded it with a sequence same i did with camera. but 2 problems. 1 wheels driving during the play but not in sequence. 2 when i capture(render) car totally stack and start to fall through ground. How to fix it ? thank you so much

tall holly
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for root motion can a root bone be rotated in the animation?

restive yew
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Of course

cedar sigil
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im trying to use ik to make walking up and down stairs look good... does anyone know a good explanation about the concepts behind that? i can move the feet with IK, but that's about all i know. i know you need to lower the whole mesh somehow, but i dont know what maks sense there. also i dont know when you should turn off or lower the alpha of the ik as the character walks.

molten jewel
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Dividual, i'd tend to recommend solutions that don't involve sweeping/line casts

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if your game only has one very specific type of stairs you can make it look very good

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if you were to additionally put in some rules of minimum distances between levels of steps you could also work off that information. such as floors of buildings needing to be in increments of 9 inches (seems standard) then you can also make assumptions here

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but yea with epic skeleton the feek ik work like this:
root
-ik_foot_root
--ik_foot_l
--ik_foot_r

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if you make a walking up stair animation. one could more or less make two float curves to control sticking one of the feet to a world position (as in, when the curve is 1.0, you retreive the last foot location and lock it until the curve is 0.0)

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i tend to think it looks as good as casting and the inaccuracies/bugs aren't as bad as the line casting version

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otherwise, just line cast from thigh bone to foot bone and twist pivot the pelvis in the animation so it looks more natural. with either approach, a moving floor gets complicated

cedar sigil
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thanks @molten jewel

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unfortunately, it needs to work on different types of stairs, and i dont even know the final meshes yet..

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what does "twist pivot the pelvis" mean? :p

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sorry, dont know much about animation.

molten jewel
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so if you imagine the knee bending

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the axis the foot slides on would be from the hip to the heel or ball of foot most likely

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so walking up stairs, if the pelvis slightly twists to keep hip position over the step the foot is on the foot is less likely to jump

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using volumes to define information about the steps your on would be the ultimate approach to making very convincing steps

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but its not so simple

cedar sigil
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you mena rotate the pelvis around the z axis so the foward foot is more directly underneath that side of the pelvis?

molten jewel
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yea, just so that the hip to foot trace clears the tip of the next stair while the foot is down

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if your using your own animation rig there are other ways to accomplish this stuff and you don't really need the influences on the animation that way. such as actually defining bones for where to trace

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overhead of a bone is kinda high though imo

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most every node processes the entire list at some point

cedar sigil
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currently im tracing down from the z of the middle of the character and the x/y of the foot bone. not using the ue4 mannequin skeleton, its a different one. doesnt have IK bones.

molten jewel
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one trick

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if your using Character

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you can get the movement component off it, and inside it the result of the floor hit test is stored

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so you can use that information instead of doing a second expensive capsule cast

cedar sigil
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im doing two line casts.

molten jewel
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you could then limit their length by that existing cast still

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but yea whatever works really, its just the lip of the stairs that can be problematic

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casting straight down anyways

cedar sigil
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i did get some popping. best way i "fixed" that so far was by trying to just interpolate the z offset of the mesh. not great though

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i actually do need to cast below the capsule of the character. so that the character mesh can stand on the lower step of the stairs, even if that's below where the capsule currently is. although i dont be using normal character movement anyway. but good to know about being able to get the floor result, thanks

molten jewel
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yea, movement component in general should be something to check before running casts. if it doesn't think its grounded anyways

tender elm
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hi guys

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long time ago, i watched an Epic video where they record a pawn movement into an animation

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can't remember how they do that

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they control the pawn, go from one place to another, played an animation, and all the session was recorded in a single long animation

restive yew
tender elm
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yea looks exactly like that

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thank u!

honest bobcat
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When editing a montage - how can I scale the preview asset?

bronze cape
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alrighty so i'm not an artist at all but i am very interested in the cloth simulation stuff. Lets say I have a character with a skirt that needs to have some physics (lag be hind the leading movement) but also hold it's shape (think ruby's battle skirt from RWBY) how would i need to set that up. What needs ot be done in the modeling software and what gets done in UE? Is cloth simulation the correct way to handle it or should i be using a different piece of the engine. Thanks a bunch

molten jewel
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what software?

bronze cape
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the modeling software (maya, max, blender)

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can it all be down in ue

molten jewel
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i believe they have in editor cloth tools now too but i've only debugged cloth after its been made

night musk
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Hi can you help me with capture animation in UE4.. so i have car and recorded it with a sequence same i did with camera. but 2 problems. 1 wheels driving during the play but not in sequence. 2 when i capture(render) car totally stack and start to fall through ground. How to fix it ? thank you so much

chrome mountain
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Guyys please I need help

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So I finally found a way to retarget ue4 mannequin animations to blender skeletons

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And it works fine on individual animations but everytime I try to retarget the UE4 skeleton to another skeleton so it does it for all the animations the engine finishes the process then crashes

delicate junco
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@bronze cape There are different approaches. For example Square Enix modeled clothes with straight shapes rigged with some bones and these bones were used by the Crystal/Luminous engine at runtime to make cloth simulation

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Another approach by Koei Tecmo was to use driver meshes, which were simplified shapes with some control points used to influence some cloth areas and simulate physic behavior

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In Unreal you can use Anim Dynamics, rigid bodies and the plugin above for some quick setup wiht low cost. For more accurate results though cloth/physic assets will probably be necesary though

chrome mountain
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Please can anyone help me

molten jewel
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@chrome mountain what version

frosty berry
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could someone help me retarget a skeleton/animation? i have a humanoid model with a skeleton that i want to be playable with the mannequin animations but i can’t get it to work right, it just stays in the a pose.

molten jewel
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Did you set up all the bones?

frosty berry
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ye

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i set up a retargeting thing but it still won’t work

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this is what i set up, i followed a guide on the unreal engine website

molten jewel
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thats a skeleton tree yea, but did you set up the retargeting bones too?

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where you assign the bones to the different bipedal related thing

frosty berry
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i think so

molten jewel
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yea but there is nothing in it

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you want to select the numanoid rig

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then bind in each bone

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and try to align the two poses

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@chrome mountain idk what version your on, but i tried debugging this issue before giving up. It does seem relevant to additive animations. Try turning additive animations off, then retarget

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I first noticed this problem in 4.23 I think

frosty berry
molten jewel
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save

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and is your character posed the same way as mannequin or whatever the other character is?

frosty berry
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somewhat

molten jewel
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(A pose)

frosty berry
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its an A pose

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ye

molten jewel
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okay

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try retargeting

frosty berry
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where is that again

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i thought that was what i just did

molten jewel
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find an animation on another skeleton and right click to retarget

frosty berry
molten jewel
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yea

frosty berry
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uhhhhh what do i do lmao

slate olive
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@frosty berry uncheck show compatible and search for your skeleton

frosty berry
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welp my thing just crashed cuz i ran out of vram

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it has 8gb

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wtf

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uhhhhh thats not supposed to happen

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and in the viewport during play it is still an a pose

frosty berry
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well i fixed the viewport part but its still not supposed to be that lmao

frosty berry
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should i retarget again?

molten jewel
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@frosty berry what to the two characters look like side by side? Is one super small or something?

frosty berry
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@molten jewel no i ended up getting it to work, i had a few bones in the wrong place during retargeting so everything got fucked up. fixed the bones, retargeted the animation blueprint again, set it to use it and it was perfectish lol

molten jewel
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Perfectish is what one should shoot for

chrome mountain
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@molten jewel 4..23

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*4.23

pine summit
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Hi, could anyone help me out with a slight issue I have? I wanted to create a character BP to serve as base for all pawns, be it player characters or npcs but for some reason the animation blueprint updates for every single pawn not just the one controlled by the player (i.e. If I dodge they all do the dodge animation).
Is there any way to make it so only the character doing the action has its animations updated?

torn tendon
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What's with the people there are tutz/docs all over the place for their question, then no even one "thanks" 🤔

pine summit
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nvm, found it, it's because I was using get player character instead of try get pawn owner

honest bobcat
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Any guidelines on when to use animation vs montage? for example for death?

restive yew
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Old but it does a decent job of giving an examples of when to use it https://m.youtube.com/watch?v=fkbftFEEmx8

honest bobcat
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cool ty

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@restive yew Just finished it and it didn't really answer my question. I have 3 death animations depending on the situation.
I could use a death montage with 3 sections, with Play Montage node and give section name based on situation.
I could use a conduit of death when player isn't alive anymore, and 3 states depending on death.

grizzled basin
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is there some way to tell when an animation is done blending? You have a hand down, when a bool is set the hand goes up to a certain position. Is there a way to know when it's done blending the two together and it's just running the target animation

honest bobcat
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@grizzled basin not sure if it's what you're looking for, but when you play a montage you have various events such as On Blend Out and On Completed.

grizzled basin
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it's not a montage, part of the animation blueprint

honest bobcat
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I'm pretty sure there isn't an exposed way then. Perhaps if you go into the anim instance, find the details from c++, create a derived class and expose it..

grizzled basin
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hmm okay thanks. That's alright I suppose.

mental badger
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Yo, I need some advice. I have some issues with my aim offset. It works fine when standing (the weapon stays in basically the same position on the screen and attacks towards the same direction), however, when the player crouches, his spine bends which causes the weapon to go out of place. This is extra apparent when crouch walking (when walking, the spine bends even more). This is an issue because the player's attack will not hit in the right position where he is looking. Is there a solution to this problem that doesn't involve modifying the crouching spine to be straight up? https://youtu.be/oA7YE5w_mB8

The aim offset works fine with the weapon until the player crouches. At that point, the weapon goes off of the screen and doesn't hit towards the right direc...

▶ Play video
molten jewel
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@honest bobcat sounds like the point is you use the montage when you wnat more than just play the animation

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don't think you need montage for death animations but I've never used mantages

tardy stag
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Hey everyone, how do I "play" a blendspace on event? I would like to use a 1D blendspace like a montage and play it when the unit is hit. The float var is driven through a timeline. So far, so good, but I can't figure out how to "tell" the animBP that I want to play the blendspace. Any ideas? thanks

molten jewel
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too many questions about montages, and I've got too little experience on them to answer. But outside of montages, the way to play something would be to allow its playback to happen using state machine or just blending

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could you speak to what it is you have in a blendspace?

tardy stag
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I've got two anims: 1. Idle 2. Hit. I'd use blendspaces since the trasition between anims is very easy to achieve

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the var driving the blend is driven by a timeline which starts when actor is hit.

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Gets set every tick of the timeline and grabbed by the animbp

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the question is how do I tell the animbp that I want it to play... Only through state machine, where state=hit ->drives blendspace; and the bool is set by the event?

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and turned off by notify...idk, it may work. Still feels a little clumsy

molten jewel
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thats not really what blend spaces are for

tardy stag
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I know

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Still, can't find a better way of blending animations...

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is there any way to blend animations for similar scenarios?

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I'm sorry but my knowledge of animations is really narrow, and unfortunately, most help/tuts I can find keep on explaining the same things - those I already know.

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Ok, it works with state machines+bool or enum or whatever, but it's kind of weird to control the timing, so montage works better 😛

honest bobcat
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@molten jewel assuming I use the animation BP for death - how do I know when the animation is done so I can destroy the object?

tardy stag
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right-click and you get that

honest bobcat
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yeah I'm aware of them, but they seem a lot more complex than the alternative in this scenario.

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The alternative being play montage => On Completed exec pin which is at the play montage node

tardy stag
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did the montage play?

honest bobcat
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it works with montages, I just wasn't sure if I should use montage or anim BP. We've talked about it before, seems like anim BP is a better fit for just playing death animation

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but if I need to add a notify, handle it in animation blueprint, destroy vs dragging a pin from OnCompleted..

icy raft
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Anyone know what happened to the Inertialization node?

tardy stag
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I wouldn't worry ab. that tbh...You can do it either way

icy raft
honest bobcat
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@tardy stag yeah I'm sure, I'm just trying to grasp a bit of when to use which one. I guess there's no good rule about it

tardy stag
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but if you are using a montage, it needs to be registered in a slot in animbp anyway, so id just add an event on the anim asset, skip the slots, skip making the montage, all of that

honest bobcat
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I need the slot anyway since I'm playing other montages

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I don't need a special slot for it or something

tardy stag
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I'm not sure, can't answer as to how "standard procedure" is, but I guess whatever goes faster and is not impacting performance - my kinda rule so far. I may be wrong, but so far it worked 😛

honest bobcat
#

mm is it though? same performance when using montage vs anim BP?

tardy stag
#

Not sure ab. that either. But it seems to me that whenever animbp "checks" for changes it also checks for each slot while the anim itself only fires the notify if any

#

But I'm 99.99% sure that the performance difference is negligible at most

#

I'd just go for whatever you feel is mainstream to what you've been doing so far...i mean, if you open ur project in 6 months, it's easy to look around and see how you did things. If you used predominantly notifies, go for that, if montages, go for that. It's what I usually do to streamline the workflow.

honest bobcat
#

cool got it. thanks!

restive yew
#

I usually use animation montage for death. I need to fire character specific events nor will there be any animations playing after the character dies anyway.

hollow latch
#

hi all, is there a way to do a "relevant anim time remaining" transition without losing fast path?

molten jewel
#

don't think so, would like to hear the official story on that one thouhg

hollow latch
#

thanks, kind of surprising though!

molten jewel
#

fast path with state machine is strange tbh.

#

wish it'd show a bolt for all things, not just those that take pins

misty dagger
#

what is the best way to seperate my upper body with my lower body when it comes to my sword swinging animation?

torn tendon
#

I would search first for merging animations aimoffsets, blend per bone and etc.

misty dagger
#

yeah i did and found this

#

got it working

#

after like 35 mins lol

torn tendon
#

That quick even.

misty dagger
#

tru

#

it was something dumb i did

#

and i just tested it out to see if it would fix it and it did

short panther
#

hi is there a way to prevent cloth from going through my skeletal mesh?

#

I have a character with some cloth elements to it and the cloth just goes through the body of my character

pine summit
#

I think you can widen the mesh's collision in the physics component

#

Though I'm can't check atm so I can't tell you how exactly

short panther
#

actually I have the collision volumes of the physics asset set

#

although im not sure if these are the correct ones

#

and scaled them to fit but the cloth part still goes through the leg mesh

pine summit
#

Yes I believe those are the ones. Sadly it's not something I fiddled much yet so I can't help much beyond that

short panther
#

yeah ive been stuck on this part of my character development researches and there arent many posts about it online

#

thanks anyway

pine summit
#

Hope you find a solution

grizzled basin
#

What's the best way to keep the upper torso facing forward? I'm working on some strafing stuff, and the body is rotating too much. I'm using a layered blend per bone and having it on spine_01 with a depth of 3. The problem is, when the pelvis rotates as part of the legs, it's rotating the upper body anyway.

#

I'm in the process of looking for some decent side stepping strafing animations (rather than ones that fully turn the hips and just run sideways) but I'm looking to replicate the fortnite system here, where the upper body seems to stay locked forward, and the legs almost move independently (they use side stepping and I'm pretty sure 45 degree backpedals)

#

in that image he's running facing the side, when I'd like his upper body to be facing the camera.

delicate junco
#

@hollow latch I use anim notifies to avoid get time remaining, which destroys fast path

#

Basically I just put a notify when I want the transition to be made, it sets a boolean to true and I set it back to false when transition is done.
It introduces more booleans though but in my case I don't really care

#

I like the fact that it's easier to place a notify too visually

#

I had a whole explanation about this with pics but search function doesn't work unfortunately so can't find it

hollow latch
#

Nice, thanks!

chrome mountain
#

@grizzled basin why not use an aim offset instead

grizzled basin
#

I've been doing that, having issues with getting it to point in the right place, none of the calculations seem to be doing what they should for yaw and pitch. I've sort of got it figured out now with some duct tape.

barren cairn
#

is there some sort of compendium (like eXi's network compendium) for how UE4 animations work with all it's nitty gritty details?

#

are the pinned links the recommended learning resources for diving deeper into UE4 animations?

grizzled basin
#

@chrome mountain One issue I'm having is the pitch control. I need to blend per bone basedon spine_01, but the aim offset that I have for pointing down involves some pelvis rotation in order to tilt the body down for the aim.

#

This is how far it'll bend down with the blended animation

#

Unless there is a different spot I should be blending the bottom and top.

fresh sandal
#

Is there any way i can easily remove snapping from an animation after retargeting my skeleton to the epic skeleton? I'm not good at animating so not really sure what the problem is

mental badger
#

Anyone know how I can keep a weapon aim offset in the exact same position on screen regardless of player state (standing, crouching)?

#

It it typical to have separate aim offsets for standing and crouching?

wheat briar
#

https://youtu.be/bR190spUpvM
Animation gurus! Inertial blending (used in Gears 5 and supplied by The Coalition for distribution) is now a staple UE4 feature. Not the best example here, but there are some great tips available for making intertial blends look great (slightly shorten animations by removing the shared idle/other pose you usually have to use to get anims to blend seamlessly). I'm gonna be testing this out in my project next year and I'll report back (no anim stuff this month, got a bunch more that needs doing). Any thoughts on this from the pros tho?

chrome mountain
#

@grizzled basin can you send a screenshot of the setup of your aim offset

#

And your current aim setup

misty dagger
#

How does Two Bone IK transforms the "Effector Target Space" from World location to bone location when choosing the a bone?
For example, how can i do a bone space effector manually from a world location effector with bp code?

wheat briar
chrome mountain
#

@misty dagger please could you explain better

misty dagger
#

@chrome mountain Is it better now?

chrome mountain
#

Oh oh

#

I'm I'm coming

#

So if I explain it it's gonna be pretty long so instead can I send you a video link

#

Or guide you along the way

chrome mountain
#

@misty dagger

misty dagger
#

@chrome mountain Good one, is it that much code to do that

still lark
wheat briar
#

@still lark nice!

chrome mountain
#

@misty dagger if you plan to do it with c++ then I'm sorry IDK c++ at all only blueprints

misty dagger
#

no bp

grizzled basin
#

@chrome mountain sure, aimoffset is simple, just an up down left right aim off set from -90 to 90

#

The main issue that I can see is that the animations I have use the pelvis as part of their rotation but it's not available since the locomotion needs that.

#

I don't think I could properly blend the legs without the pelvis.

#

and I've run prints, i'm getting the correct value for pitch, the problem is it just can't bend down that far because of the blend.

#

maybe I need to edit the poses to drop the arms down more or something

chrome mountain
#

@grizzled basin try setting mesh space rotation on the layer blend per bone and see if that helps. It helped me with some pistol animations

#

What I mean is in the layer blend per bone set mesh space rotation to true

grizzled basin
#

ahha

#

yes if I set that and change it to 90, it bends right down

#

thanks

#

at least in preview

#

let me try in the actual game

chrome mountain
#

Your welcome

#

Try it out

grizzled basin
#

One issue I have with pitch is trying to figure out where I should calculate it from

#

I have a similar set up to fortnite with a third person off set camera

chrome mountain
#

So do I

grizzled basin
#

so where do you calculate your pitch delta from?

#

for my yaw delta, I attached an arrow component to the pelvis and then I calculate based on the different between where his waist is pointing and where the camera impacts the game world. That seems to give me the yaw that I want.

chrome mountain
#

I find the delta between the control rotation and actor rotation

grizzled basin
#

I tried that, like they have in their demo explanation and that just was not working for me at all

chrome mountain
#

It's what I currently use

#

Along with some camera adjustments it works fine for me

grizzled basin
#

now that I've added mesh rotation though, let me try again and see

chrome mountain
#

Is your camera rig attached to the player ?

grizzled basin
#

camera is attached to a boom, and the camera is offset from the end of the boom to give the offset look

chrome mountain
#

Same with mine

grizzled basin
chrome mountain
#

Then at runtime based on the aim pitch value I alter the socket offset in the boom to keep the camera looking ok

grizzled basin
#

the camera itself is offset 60 y and 30 z

chrome mountain
#

Ohhhh

#

Your boom is at the centre ?

grizzled basin
#

should I move the boom instead?

chrome mountain
#

Depends on your setup

grizzled basin
#

boom is at 0,0,40

chrome mountain
#

I moved mine cus I couldn't figure out any other way to do it

#

Mines at the eye height of the character

#

Just at his eyes

grizzled basin
#

okay let me try that

#

how much to the right did you offset the camera?

#

60 feels like it's about the right spot to put the camera similar to fortnite

chrome mountain
#

25 Y

#

the rest 0

#

i was also aiming for a fortnite styled camera

grizzled basin
#

okay, so you put the camera boom to the height of the eyes and then offset the camera itself by 25? Let me put that with their control rotation/actor rotation calculation and see if it works or not

#

how long was your boom? default was 300 for TPS, but I dropped it to 200

chrome mountain
#

that wasnt all i did

#

i also modified the boom socket offset based on the pitch so the camera was always at the eye height

#

mines at 150

#

but i might change it though

grizzled basin
#

okay that works.

#

it must have been that meshspace throwing me off before

chrome mountain
#

yeah

#

i almost went mad untill i found out about it

grizzled basin
#

he looks about right now

#

I like the 60 offset better than 25 though at least at 200 boom length

chrome mountain
#

if you need help with making sure the camera is always at his eye height just hit me up

#

and yeah that looks good

grizzled basin
#

my camera seems to be staying directly behind the head

chrome mountain
#

i mean like when you look directly down or up the camera isnt always above the weapon or facing where the head is facing

grizzled basin
#

I'm not quite sure I follow. Do you have an example? Is that the way it is in fortnite? Let me fire it up

chrome mountain
#

lol calm down

#

notice how when i look completely up or down the camera is still at a reasonable position instead of being obstructed by the player

grizzled basin
#

ah I see, when you rotate, you add some offset to get the body out of the way?

chrome mountain
#

yes

grizzled basin
#

What I'm working on will be more of a corridor setup, so I don't know how much up and down there will be, but if I make larger open rooms, then it might come in handy

chrome mountain
#

ohhh nice

grizzled basin
#

so what did you do, just lerp the camera position based on the current pitch?

chrome mountain
#

Yup

#

Bro sorry but please can we pick this up later

#

It's like 2AM here and I gotta go jogging later

#

Just know I used a map function to set the values

#

I mapped 90 and -90 to my offset max and offset min

grizzled basin
#

no worries man, thanks for the help!

chrome mountain
#

Your welcome

#

I'll send a screenshotof the map set up later

heavy needle
pure kettle
short panther
#

I did try to do this I made a new cloth after editing my physics asset and the cloth still goes through the capsules I added @pure kettle

worldly ruin
#

Hi all! I'm having an issue with sequencer. After the sequence/cinematic is finished, my character' hairs/clothes are moving crazy right after the sequence ends. (first frames after the sequence)

Is there a way to control this? Thanks!

molten heron
#

Is it just me, or inertial blending doesn't work well in most of situations?

#

or I'm doing something wrong probably.

#

I just tested it in advanced locomotion assets, I couldn't get the results that I expected

pure kettle
#

@short panther i was having issues with it too. I redesigned my cloth (in my case a cape) so when its worn there is more spacing between character and the cloth plus I started weights after the trouble area...

honest bobcat
#

Is there a way to use a random animation sequence (with chances, like the random sequence player node) inside a blend space 1d?

winter ginkgo
bronze osprey
#

use unreal rig

winter ginkgo
#

whats that and where would i find that

bronze osprey
#

the rig all unreal skeletons use

strong turret
#

What are people using now instead of Ikinema?

dark belfry
#

Hi unreal pros; I'm trying to figure out why my collision overlap set up isn't triggering. Here is a picture of the event bps and here are the state machines. I'm gunna crunch away again tomorrow on it. Just wondering if anyone had ideas on what i should do. Thanks a million!

molten jewel
#

@heavy needle how is your gun attached? -- use ik_gun_root, and then ik_hand_l and ik_hand_r with two bone ik node.
You'll need to make sure that these bones in the animations are stuck to the fk bones they represent.

#

@honest bobcat no way to do that but a simple blend node would let you fade in some random sequence

#

if your using state machine its the same process wit the sink node in the state

#

but found using cached poses that get requested in states is handy

#

@winter ginkgo you have a max of somewhere like 250 bones

#

that you can animate

#

likely are going to have to have some bending in the spine

#

you don't need to use epic skeleton, but if your using maya you should.

#

if your using blender, wouldn't worry about matching epic skeleton until later (if ever) since its fairly simple to reorient bones at free will

#

@dark belfry duhnno how relevant the animations are to collision overlaps. that sort of stuff should be in the character blueprint

#

and ddubbs, not sure what ikinema is

honest bobcat
#

@molten jewel cool idea, thx

#

Was the video meant for me btw? thanks heh

molten jewel
#

yea, its a quality node.

torn tendon
#

@molten jewel IKinema is (was) animation solver middleware. Quite popular. Recently Apple bought them though ✝️
@strong turret There is Anomotion, but it looks dead as fish too, then I think there were one-two mp assets, but... no clue really.

molten jewel
#

hm, setting simulated fraction to non zero but non 1 will do this but idk if i'd recommend it. there are issues with it

molten heron
#

@dark belfry it just works

dark belfry
#

@molten jewel thanks. I'll make the changes. I hope that's what the problem is.

normal dust
#

Hello :D
So i just tried to Import my Blender Skeleton mesh into the Unreal engine but for some reason the Engine adds a Bone to my first bone and names it to what i named my First bone, so the names get really strange
what do i need to do that it doesn't create its own Root bone

late dawn
#

what's the editor wide setting to not reset level sequences when they've stopped playing???

normal dust
#

In Blender:

  • Red Arrow: My first Bone called "Spine"
  • Blue Arrow: Second Bine called "Belly"
  • Light Blue Arrow: Not there
    In UE 4.23:
  • Red Arrow: Second Bone Called: "Belly"
  • Blue Arrow: Third Bone
  • Light Blue Arrow: Fist Bone Called: "Spine"
molten jewel
#

@normal dust this is the root bone to pelvis. It’s important to note how maya draws bones. Maya draws bones as a connection from parent to itself. Unreal draws bones the exact same way. Blender draws bones as Y axis forward only.

When you export the FBX the armature object itself acts as the root bone. This is why the root bone name is that of the armature object. And why it’s a good idea to name the armature object “root”

All your bones are theoretically the same between packages it’s just the way they are drawn. Blender is very much alone in the way it draws bones

#

If you want to get a better idea of what I mean. Import mannequin to blender. You’ll see the bones point int all kinds of directions but it is accurate to how ue4 displays the axes if you look at the colors

#

Y forward is not a thing in maya . It’s just a line more or less

normal dust
#

so what do i need to avoid that extra Bone in UE?
I created a extra bone myself that goes to the Origin but that didn't help

molten jewel
#

Reread what I wrote

#

The armature will be the root bone

#

If you’ve got another root bone in the armature, don’t

normal dust
#

Yes and i named my Amature "root" but from root to my First bone is another bone

molten jewel
#

Yeah again, this is how maya and ue4 draw bones

#

There is no extra bone

delicate junco
#

Locate your Blender FBX exporter script ( something like addons\io_scene_fbx\export_fbx_bin.py ). Open it, comment out the code below. After that, your skeleton should export without the extra bone created. If root motion still won't work, it is likely one of the settings you set in the Unreal Editor.

      empty_key = data_empties[ob_obj]
      connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))```
To comment just put # in front of each line
#

Blender adds a bone with the name of your armature when exporting to fbx, doing the above prevents it

#

This is what I do, you can also use Pat's solution ofc

molten jewel
#

Can you get it to not add a bone when you import though? Lol

delicate junco
#

What do you mean ? When importing in Blender or UE4 ?

normal dust
#

So i tried Dimy's solution...
Now my "root" bone is gone..
but the Extra bone that goes to the Origin is still there

delicate junco
#

are you allowed to send your blend file ? If so send it to me in PM, I could take a quick look

#

Oh wait, which blender version do you use though ?

#

Cause I'm still on 2.79b

normal dust
#

From:

  • Root
  • Generated Bone
  • MyFirstBone
    To:
    -Generated Bone
  • MyFirstBone
    What i want:
  • Root
  • MyFirstBone
#

Version 2.80

delicate junco
#

To me it seems that you don't have a root bone in your blender armature so UE4 assume spine is and treats it as such

#

Hum yeah I can't take a look at it then

#

show me a screen shot of your bone hierarchy in Blender (only the beginning)

normal dust
delicate junco
#

Yeah you don't have a root bone, here's an my hierarchy for example

#

So basically just add a bone at the feet of your character, name it root and make it the parent of your spine bone

#

Should work after that

normal dust
#

Jeah i tried adding a root bone before Spine but same result

delicate junco
#

Could you try adding it and showing me the hierarchy again ? Just to make sure

normal dust
#

Sure

delicate junco
#

What bugs me a bit is that all my bone info is under Pose contrary to you but that may be a change in 2.8.
Looks good to me, export in fbx and show me the result in UE4

normal dust
#

root - Amature
RootBone - Generated
Spine - Was Rootbone
everything else is a mess or just a dot like pelvis_R

#

oh and the Spine bone is just gone

#

i really understand that unreal wants a Bone to the origin and yes let it may be generated.. BUT don't use my bone name and eat my First Bone..

delicate junco
#

You shouldn't have your armature name at the top, this is my exported hierarchy

#

Your first name should be "RootBone"

#

So you didn't edit the script well or saved it ?
You're using FBX right ?

normal dust
#

Yes it should if u remove the part of the export file

#

i changed it back

delicate junco
#

Ah

normal dust
#

wanna see it with changed file ?

delicate junco
#

Yep

#

This should work, I helped people working with 2.8 and this workaround worked for them

normal dust
delicate junco
#

Still not working ?

#

I don't know then unfortunately, can't do much more without access to the blend file. This workflow works well for me so that's weird

normal dust
#

i can give you everything you need

delicate junco
#

Yeah but I don't have blender 2.8 yet as I said above lol
Are you sure it's not working though ? Did you try to rotate the bones a bit ?

#

As mentionned by Pat UE4 draws the bone from its parent to itself. Your spine bone is probably behaving the same as in Blender, it's just being represented differently

molten jewel
#

Yeah maya and ue4 draw bones this way. Blender is alone in Y forward

#

But yea I meant ue4 fbx export and blender import. Imagine you gain a bone with your modification to the exporter in blender

normal dust
#

The red bone is Generated but with the name of my First

delicate junco
#

Ah I never tried UE4 to Blender @molten jewel so I don't know haha

#

I guess you could edit the script too if one is added

#

@normal dust It's not generated, it's using a different representation

#

Try rotating it in Blender and UE4

normal dust
#

and yes in blender and UE4 everything is connected to the 2. Bone but in ue4 it should be the 3.

#

dude

#

wait

molten jewel
#

Please reread what both of us said ryo

#

I would just be retyping what I’ve explained

delicate junco
#

Yeah your rig is fine, it's just that Blender and UE4 represent bones differently

#

My script edit wasn't even necessary in your case to begin with but it'll be useful if you do root motion

molten jewel
#

You can 💯 forget about the way bones are drawn in ue4 @normal dust it’s not worth anything. The bones are identical to blender beyond the armature being a root.

delicate junco
#

^

normal dust
#

so you mean in blender Bones Go Up and in unreal Down ??

delicate junco
#

(and the armature being root is getting rid of with the script edit)

molten jewel
#

Ignore it ryo

#

The bones are the same

#

Your talking about a difference in display

normal dust
#

okay now i got it

molten jewel
#

Any animations you make will work exactly as expected

delicate junco
#

^

normal dust
#

Thanks guys now i understand that it is like that (well i don't like it at all)

molten jewel
#

good news is it makes no difference and your just seeing how bones work in maya

normal dust
#

but another question is: Why does UE 4.24 just crash if i try to import it there ?

molten jewel
#

speaking of retargeting?

normal dust
#

no from Blender to Ue4.24

#

currently i need to import it to 4.23 and than to 4.24

molten jewel
#

hm can't say i have an idea of what thats about

scarlet spade
#

Hey just curious, I've got someone rigging a model and making anims, can I just bring that in engine, hook up in a new state machine and make work with my third person character logic?

molten jewel
#

haven't tried 4.24

normal dust
#

Well okay Sorry to wasted your time 😄 Thanks for the Help

molten jewel
#

never a time waste

#

glad you got an understanding

#

gibb0 if you use the same bone names and hierarchy yes

#

if the idea is to form it to an existing skeleton

normal dust
#

Wait

#

Not done

scarlet spade
#

No, new skeleton and hierarchy, just copying the logic from my current state machine, putting it into a brand new state machine (pre much a copy) with the same logic and using that instead

delicate junco
#

I'm still on 4.22 so not sure unfortunately

normal dust
#

if it is just a diffrent View.. why do i get additional bones ?!

molten jewel
#

gibb0 reason for new skeleton?

scarlet spade
#

I know it's a dumb question, but just want to get extra confirmation

#

Just easier I guess for the guy to animate it

molten jewel
#

ryo again, bones are lines from the parent to the bone start in ue4 and maya

normal dust
#

i have a Head Bone and a Head Bone_end

scarlet spade
#

Tried to retarget the mesh in engine but didn't work

molten jewel
#

these are leaf bones

delicate junco
#

Maybe when you exported you chose the "add leaf bone"

molten jewel
#

turn them off in exporter options

normal dust
#

is it just to display where it end or another bone ?

delicate junco
#

^

molten jewel
#

when you export in blender, do what dimy says

delicate junco
#

Turn that off

#

the "add leaf bone", it's there by default

molten jewel
#

If your exporting for mixamo leave it on though haha (but yes 100% turn off to engine)

#

@scarlet spade skeleton files are only names and hierarchy

#

they don't hold any pose information

#

so you can share a skeleton file

#

and still retarget

normal dust
#

well now it looks like the ond Bones are completely missing but i think they are there

molten jewel
#

and just make override anim bps

delicate junco
#

They are here, just remember it's a different representation

normal dust
#

Okay Thanks alot Guys

scarlet spade
#

I tried to retarget the mesh in engine and it turned into this big mushed up thing

molten jewel
#

delete everything from project (that character wise) ryo and reimport

delicate junco
#

Refer to your hierachy on the left to make sure 😛

scarlet spade
#

I'll hop on ue4 and show what happens when I try to retarget the mesh

#

Hopefully someone can help me out, but if not it's all good

normal dust
#

what do you mean @molten jewel ?

molten jewel
#

if those leaflet bones exist ryo

#

after you reimport

#

but are greyed out

#

just deleted the skeleton and mesh from project and reimport

dark belfry
#

@molten jewel my predicament is that all my moves are wrestling moves. so my attacks are tackles that lead to a state machine. I'm in the character bp now. I'll enter my 5 tackles as attacks and create a boolean for on overlap. Gotta figure this out. I also use notifies in my state machines. Ok. I appreciate all the help.

normal dust
#

Its okay i have exactly the same bones in there as in blender

dark belfry
#

and guys my characters were made in blender so i know the issues. i turn off create leaf bones when i export. Smooth faces. and the skeleton has to be the first one. it can't be armature1 etc.

molten lodge
#

Folks - What do you reckon is the best usage case for Slots in animation montages?
Playing around with them - it seems like they're best used for variants of animations of the same length
But not things like, say, Standard action vs Faster elite action - probs would be better off using another montage for tha

dark belfry
#

also in your animations your scene must be scaled to 0.01 i believe

molten jewel
#

in blender you want start off with scene scale of metric and 0.01 yea

molten lodge
#

there's also a preset for that

#

centimeters

#

😛

molten jewel
#

@dark belfry okay but you need to do this in the pawn bp

scarlet spade
#

This is what happens when I retarget the mesh in engine

molten jewel
#

pawn/character bp

dark belfry
#

@molten jewel ok so the pawn bp is the character bp. ok got it. thank you

molten jewel
#

question though sirArmourAll

#

when you say overlap

#

what are you expecting

#

the physics asset?

dark belfry
#

@molten jewel so i want a state to play ideally

molten jewel
#

specifically by overlap what do you mean

#

the physic assets overlapping of two characters?

dark belfry
#

@molten jewel I have notifications to make a window of the attack time. when i play it. nothing happens when they collide.

molten jewel
#

@scarlet spade you must make sure the poses of the two retarget sources are similar. If you've got more bones between the joints than the source has, it might cause what you see there too. make sure all the bones you can populate in the retarget settings are populated. and match the poses as close as you can (a pose or whatever, they just need to be similar in the two).

Search youtube for videos on to retarget if you haven't already and make sure your following all the steps

#

Okay

#

and on the notification sirArmourAll, what do you do to check overlap

dark belfry
#

@molten jewel well i had the "if actor overlaps other actor" in anim bp, then play boolean of notifiy

#

@molten jewel it didn't work but let me explain. i had attack windows as notifies and during that time i had the "if actor collides"

scarlet spade
#

@molten jewel I've tried to match everything up in the retarget settings to be pre much the same, but it still ends up with the same result

#

Is it just easier to make anims for that skeleton in blender

#

Import them in

#

Make a new state machine with the same logic

dark belfry
#

@molten jewel sorry "is overlapping actor"

scarlet spade
#

but use that skeleton and its anims instead

molten jewel
#

use logging to verify your "if actor overlaps other actor" is functional first if you haven't. If the issue is that it does work and its not firing as expected (as in the overlap does say there is something there but the animation does not switch) then we'll go from there

#

sorry "is overlapping actor"

#

gibb0 forget retargeting for a second

#

can the bone names be the same between the characters

#

are there no extra or fewer spine segments?

scarlet spade
#

I just did something and now all of my anims for the Ue4 mannequin

#

have been swapped with the mesh

#

in a t pose

#

and i have no clue

#

how to revert it

#

and its saved

#

😮

molten jewel
#

lol

scarlet spade
#

i think its fucked

#

i shouldnt have bothered

dark belfry
#

@molten jewel thank you for your time. At first i had it using collision spheres but it gave me errors of empty while playing. Everytime it overlapped it produced an error saying the "value was nothing" on the component. so i switched it to actor and no more errors. but still not firing the animation

molten jewel
#

just to clarify sirArmourAll. if you print the result of the overlap check in your notify, it states there is an overlap but the animation does not play as expected yes?

dark belfry
#

@molten jewel I'll do the print and get back to you. thanks again

molten jewel
#

no problem

#

its easy to assume things work and run into issues so i'm just trying to avoid speculation

#

gibb0 relax a bit

#

your doing fine

scarlet spade
#

All of my anims are broken now and aren't working on the ue4 mannequin

molten jewel
#

don't save all in the project if you haven't

#

just close editor and don't save

scarlet spade
#

it automatically did

molten jewel
#

did you assign skeleton?

#

but yea do try closing editor and not saving even if it says it did auto save

scarlet spade
#

ye i tried to retarget it back to the ue4 man skel

#

but it just puts it

#

in the A/T pose thing

molten jewel
#

retarget isn't assign skeleton

#

if you overwote the original animations with a retarget of retarget thats not good

scarlet spade
#

ive got no clue what i did

#

i freaked out

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closed it

#

came back

molten jewel
#

your good now then?

scarlet spade
#

no its not good

molten jewel
#

open an old animation and what does it say?

#

any error box?

scarlet spade
#

it says

#

it could not

#

find the skel

molten jewel
#

good

#

don't save anything

#

were these animations for mannequin?

scarlet spade
#

ye

molten jewel
#

the skeleton for the animation points to your other skeleton now?

scarlet spade
#

ye

#

but i must have

molten jewel
#

no sweat we can fix this

scarlet spade
#

panic deleted it b4

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so it just comes up with the black screen on the thumbnail

#

for the animations

molten jewel
#

yea

#

so your new skeleton

#

are there animations that are actually made for it in the project?

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not the ones that got swapped to it

scarlet spade
#

well i dont really care for the new skeleton or mesh rn

#

id rather

#

just get it back to the mannequin

#

and deal with that later

molten jewel
#

okay so what you do

#

well first

#

find the mannequin skeleton

#

open it up

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and you see the mannequin yea?

scarlet spade
#

ye

molten jewel
#

good

#

okay now go to your skeleton all the animations use now

scarlet spade
#

they dont have a skel assigned to them rn

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hence why they r black

molten jewel
#

when you open them up

#

and after that message (don't select any option on the message)

#

there should be a skeleton tab at the top and you mentioned it pointing to your new skeleton some how now?

dark belfry
molten jewel
#

either way.
select your new skeleton and delete it, BUT at the delete panel where it gives you replace with another asset select the mannequin skeleton.

#

sirArmourAll

#

please print in the false case there

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false AND cast

scarlet spade
#

that's what happens

molten jewel
#

you want to know if that niotify is even hitting

#

so don't print only when theres a good result

dark belfry
#

@molten jewel right. silly me. got it

molten jewel
#

its a common mistake no worries sir

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gibb0 okay, in that case

#

if you select mannequine skeleton after hitting yes what happens?

#

(don't save anything again)

scarlet spade
#

it puts it

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in the A post of the mannequin

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the A/T post of the mannequin

molten jewel
#

and no animation?

scarlet spade
#

no animation

molten jewel
#

okay

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hm lol quite confused at what happened here

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could you open the mannequin skeleton and screenshot its hierarchy

scarlet spade
#

that ok?

molten jewel
#

the hierarchy please

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"Skeleton Tree"

scarlet spade
#

is that the hierachy?

molten jewel
scarlet spade
#

ye

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just saw

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mb

molten jewel
#

looks normal from what i can see there

scarlet spade
#

ive got no clue what happened

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i retargeted that mesh

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to the skel

delicate junco
#

@dark belfry I'd recommend you to use AnimNotifyState Blueprints if possible instead of tons of anim notify events in your event graph
Basically create a notify state BP

scarlet spade
#

then i must have retargeted it to the anim bp

delicate junco
#

Then you'll have two functions, start and end

molten jewel
#

gibb0, the mannequin anim bp is completely messed up right?

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not the retargeted one but the original

scarlet spade
#

i think so

delicate junco
#

And on your anim/montage just use "add notify state" and put the beginning and the end borders

molten jewel
#

please check

scarlet spade
#

it works fine

#

like the logic

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behind it is fine

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but when i click on it

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to retarget to the new skel

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like it says

molten jewel
#

does the mannequin animate with it though gibb0

delicate junco
#

Also if possible cause your project seems quite advanced already use sub anim instance and cache pose nodes to make your state machine easier to read

scarlet spade
#

no

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its completely fucked

dark belfry
#

@delicate junco thanks. and @molten jewel unreal crashed so i'm doing the print script again

scarlet spade
#

when i launch the project

molten jewel
#

do you use source control gibb0?

scarlet spade
#

all of the animations

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look like that

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like the mesh that i had in b4

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that i couldnt retarget

#

but when i click onthem

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they just go black

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whats source control

molten jewel
#

close the editor gibb0, make a copy of your project to a zip file

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just in case we lose stuff trying to fix this

scarlet spade
#

im at the point

#

where im just going to

#

go to an older version of my project

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copy all the logic i added in

#

and just

dark belfry
#

@delicate junco i'm completely new here. i have over 100 animations with notifies and states. I'll look into it

scarlet spade
#

try to salvage this

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because its completely fucked

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i cant think of anything to fix it

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its just stuffed

molten jewel
#

if you've got a back up

  1. select your skeleton for your own mesh, delete it with replace! of mannequin skeleton.
  2. select the mesh that you see in those previews that isn't the mannequin with replace of the mannequin mesh
delicate junco
#

@dark belfry Yeah I know it can quickly scale up super quickly. I'm making a BTA style game (like platinum) and had to really think about how to make combos and such without having an unmanageable state machine

molten jewel
#

pitfall of notifies is that they are frame rate dependent too

delicate junco
#

I have some self contained structs that have hitbox info, particle effects, animation to play and such

molten jewel
#

but yea make sure your notify is firing at all sirArmourAll by printing something to log even if it fails

delicate junco
#

Oh yeah I'm going for a fixed 60 fps framerate to prevent it

dark belfry
#

@delicate junco @molten jewel true. I'm about to test it. and Dimy i'd like to see that game your working on

scarlet spade
#

im so done right now

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was about to go to bed

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now my whole project

#

is just fucked

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along with all of the animations

delicate junco
#

Ah I'm still prototyping quite a lot, most of the work I did during the last months were on the core system, I'm pretty much done with it now though. My design philosophy was really inspired by Taura's speech on Nier Automata, with flags and props linked to each skill https://youtu.be/jKbH9i5axxU?t=151

GDC

In this 2018 GDC talk, PlatinumGames' YOKO TARO, & game designer Takahisa Taura try to talk about the development of NieR:Automata, using their near-dead bra...

▶ Play video
#

I only use a placeholder character for now with little anims that I quickly make to test some logic and basic functionnality

scarlet spade
#

@molten jewel I, for some reason, had every animation I used backed up

#

I just imported it in

#

Well one, and it works

#

Could you help me

#

Set it back up if its not too much of a hassle?

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Would really appreciate it

#

And now it crashes

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I'm actually just done

dark belfry
#

@delicate junco nice. sounds great bro. @molten jewel so i got negatives on all the collisions. Another problem might be my array. I messed with changing characters and animbps and broke a couple iterations before. it seems like my character array might not be working. Several questions come up.

molten jewel
#

i'd highly recommend your character bp do this stuff if you can.

dark belfry
#
  1. do i make branches for each character. 2) is it possible to only have 1 anim bp?
molten jewel
#

as in

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anim bp casts the owner to your character type and asks it to do the overlap checks, returning if it hit or what to do etc

#

but yea the issue of overlaps is a thing anyways.

#

imagine you'll want to know the direction to face and all that

dark belfry
#

@molten jewel thanks for the advice. Actually i put an extra back collision square on em. hoping to use that to trigger animations of back takes

#

@molten jewel Alright, i'm going to take that advice of doing the attacks in the character/pawn bp.

molten jewel
#

its better to avoid an extremely heavy event graph on the anim bp for sure

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but yea if notifies are what you want you just have to phone home to the pawn etc

delicate junco
#

Oh yeah last thing : don't use casts in the "Blueprint update animation event"

dark belfry
#

Excellent

molten jewel
#

how come dimy

delicate junco
#

Better cache the variable once and for all in the "blueprint initialize event' instead of casting every frame, here's a screen from joschyx21's game after I explained it to him

molten jewel
#

ah tbh though, holding the reference is probably slower than a single cast on update

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both of these are very fast though

#

thing about references to things as variables on something else is garbage collection

#

both cast and garbage collection passes are so tiny performance-wise that you basically have to ignore the overhead

delicate junco
#

Yeah I'm not sure if that's worth it for a single cast but if you have tons of them it could be interesting I think. I remember @cloud lodge saying to avoid casting every frame

#

Ah that's interesting 👍

cloud lodge
#

i mean, holding a reference is slightly cheaper than casting, doing the stuff in c++ is even faster

molten jewel
#

hm yea, i mean cast is one of those things that gets more expensive the deeper number of classes it has to iterate back but even 25 classes to look up for a successful cast isn't bad

cloud lodge
#

any call to the BP vm for Animation is expensive

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including event graph

delicate junco
#

Yeah putting the logic in the animinstance and then doing only the state machine in BP is the best probably

cloud lodge
#

even animnotifies are better in native

molten jewel
#

my logic in saying it kaos is retrieval of the variable stored and the gc scan of the object are probably going to be more expensive than a fast cast

#

speaking in bp world yea

cloud lodge
#

bp world is slow

molten jewel
#

yea like in that screenshot you have there dimy

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velocity is gathered twice there

cloud lodge
#

but yeah, grabbing all logic is quicker in c++, Advanced Locomotion was using around .4ms standard

molten jewel
#

er three times

cloud lodge
#

converted it all to bp, .08ms

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c++*

delicate junco
#

Oof

molten jewel
#

yea for sure, i just mean in bp world

cloud lodge
#

thats overall, including animation and player bp ticks

molten jewel
#

a cast node is not an expensive thing compared to any other node

cloud lodge
#

nope, but holding a pointer in c++ is different to blueprint

#

blueprint does additional things

molten jewel
#

they still imply overhead to gc

#

bp or c++

#

which is why you don't just have tons of references to references

#

because it makes the gc pass slower than it could be

delicate junco
#

Ok I had this misconception, I thought I heard it on the "advanced blueprint talk" but I probably didn't understand it well

cloud lodge
#

i mean, i prefer just to cast once, i hold references if i need to access the same stuff in different functions

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if i only need to grab it once, i just cast

#

its dependant on situation

molten jewel
#

yea, again just think of gc like a circulatory system, having a reference to something is a vein that keeps it alive and a vein that needs blood pumping through it

#

avoiding a reference in place of a cast can be better for the health of the circulatory system if you think of it this way

#

even null references have to be checked for null, and thats really the level of optimization were talking about between variable and cast node

#

like both of these things, not heavy

delicate junco
#

Noted, thanks a lot ! 👍

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@cloud lodge When you say AnimNotifies in native btw you mean just implementing their functions in C++ and then making AnimNotifies BP which inherit them right ?

cloud lodge
#

no i mean creating the notifies in c++ and using them from c++, you don't need to make a bp

delicate junco
#

You can place C++ notifies on anims ?

cloud lodge
#

when you add them, all exposed properties will be in the sequence/montage

#

yes

delicate junco
#

Ah ok nice

molten jewel
#

involves making your own UAnimInstance right?

cloud lodge
#

thats not for notifies tho

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unless you using the notify crap in animgraph

delicate junco
#

His Uaniminstance would be for the event graph logic

cloud lodge
#

UAnimNotify and UAnimNotifyState

molten jewel
#

well the proxy used by the anim graph is serialized there afaik too

delicate junco
#

So yeah you put all the event graph in C++ in a custom UAnimInstance, make an AnimBP which inherits it and just make a state machine in the latter right ?

cloud lodge
#

for constantly firing notifies

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i make them in c++

#

yeah animgraph in bp

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eventgraph c++

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for optimal performance

molten jewel
#

btw, its kind funny how much blank virtual call happesn right? lol

cloud lodge
#

uyeah

molten jewel
#

like all those Native update calls which 95 percent of people never ever use lol

delicate junco
#

Ok thanks, I'll do the same 👍

cloud lodge
#

things like FootStep animnotify, which fires frequently

#

should be in C++

#

notifies like exploded, which happens rarely can be BP

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doesnt make sense to make it c++ if its only called once in a bluemoon

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just additional stuff to compile 😄

molten jewel
#

personally, i think the notifies system is broken unless your fixed frame rate your better off just calculating such events with other logic

cloud lodge
#

i used notifies a lot

molten jewel
#

but yea definitely going to get better performance doing things natively

cloud lodge
#

never had issues with them

molten jewel
#

Timing wise they just can be extremely off

#

and transitions are hit or miss on them

#

so long as they are used for cosmetic things they work

delicate junco
#

I think Fortnite uses quite a lot of animNotifies

molten jewel
#

i'm sure they do yea

delicate junco
#

I remember reading there can be some issues if you put notifies at the really end of the anim

#

it's best to leave some space before apparently

cloud lodge
#

normally cause of the blends

#

normal blend out/in is .25

#

notifies inside this

#

can sometimes not fire

#

in montages btw

delicate junco
#

Oh yeah that may be it. Probably why I didn't have such issues since I put 0 almost everytime

molten jewel
#

ye thats why i tend to not use them

#

especially for things that are like do or die

#

but yea i expect fortnite to use pretty much all the features lol

delicate junco
#

I wish Fortnite had some AI, maybe we'd have some little improvements for that 🙃

molten jewel
#

lol

#

behavior trees are pretty incredible though

delicate junco
#

Oh definitely

cloud lodge
#

fortnite does have AI

#

sequence loop feels wasted

#

there is already a decorator

#

to loop x amoujnt of times

restive yew
#

People may have forgotten that fortnight wasn’t originally a battle royale

molten jewel
#

I've yet to play it heh

dark belfry
#

@molten jewel you were right. had to set "isHitting" var in character/pawn bp. now it prints script positive on hit.

molten jewel
#

hooray

dark belfry
#

Thanks a million!🥂 🍻

dark belfry
#

btw using "instigator" as another character might have just saved me a ton of work

devout field
#

anyone good with blender and their bone system who wants to help me out
i don't usually touch 3d modelling and stuff so hoping someone can show me around on getting these bones setup
it's a simple cube guy so 'influence groups' should be simple enough is the theory

#

i'd imagine screen share / audio would be optimal rather than typing and screenshots so don't be shy

#

but for starters:

dark belfry
#

the legs are the wrong way. the tail of the bone is the joint. the head of the bone is the extrimity

#

also the shoulder should be tail then head and if you extrude from the head you get another head making a tail there to rotate

devout field
#

i see, so i should pay close attention to heads and tails

molten jewel
#

yea

dark belfry
#

yeah. it's that way in blender

molten jewel
#

blender is strange

#

head is the big part tail is the bottom but bones are parented relative to parents tail

#

but they rotate at the head

devout field
#

oh lol, good info

molten jewel
#

tail - head

#

is the y axis

#

it'll be - y axis when you import it into unreal

#

but x and z will be the same

#

because unreal is right handed

#

and blender is not

devout field
#

that's what im affraid of too
their axis setup versus UE, dang

molten jewel
#

its of little concern

dark belfry
#

i used blender to make my characters. it's no problem

molten jewel
#

they don't even have built in nodes for mirroring their own setup

#

yea y forward on bones isn't a huge deal

#

maya draws bones the same way as ue4 does, where the bones orientation is meaningless more or less

#

epic skeleton just does things in a way so that side mirroring works in a specific way.. but then go on to never use it so idk

dark belfry
#

i miss Maya. in a way. but love sculpting and baking in blender

#

maya is awesome for animation

molten jewel
#

i kinda hope they offer the option of using maya style bones in blender

#

but yea blender is soooo much better with scripting

#

and i like animating in it a lot

dark belfry
#

yeah. I still can't figure out influence objects in blender. Maya it's litterally a right click

molten jewel
#

constraints?

dark belfry
#

well, i mean you can literally make an object like a ball and put it in an arm as a bicep. then you can make it an influence object and the skin just conforms to it

#

i was able to to do this in maya like in 2008

molten jewel
#

ahh weight painting stuff yea idk how that works with influences

#

will say though that maya impresses me every time with how well it does shoulders and stuff

dark belfry
#

blender has a shrinkwrap option but it's just for looks, at least unless this new version last week changed something

molten jewel
#

yea i don't think shrinkwrap does vertex groups

dark belfry
#

after this project, i'll delve into more rigging in blender. i've seen pretty good stuff out there but i'd have to get the time

pine summit
#

Is there a way to update animations without having to reimport the fbx? It's kinda janky having to retry over and over until it actually imports all animations as it sometimes misses a couple

molten jewel
#

hmm dunno what you mean without reimport

#

are you exporting multiple in a single fbx or something?

pine summit
#

I added a mesh with animations and all, but every now and then I add new animations/tweak existing ones and thus need to update it on UE4 though I see no such option (there is reimport but all it does is reimport the mesh and skeleton, not add the new animations nor update existing ones

#

Only way I found to add new ones is to delete the skeletal mesh and reimport it again

molten jewel
#

you just right click on the animation in question -> Reimport

#

(in content browser)

pine summit
#

Oh I see, that'll make it easier to update old ones

#

but what about adding those I made later on?