#animation

1 messages · Page 129 of 1

reef agate
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the prost process anim bp has the rigid body anim graph node

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but not working

molten jewel
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yea thats what i expected

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If you make the main skeletal mesh comp the one that would be responsible for rendering the thing with customizable post process bp it should work

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which means if it were the torso, all your torso skeletal meshes would need all the bones in the main one for anything that relies on it

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so torso would double as main, and the only thing that can have customized post process bp

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it gets tricky trying to bind new meshes into the main this way, but it can be done should you disconnect master pose before the switch and reconnect acterwards.

reef agate
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eep, trying to understand. So the main skeletal mesh gets the post process bp on it?

molten jewel
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yeah

reef agate
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Then what should be in the post process bp besides my rigid body node?

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cause the post process anim bp breaks the anim bp on the skeletal mesh

molten jewel
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"Input Pose" node

reef agate
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k trying now

molten jewel
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gives you the output of the pawn's pose

reef agate
molten jewel
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yep

reef agate
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ya but not working.

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I get no animation at all now

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that anim bp is in the post process of the main character skeletal mesh asset

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the skeletal mesh comp also has anim bp of course which is the main animation

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but now that main animation doesn't play

molten jewel
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what if you connect input pose directly to result?

reef agate
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still nada

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it's overriding the anim bp on the comp

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if i disable post process on the SK comp, then my animation works

molten jewel
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double check that the one with that input pose node is the one on the sk mesh

reef agate
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hmm still fiddling. animation is working now. So the main skeletal mesh should have a post process on it with rigid body node and input pose?

molten jewel
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your essentially allowed to customize the main's post process yea

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if you think it might work on non-main, you could try again now that its working on main. but i believe thats a restriction with set master pose yea.

reef agate
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i dunno if i'm doing something wrong arg. everything you said is working except no physics

molten jewel
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but yea i recall a similar limitation, with post on main only.

reef agate
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Is that your vid?

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i'm making a music related thing too if it is : P

molten jewel
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old project yea, took awhile to understand the limitations of everything with clothing

reef agate
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nice. well everything you said works except rigid body.

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Right now rigid body is a post process on the main character skeleton mesh. Then I have another sk comp with hair sharing the same skeleton asset

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the hair is following char fine using set master pose in construction script

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input pose is working on the post process anim bp on the skeleton

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but when i hook input pose up to rigid body animation still works but rigid body node is ignored

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just not doing anything

molten jewel
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your pressing compile on the post process yea?

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would try something else like modify bone just to ensure its using it . Like you didn't disable the post process bp on the component yea?

reef agate
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i'll try modify bone. i'll make arm go up or something one sec

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but i am certain the post process anim bp is working cause if i unhook input pose, animation breaks

molten jewel
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ah good

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perhaps the physics asset needs to be set? I'm not real familiar with the rigidbody node

reef agate
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post process is def working cause arm is now raised

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maybe you can't use rigid body as a post process

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that's a simple possible explanation?

molten jewel
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i don't know enough about the node to say. i think it uses the physics asset though so if thats not present on the master, maybe this is why?

reef agate
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hmm good call

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still not working though doh

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put the hair physics asset on the master

reef agate
vernal lion
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Hey guys, when my blend space value changes from walking to standing, it seems to take like half a second to change from the time I set the value

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and when it changes it is very sudden

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I've tried using Target Weight Interpolation, as well as using VInterpTo to interpolate manually

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nothing seems to change this behavior

molten jewel
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all your animations in the blend space should be of similar times in duration @vernal lion

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if its a long idle sequence, it doesn't belong with walk cycles

vernal lion
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okay so that means they are just too out of snyc

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Yeah I agree, i'll tell the animators

molten jewel
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a long idle sequence coming from short walk cycle, will blend hyperspeed on entry kinda

vernal lion
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okay

molten jewel
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because yea it maintains time between things

vernal lion
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I kind of suspected that but wasn't sure

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thanks

molten jewel
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i find a jog in place animation works really well for blending, so long as idle state or whatever is blended to fairly quick

vernal lion
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so if it was just like a 1 frame pose for different blend values, it would be instant, or use the sample interp

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does that sound right?

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but it has to figure out how to blend smoothly

molten jewel
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yea same would go for a fast animation, coming out of the 1 frame to 80 frame walk cycle will look slow motion

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a jog in place will get you the best blend to slow walk, if your using state machines, you just want that idle loop to introduce quickly.

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otherwise could manually use a blend node to overlay the idle in by alpha or something

vernal lion
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thanks that helps a lot

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i was super frustrated

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but that totally makes sense

obsidian current
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Is anyone online now? I need some help to make the skirt animation not clip between my character legs. I tried everything i can possibly think of, from Apex to kawaii physics and no luck. Please, anyone? 😭

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I can't fix this no matter what i do or what i try lol
Honestly i'm tilted

molten jewel
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Is it apex?

obsidian current
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I tried apex alredy, it basicaly gets the same result

molten jewel
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It is bones then?

obsidian current
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yeah

molten jewel
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There’s nothing in place that would solve this really

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Imagine it has a hard time blending?

obsidian current
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Let me show if i apply apex, sec

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This happens

molten jewel
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How does it look in ref pose?

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Or rather the geometry for it before bones

obsidian current
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The leg just goes right trough the skirt

molten jewel
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what does your physics asset look like?

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you'd be best to make a physics asset only for cloth

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you can use the cone like capsule shape for the legs

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but

obsidian current
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That should be right, it isnt? I tried to add the box shaped ones just now

molten jewel
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yea that doesn't overlap the lgs

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if you duplicate your physics asset

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replace those capsules on the legs with the scaling capsule

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make the shape larger than the vertices

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like the shape has to be slightly larger than the leg

obsidian current
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Scaling capsules?

molten jewel
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second time today i can't remember the name lol

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but there is a special capsule shape for cloth only

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its a capsule with two radiuses at each end

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its basically for legs

obsidian current
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ohh

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tappered capsule?

molten jewel
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yes that.

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then once you have this set up

obsidian current
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Let me try to add that, just a sec

molten jewel
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you go to your mesh file, and set the new physics asset on for cloth sim (not the default physics asset for the mesh, but specifically there is an option for cloth sim)

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tapered capsules wont work outside of cloth again

obsidian current
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I just set up a single capsule for the whole thing?

molten jewel
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no

obsidian current
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Or one for each thigh and calf?

molten jewel
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yep

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any body parts you want to interact with the cloth

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anthing that you don't want to interact with the cloth should have no shape

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you right click the bone to add a shape to it, no constraints are neccisary for cloth

obsidian current
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Just a sec

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Almost finishing it

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ok

molten jewel
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doesn't have to be this large

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it should be like a centimeter past the skin

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but could try using that and see if it still clips with legs.. though at that big it might eat the cloth at the joint

obsidian current
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Still clipping with that giant thing

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I'm scaling it down now to see if it would work

molten jewel
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capsule shouldn't be touching cloth when you set it up, but should be bigger than the legs slightly yes

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thats better yea

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you did set your physics asset for cloth on the cloth settings?

obsidian current
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Still really broken

molten jewel
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first image looks like its not configured

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er

obsidian current
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What do you mean?

molten jewel
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is it not flowing like cloth would?

obsidian current
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Yeah, its not flowing like it should at all

molten jewel
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influence should fade off almost instantly from the seam

obsidian current
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You mean the paint influence?

molten jewel
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yea

obsidian current
molten jewel
obsidian current
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That painting isnt right?

molten jewel
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its hard to tell tbh

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its pink at the parts that are supposed to connect to the character?

obsidian current
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Yeah, i made sure of that

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Do you got a moment to spare to check my model man?

opaque stirrup
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hellow fellow humans

obsidian current
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I'm trying to make this work over 2 months now

opaque stirrup
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so prior I had used copy skeletal mesh, instead of master pose, because I was under the impression it couldn't do physics animations. Not it appears it CAN used physics animation, but just of the parent, which in my case is fine. Now my question is according to the docs Master pose has a much lower game thread cost vs copy pose, but I read somewhere here I think that Copy pose ran mostly on the GPU but master pose ran on the CPU so maybe it's a wash?

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So it appears I could use either method, and most people seem to use master pose, so is there any good reason to use copy pose if I don't explicitly need custom animations or physics on a modular part? and could I not combine the two methods if I had one part that required it?

molten jewel
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i've not used copy pose

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but master pose is more or less what you want for clothes imo

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no nodes are neccisary

opaque stirrup
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not sure what you mean by no nodes 🙂

molten jewel
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afaik copy pose needs a whole seperate anim blueprint evaluation

opaque stirrup
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Well specifically I'm looking for modular body parts probably, so that raises an issue of I have a blueprint that can swap the meshes and this seems to work but it can't swap the master mesh, only child meshes. Is there a way to change the mesh of the master? Right now I just have an empty mesh as the master, and have every body part a child.

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oh yeah I get what you mean, but that was pretty simple to set up.

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I had already got that working, I just decided to try to see if master pose worked

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and it looks like it works with the physics animation so I'll probably stick with that.

molten jewel
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yes, its tricky

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but it can be done

opaque stirrup
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Well right now the empty mesh works

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But I'm worried i'm taking an extra draw call for not many reasons.

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Basically I'm not 100% set how I want to handle body damage, I might end up further breaking apart the mesh, so in that case each limb needs to be able to be swapped or culled

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So originally I figured most head gear is gonna be like hats or helmets and not need to be skinned

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but then I figured if I wanted head damage i'll need to swap the head mesh so I can't make that the master

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and I can't make it the torso since that gets swapped out for stuff

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so right now it's an empy mesh

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Which I originally had to do anyway with copy pose was because I had a gap between the master mesh and the children

molten jewel
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iirc, the trick to swapping the master is involved.

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it can be done, you just have to removee the things referring to it as master, swap mesh and reconnect

opaque stirrup
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oh so now i'm worried, I figured it didn't mater which item was master

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maybe I don't fully understand the workflow

molten jewel
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the master needs to have all the bones used by all the sub meshes

opaque stirrup
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yeah, I have one skeleton right now.

molten jewel
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but it also is the only one that runs post process blueprint

opaque stirrup
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yeah.

molten jewel
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yea, you do need everything on one skeleton

opaque stirrup
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my understanding is some of the physics stuff wont work on it, but would work on a copy pose?

molten jewel
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could you clarify what physics stuff?

opaque stirrup
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sec.

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so right now i'm just doing a straight physics animation blend mix, which seems to work fine since none of it effects the children

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so my misunderstanding is this wouldn't work at all, when it really means it only works at the master level

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so my understanding is as long as the main physics asset represents the proper physics handling, then it should be fine.

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there is this AnimDynamics thing I havent tried yet

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that appears to be a lower cost non-full-physics tingy

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used for chains or wiggly bits or whatnot

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that apparently wouldn't work with master pose?

molten jewel
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You can override the physics asset, seperate from the meshes bound, but i'm not positive if they all work together or not. But as far as physics in the node, it'll use whatevers on the master.

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Post process blueprint would let you customize the different masters it sounds like.

opaque stirrup
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yeah basically I figured i'd have to swap the master physics asset if I needed unique stuff

molten jewel
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yeah

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the things using the master just do a direct bone copy

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likely the fastest way to do all of this

opaque stirrup
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Do you think having the master be a empty mesh is too much overhead vs the more complex but possibly infrequent swapping of the master part?

molten jewel
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I'm faily positive that its not a lot of overhead because fortnite does this

opaque stirrup
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So do you think they use an empty mesh?

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or do the more complex swap you're talking about?

molten jewel
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they do use an empty mesh yea

opaque stirrup
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Interesting, good to know.

molten jewel
opaque stirrup
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then I might stick with that for now since i'm still a beginniner and was exatic to see my random body part construction script work at all

molten jewel
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i don't use control rig or anything but, yea

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yeah whatever works heh

opaque stirrup
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Well right now i'm just learning UE4

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I must say I picked a nice time to get into this because they certainly seem to have added a lot of nice quality of life issues in the last few releases.

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I'm excited to see what the future holds.

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Thanks for the info, it's gonna give me something to chew on.

opaque stirrup
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Interesting thing in that video

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they said for those large monster crowds that game threads were more a issue than draw calls, that makes me less worried about some of my ideas for modular characters then 😉

misty dagger
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I need to swap the third person character with my own, but I can't swap out the assets referenced in the animation blueprint. Any help please?

static falcon
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animation blueprints are for a specific skeleton... so you need to retarget everything at once by right clicking on the blueprint and retargeting it to your skeleton

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the main third person BP not the animation BP @misty dagger

sharp sail
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Can anyone please tell me how I can extend the Humanoid Rig to accommodate more custom slots?

molten jewel
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basically you don't

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your referring to retargeting?

sharp sail
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Ok, I have a head with an animation and I want to retarget to a head on a character I have.
To retarget characters you'd use the common Humanoid Rig, however this only includes 5 custom slots, and I need 12.

molten jewel
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you pretty much can't do this

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the custom slots don't particularly work well

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I say 'pretty much can't do this' because its not designed to.

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however, i have retargeted a dolphin to a shark in the past

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You have to get creative with the bones, and results will be mixed

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assuming this is some kind of facial rig

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what is the hierarchy like?

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if you paste a picture of the bone hierarchy its possible you might be able to get by using pelvis for head root or something

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@sharp sail would consider not having seperate skeletons

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for something so specific

sharp sail
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The face skeleton tree is:

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chest would be spine_03, neckRoot would be neck_01, head would be head, that would leave 9 items required.

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I copied the engine's Humanoid Rig asset, it contains 73 bone options, however, there is no way of extended this.

molten jewel
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your right there is no way to extend

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what is the other face skeleton's hierarchy?

sharp sail
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same

opaque stirrup
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@molten jewel I tried both your scripts and It dosen't appear to have done anything 😦

sharp sail
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same for both characters, I mean

molten jewel
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lol a month later or so buster?

opaque stirrup
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I had the flu and not doing a whole lot

molten jewel
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@sharp sail

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are they the same skeleton files too?

opaque stirrup
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I assume i'm suppose to be running from the scripting mode, I can't tell what's executing or whats not working

molten jewel
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Yea you go to the scripting tab

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make a new script with +

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name it after the thing your putting in it but you must put .py at the end of the name

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then read the instructions towards the top of the script

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and press the run script button to run it

sharp sail
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no, one is like a normal character, same bone names, and has additional facial bones, the other is just the head

molten jewel
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do both skeletons root at chest?

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the only thing preventing you from sharing skeltons would be differences in parents

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a mesh doesn't need every bone in its skeleton

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but to use the same skeleton the hierarchy to the bones must be the same. so if your head only version started with root pelvis etc it'd be compatible and you wouldn't need retargeting at all

sharp sail
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no, only the head. the character at the root itself.
i have asked the artist to provide an individual head and body, therefore the head skeletons will be the same, and i'll just arrange locations in the scene.

molten jewel
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were the hierarchy to the head the same between meshes different skeletons wouldn't be neccisary.

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you can omit arms still

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and still use the same skeleton

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ie the animations will work on either

sharp sail
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sorry p@t, a little confused.
usually to retarget you use the humunoid rig as the go between.
this is for the FaceARSample project, so I've swapped out Kite Boy for my own character.
both skeletons have the same names from head onwards.

molten jewel
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so rule with sharing skeleton is, if a bone exists on a mesh all its parent bones must exist to fit the same skeleton

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you don't have to have every bone in a skeleton on a mesh for the mesh to use the same skeleton

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but you need all the parents. so if you modify your head only version to hold all the parent bones (without deform) to the chest

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then it will be compatible.

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there is no way to retarget what you have here

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using the humanoid rig

sharp sail
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ok, thank you p@t.
i'll ask the artist to update head bones and pass this advice on.

green edge
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Hey everyone, so a question, I'm no animator by any stretch of the imagination. I'm trying to put together a simple FPS style game, is there anywhere out there that I can buy animations from? Like pre made packs? That I can use in Unreal for any weapon / magic?

molten jewel
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you are aware of the marketplace yea shadow001?

green edge
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Yes I looked through there before I asked here actually

opaque stirrup
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@molten jewel I keep retrying your scripts, and nothing really happens

green edge
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I found something that'll work for my character himself but for the enemies and such idk

molten jewel
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2.80 buster?

opaque stirrup
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2.81

molten jewel
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i don't have the scripts but, your following the instructions?

opaque stirrup
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yes

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like 5 times now

molten jewel
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when you run is there errors in the console?

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(Window -> Toggle Console Window)

opaque stirrup
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nothing

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so step by step I make a empty file

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import the mannequin FBX

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do them i'm suppose to duplicate the armature?

molten jewel
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yes second armature

opaque stirrup
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ctrl-D

molten jewel
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k did you duplicate the bones in the duplicate armature?

opaque stirrup
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duplicated the bones just now

molten jewel
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and whats the name of the script?

opaque stirrup
molten jewel
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should be whatever.py

opaque stirrup
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yeah

molten jewel
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okay then you press run script button yeah?

opaque stirrup
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I imported it as the .py and now it's got the fancy colored text

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okay lets do that!

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do I leave edit mode?

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or stay in edit mode?

molten jewel
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no

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you must be in edit mode

opaque stirrup
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so i'm in edit mode with root.001 selected?

molten jewel
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selection doesn't matter you just need to be in edit mode

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on the duplicate armature i mean

opaque stirrup
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so that appears

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nothing else seems to have to happened

molten jewel
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k now look at the bone list

opaque stirrup
molten jewel
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it worked

opaque stirrup
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ok

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so step 2?

molten jewel
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the other script

opaque stirrup
molten jewel
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your not in pose mode on the original

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back out to object mode

opaque stirrup
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everything look right?

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ok

molten jewel
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then select only the original and enter pose mode

opaque stirrup
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I thought I did?

molten jewel
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if you look at the screenshots you weren't

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now you are though

opaque stirrup
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I don't see a difference

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you mean I selected it on the outliner?

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ok

molten jewel
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you had root.001 selected in pose mode

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now root is selected in pose mode

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so run the script

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stay in pose mode

opaque stirrup
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ok

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now whats suppose to happen

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this is what always happens

molten jewel
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yea your done with scripts now

opaque stirrup
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ok

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now what 🙂

molten jewel
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go to root.001 and move a bone in pose mode

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root.001 now drives the root armature

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and those duplicate bones you made are each parented to the bones you see there, but they themselfs aren't shown

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so now when you enter edit mode of root.001

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you can reorient the bones you do see (the bones on bone layer 0)

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to be easier to work with

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don't move the bones head though

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just the tail and roll

opaque stirrup
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so I'd still need to manually re-orientate every bone in the rig?

molten jewel
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yes

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you didn't have to reparent every duplicate bone, and you didn't have to setup constraints on every bone

opaque stirrup
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I don't even know where to begin on this.

molten jewel
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everything the scripts did here, you can do any character at all from maya

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take the thigh bone's tail and move it to the calf's head

opaque stirrup
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I'm sad to see I can't use snapping

molten jewel
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3d cursor is fine

opaque stirrup
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cursed 3d cursor

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I don't know the hotkeys for it

molten jewel
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select calf head, shift + s, set 3d cursor
select thigh tail, shift + s, move to 3d cursor

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once your done moving the tails into place, you'll want to turn on axes and set up some standard for xz with roll

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also

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enabling mirrored edit mode is hit or miss, i wouldn't do it

opaque stirrup
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wot

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on a unrelated note

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semi-related

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if I import the fbx from UE4

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and I delete bones that don't change the hierarchy, and just re-export the FBX as is (with the bones postions untouched) will that reimport into UE4 unmolested?

molten jewel
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uh so

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when you go to export

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you select root

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and export with selected only

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for animations

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you animate root.001 (but don't export)

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the thing this does is that messed up orientation from maya is retained throughout this entire process

opaque stirrup
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My wet dream right now is Epic getting off their ass and developing a native Blender workflow but im not holding my breath

molten jewel
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imo blender needs to not y forward only

opaque stirrup
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yeah

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maybe they can take that Epic megagrant money and fix that

molten jewel
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like it should be a rig option if its blender style or everyone else style

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maybe yeah

opaque stirrup
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I mean IMHO unless there is an amazing technological reason, Blender should try to conform to what are maybe 'industry' standards like that

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or at least allow an option

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but so back to my NEEDS

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I might get back with you once I get this rig sorted out.

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so once I get my root.001 re-orientated

molten jewel
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tbh, blender does things the way it does excellently in most all cases

opaque stirrup
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Yeah I like blender a lot

molten jewel
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I would rather it becomes the standard

opaque stirrup
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me too 🙂

molten jewel
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but of course this is a bit of a pipe dream, or at least, it could take a bit

opaque stirrup
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autodesk ruins everything aparently

molten jewel
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yeah, fbx should just poof out of existence

opaque stirrup
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But unlike autodesk blender has no finacial reason to make shit incompatable

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anywhow..

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so my priorities are being able to import a FBX animations and get them into a way I can edit them.

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and then re export

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so I can tweak existing animations vs author them from scratch

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and I saw how UE4 has control rigs and fancy stuff but sometimes maybe better to do it the hard way

molten jewel
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that is going to take some doing :D

opaque stirrup
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okay so plan B

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my second and probably primarily goal ?

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when I export a character with autorig, it exports some bones that are not used by the rig in ue4

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but I can't manually delete them in ARP because it'll break the export script

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so can I just import the FBX, delete the bones, and re-export it again?

molten jewel
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arp?

opaque stirrup
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auto rig pro

molten jewel
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yeah

opaque stirrup
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these bones are stuff like some of the extra face bones I don't use or the mysterious 2nd breast bone

molten jewel
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blender will delete bones yes

opaque stirrup
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but I have to delete them after they're exported as a FBX

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but even though their orientation is weird, if I just re-export them again it won't break the rig?

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now for a related question...

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I was watching the presentation on fortnight

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I saw for say the head it just had from the root to the head, no limbs

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so If i'm using master pose

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on the body part segments, can I delete any bone that isn't from the root to the body part itself?

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so if I have a mesh for the hands/arms, I can delete the legs and the head bones because they're not part of the hierarchy?

molten jewel
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this is correct it wont break anything

opaque stirrup
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and will there be a performance gain over just leaving the un-used bones for each body part?

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I guess what im asking is, are the bones in the children a burden or just he master part?

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I can't imagine they'd delete them at epic if it didn't contribute something

molten jewel
#

get rid of things you don't use yes

opaque stirrup
#

I'm still working out the kinks of my modular characters, I decided to switch from copy pose to master pose because I learned it can use physics from the master object.

#

but someone pointed out the physics animation component is still experimental since like 4.9 and the newest one is the rigidbody node in 4.22(?)

#

I'm not really 100% sure what the difference or pros or cons are

#

I know the physics animation works 100% exactly how I want it to and is fairly easy to work with

molten jewel
#

um well, this is something i've not used beyond just 'cool it does a thing'

#

with physical animation i mean

opaque stirrup
#

well basically i'm just doing a solo project so my goal is to use the default animations when I can get them

molten jewel
#

i personally didn't find it of much value for anything beyond zombies

opaque stirrup
#

my character has a tail and floppy ears?

molten jewel
#

but suppose you could like, amp it up with bullet impact or something

opaque stirrup
#

so I need to drive that off physics, or something.

#

well I was thinking of using it for something like a injury effect too

#

but for now it's nice to have the tail, if it uses the physics collisions I won't get annoying leg intersections

molten jewel
#

anim dynamics and spring bone

#

these are alternatives

opaque stirrup
#

I tried spring bone with disasterous results

molten jewel
#

if you keep trying

opaque stirrup
#

anim dynamics might work for the ears

#

but not the tail

molten jewel
#

all fo these things, it takes awhile to get the values right

opaque stirrup
#

well right now the physics blening is working perfect.

molten jewel
#

okay

opaque stirrup
#

Well the issue is anim dynamics cant do collisions

#

so i'd onherently get the tail clipping the legs

#

especially if coruched I bet

#

and in 3rd person it's gonna be really obnoxious

#

ears are small enough they don't self intersect body parts so they could probably be something simpler

#

I'll just need to experiment.

#

Thanks for answering my quesiton, it means a lot to get some life feedback on my problems 🙂

molten jewel
#

would say, its going to be a nightmare to up keep if tail collision is a must

#

but it can be done, just you will get strange times with tail

opaque stirrup
#

Well I need to look into rigidbody if only because I saw it has built in LOD support

#

I know if I disable the bones in the LOD the physics dont run obviously

#

so maybe it's a moot point

#

I'll need to experiment

#

anyway I gotta run TTYL, thanks for the help! I'm having to learn new art techniques in blender, fix up and learn materials in substance and ue4, then figure out how to implement it all in blueprints (cause I'm no coder sadly)

#

it's a lot to take in all at once.

delicate junco
opaque stirrup
#

@delicate junco yeah at least for the body itself also

#

like I said if the tail is hanging down it's oing to sometimes hit the legs and that'll be noticable if the character is crouched and sneaking slowly

#

Well I got a pretty detailed physics asset as is for the ragdoll, so I figured it makes sense to take advantage of that for animations if I can

delicate junco
#

@opaque stirrup Oh ok then I think the rigidBody node is what you're looking for

opaque stirrup
#

well physics animation works, but im confused how to use ridgidbody

#

and what benefits it provides

molten jewel
#

if you want it to drag on the floor, i'm not sure rigidbody would work? I really don't know though :D more of am asking question to dimy

delicate junco
#

Afaik rigidbody is faster than animDynamics, has actual physics and is faster to tune than the many animdynamics nodes. You just put a rigidbody node, a physics asset with constraints and it pretty much does the magic, at least that's what I heard, will try it myself soon lol. I've been trying to gather as much info as I can about this subject
Check this little demo, I put a timestamp https://youtu.be/r40PJ6r_P4c?t=1916

molten jewel
#

i hate when people say 'performance for free'

#

curious if rigidbody does interact with world though, I thought it was its own px scene

delicate junco
#

Yeah lol
If I understood the experiment correctly in the first vid at 34:40 it seems to be the case

molten jewel
#

like.. the collisions on the character update. but i don't think the bones interact with the world beyond that

#

i think to actually react with the world you'd need to set the bone to simulated on physics asset (not an anim node thing)

delicate junco
#

You have to set it to simulated already if you want rigid body to take care of it I believe

molten jewel
#

its too bad you can't have the anim graph work with physx. i've tried making twist bones work with ragdolls and its a big nope.

delicate junco
#

Erf 😦 Fortunately I probably won't need such functionnality 😅

molten jewel
#

surprised there are no twist bones nodes that come with the engine. they are almost impossible to blend

delicate junco
molten jewel
#

yeah, thats a bit much for twist bones

dusk cedar
#

Hi everyone, I was wondering if there is any real tutorials on how to make your own animationo for your games (with blender if possible)

molten jewel
#

you'd probably want to just see general animating with blender tutorials

#

Not much difference between animating with blender for other things, beyond maybe just more looping stuff

dusk cedar
#

ok thanks i'l take a look

#

😛

misty dagger
#

Here is a noob questions is there a way to set in ue4 only bones to see and names I kind of send my models with bones and animations but I can't get the hierarchy rigth the blend space mixing somehow works but I can see still bones that collapse to bones that should't , I want to fix it before I send extra animation and try more mixing it

honest bobcat
#

Is the UE4 mannequin skeleton "fit" for AAA games? That is, does it make sense to pay someone to make animations on it, assuming in the future I can rig any humanoid model to it? or is there a chance it will "lack" something?

misty dagger
#

You sure you will rig only humanoid? And have example of animation everything you need ?is cheaper if you can load the skeleton in blender or any 3d software And rig yourself the lacking ones but is this really what you need?

keen solstice
#

So I've been stuck on something for a few days here and I can't figure it out. I want to make my side scroller character turn around and have a turning animation as she turns. I want to make it so that if you push left and she's facing right, she'll make a full turn no matter how long you press the button.

#

Anyone have any ideas?

#

As you can see, sometimes she faces the camera. I also want to add an animation when she's facing the other direction.

#

I think I understand machine states to a degree, but I'm having a hard time figuring out the other stuff like even graphs and how to make things do what I want.

keen solstice
#

feel free to pin me if you have a good solution : )

arctic tapir
#

I haven't been able to get cloth simulation to collide with my rig's physics asset, I'd appreciate any ideas

#

made the physics asset really simple just for testing

#

for context, this is unreal 4.18

keen solstice
#

don't know how to get it to work, but your project looks so COOL!

arctic tapir
#

thanks!

honest bobcat
#

Bumping: Is the UE4 mannequin skeleton "fit" for AAA games?
@misty dagger I'm talking about a specific model so yes I'm sure it will be humanoid. I don't have all animations I need, no. Does it matter? and I'm not planning on rigging it my self

delicate junco
#

@keen solstice Root motion could be an option here. Basically you'll have to do the whole turnaround animation in Blender (careful, all the root bone movement will be in the engine too) and then set "enable root motion" for that one. After that when the player will press the input to turn the anim will be played and take care of all the rotation itself, as the root bone will drive the movement, not the capsule.

arctic tapir
#

@delicate junco thats basically using a ragdoll effect, not the cloth simulation

#

although maybe that will work as an alternative to cloth physics

keen solstice
#

Root motion? I saw some videos on it but idk anything about it. Can I have root motion only for turning or would I have to redo animations (again xD)

#

I made her turning animation in Blender, I just don't know how to apply it to her in a side scroller

arctic tapir
#

@keen solstice What I'd do is store the current desired direction in your pawn blueprint. Then, also in that blueprint, rotate the character to match the desired rotation. While rotating, you can have your animation blueprint go to a turn left or turn right state which would play the corresponding animation

delicate junco
arctic tapir
#

interesting, i'll check it out

#

maybe its better to use that than the apex cloth simulation

keen solstice
#

I'll try that out once I finish eating.

delicate junco
#

@keen solstice Basically with root motion the animation is what's driving the movement : if you move/rotate your root bone during your blender animation, this movement will be reproduced in the engine as is. You won't have to redo every single anim don't worry lol, you can perfectly combine root and non root animations.

#

Mokazon's solution is good too btw, if you don't want to do root motion

keen solstice
#

oh okay. I was thinking about doing root motion cause I think that may be a good solution for steps and slopes? I'm not too sure though.

arctic tapir
#

you mean making your foot angle on a slope instead of clipping through it, for example?

keen solstice
#

though that really isn't something I'm too worried about atm.

#

Yes

arctic tapir
#

you'll need to do some IK within unreal for that, that's not a root motion thing

keen solstice
#

oh okay

arctic tapir
#

root motion is basically where you have a bone at the base of your armature that moves the whole rig. With root motion, if you move that base bone in your animation, you can have it move the character actor itself in unreal.

delicate junco
#

^

arctic tapir
#

you can use it for stuff like dashes, etc

#

or rotating in this case

delicate junco
#

Yeah when you want to do some very specific or accurate movement without having to mess with the engine's physics parameters (speed, gravity etc) it's a good approach

arctic tapir
#

yeah root motion will help you avoid slight foot slipping

keen solstice
#

ahh nice!

#

I think I understand now. I just thought it was something I'd have to change for each animation.

#

I do have a root bone on her.

#

however, I did make an animation with he turning around already. I designed it so it would turn with the capsule when she turns.

arctic tapir
#

so it's turning in place basically?

keen solstice
#

Yeah

arctic tapir
#

if you want to do the root motion thing, all you'd have to do is add a rotating animation to that base bone then

keen solstice
#

oh okay.

delicate junco
#

Btw if you want your vertical movement of your root bone to be taken into account you'll need to set your movement mode to "flying". Otherwise gravity will mess with it. Just remember this if you need it one day lol

keen solstice
#

2 weeks from now I'm going to forget that and run to this server crying for help 😂

delicate junco
#

Lol, dw I don't think vertical root motion is that common, except for stuff like climbing or launching combos in BTA games like DMC

keen solstice
#

ahh

#

hmm

delicate junco
arctic tapir
#

cool, I'll take a look

delicate junco
#

I think RigidBody would be the better option though

arctic tapir
#

im so confused....

#

I added the rigid body thing

#

turns my character into a triangle

#

and there's tiiiiny upper body of my character sitting on top

keen solstice
#

that looks painful MildPanic

#

So how can I store the "curremt desired direction" in my pawn blueprint?

arctic tapir
#

for example, you could just have a boolean variable

#

where true means right and false means left

#

or you could make an enum with 'left' and 'right' values

#

etc

keen solstice
#

I did make one of those

#

I had help setting this up.

#

I wanted that so that she would have different animations for left and right though.

keen solstice
#

I've been stuck on this for hours. : /

raven eagle
opaque stirrup
#

Is there a way to 'retarget in place' animations if I update the skeleton on a character?

reef agate
#

Hey peeps, something went wrong and I'm hoping I don't have to spend a day figuring out or re-doing. For some reason on my humanoid character, the root bone has stopped rotating and now the hips are rotating instead so the characters legs are swaying back and forth. It's like the character is balancing on the root : /

#

I am pretty savvy with this stuff and I have no idea what happened

#

It's like my hip is locked in place and just rotating. hard to explain : /

#

further clarification. I'm now comparing the same anim - original one working in an older project and new one and it looks like the hip is rotating on both, but the local location is not doing anything

molten jewel
#

you must have the retarget mode on the bone set to skeleton?

reef agate
#

checking right now

#

i bet u r right

#

Yup @molten jewel u just saved me hours

#

i still don't fully understand retargeting options. I usually just try them all until one works for retargeting

#

when i want to retarget an animation from two identical skeletons but each is its own asset, which retarget option should i choose and should it be the same for all bones including root and hips?

molten jewel
#

skeleton == do not read translation from animation files

#

you use this on bones like elbow which don't move

#

then it uses wahtever the meshs' ref pose location is for the bone

#

so it lets you share animations (kind-of) between different metric characters

#

so long as the orientation of the bones is similiar/identical

reef agate
#

gotcha so since i'm using identical skeletons to retarget i don't need to use "Skeleton" on any bone

#

because they're identical metrics

#

so I can just go animation on everything or?

molten jewel
#

say one character had a longer arm than another

reef agate
#

ya i totally get it

molten jewel
#

it wouldn't have a longer arm if it were st to animation

reef agate
#

we would want to ignore location in that case

molten jewel
#

animations don't store thing in space of ref pose if that makes sense

#

yea, so only option is to ignore it wholly yeah

reef agate
#

Really appreciate the help there @molten jewel sending some serious karma points your way haha. I was on the verge of re-importing a lot of assets to try and redo things for no good reason (in retrospect) haha

#

So I gather hips is a bone that usually needs local location. Are there any other bones on a human that need it?

#

root bone of course if you have root animation, but anything else?

molten jewel
#

really that and ik bones are it

#

sometimes people will translate twist bones but, most just ignore them

honest bobcat
#

I'm trying to change the retarget pose for the ue4 mannequin following a tutorial from epic, but the buttons are different.
I don't have "save pose" and if I change change the pose it doesn't seem to last.
I tried to click the "modify pose", but it wants a pose asset which i don't have.
I tried to create a pose asset, but it then wants an animation and I have no idea what kind of animation it wants or even why

neon zenith
#

aight

#

I done got a daz character in ue4 but skinned to an epic rig

#

but it won't show up on right in retarget manager

#

sup with that?

neon zenith
#

k, got it with a little help over in lounge...

misty dagger
#

Some bones may not be mapped properly @neon zenith

neon zenith
#

ah

misty dagger
#

Animation retargeting is a lot of trial and error, at least for me 🙂

#

what you think is the index finger in your skeleton, may be a completely different thing that UE thinks 😄

#

It also depends on your skin modifiers

#

go back in the 3-D software you're using, open your mesh and move some bones around, double check your skin modifiers

neon zenith
#

hmmm bone mapping seems fine

#

k, I try that

misty dagger
#

from experience, a lot of trial and error for me 😄

neon zenith
#

bugger

#

fwiw it's fine in blender

#

must be the addon I'm using to export a game friendly rig from rigify

misty dagger
#

@neon zenith To be honest, I'm surprised I was able to be coherent about this, animation and 3-D is really not my cup of tea 🤣

neon zenith
#

🙂

#

you been big help!

#

yah, export addon messing up skinning

#

have code, guess i do a little python diving eh?

fallen karma
#

how do i change the mesh of the default ue4 third person character, but change the mesh?

misty dagger
#

@fallen karma Open the character blueprint, click on mesh on the left side, and then change the mesh in the drop-down menu on the right side, if you want to do it in the editor

fallen karma
#

anyone have any tutorial on making a character? i am an awful artist?

misty dagger
#

you can also do it via C++, there is code to get the mesh component and load whatever mesh you need

fallen karma
#

how to create a mesh, but let the bones work with the bones they already give you?

#

and use animations they give you

misty dagger
#

who is they? 😄

fallen karma
#

unreal

#

in short, i have no idea what im doing when it comes to art assets

misty dagger
#

@fallen karma ah,OK, Some YouTube videos may help...

#

You can also play, and by that I mean trial and error, With the free paragon assets from the marketplace

#

it should help clearing up some stuff. At least it helped me 🙂

molten jewel
#

you intend on making a character with mannequin bones @fallen karma ?

timber star
#

Hello,

#

Anyone know if there is a place where it s possible to download skeletons (humanois) with face rig

reef agate
#

Hey All, I just asked this super long question in physics but thought i'd re-post here since it's so animation relevant. Apologize in advance for it being so long. I'm really trying to move past this decision I need to commit to.

#

I'm struggling to settle on a primary physics system for my game characters modular clothing and items like wings/accessories. I thought it would be clever to make all items either 1)a socketed actor (to an appropriate joint on my char) with a skeletal mesh comp or 2)the same, but with a reduced version of my main skeletal mesh in my character bp including the root bone so I can use copy pose from mesh with rigid body in component space.
Every option provides its pros and cons in terms of quirks. Taking wings for example: without a root bone, socketed to a chest joint, I have to use rigid body in world space since there is no input copy pose mesh from which the wings could get their velocity. Regular physics work great with little to no work. World Space rigid body on the other hand takes much more fine tuning.
My main question is: what's really the performance difference between regular physics (i.e. a custom collision profile set to physics only in the details panel of the SK comp) and on the other hand, Rigid Body in an anim bp for something like wings? Is rigid body significantly more performant?

delicate junco
#

@reef agate Did you check this video ? https://www.youtube.com/watch?v=Oe7fYS9qxmk It has a lot of stuff you're talking about so you may want to check it. I'll refrain from answering about performance since I'm not an expert.

This talk by Epic Games' Senior Technical Animator Jeremiah Grant covers Fortnite’s use of animation Blueprints including the use of Blueprints for gluing together character parts after retargeting, dynamic solutions for low LODs, and faking dynamics in higher LODs with pro...

▶ Play video
reef agate
#

@delicate junco ya, ugh that video is exactly what I'm talking about, unfortunately it's a very superficial video. Strangely superficial

#

For example. Jeremiah keeps talking about swapping skeletal meshes and animations and "attaching" but never once does he actually say whether or not he uses separate actors for items or character parts like hair, backpacks or wings

delicate junco
#

Doesn't he say so at the beginning ?

reef agate
#

using actual actors and attaching them poses problems different than if you were to have a child SK comp that you are using to swap skeletal meshes

delicate junco
#

He shows a bunch of hair, head etc saying they are differrent meshes iirc

reef agate
#

ya unfortunately he completely side steps the actual issues

#

casting to get an animation from your main character into an actor with an SK Comp and an animation poses tick issues but even more importantly:

#

Does the hair, wings etc when they do have their own skeleton have a skeleton that includes the root or not? if it does, then using copy pose from mesh is easy because you just have a reduced skeleton and then rigid body is fairly straightforward

#

but what if your hair skeleton simply attaches at the head joint and not the root

#

in this case, you can't use copy pose from mesh because the hair is driven by being socketed to the head joint

#

with hair or wings socketed to their appropriate joints rigid body needs to be setup differently than if your skeletons all have a root and attach at the root and then you use copy pose from mesh

delicate junco
reef agate
#

if he would have just shown the editor and some skeletons it would have clarified a lot!

delicate junco
#

Yeah I get what you mean, didn't dive into it myself that much unfortunately so I can't give an answer 😦

#

I'm pretty sure he talked about some data assets having references about the skeleton or something at one point for the items

reef agate
#

ya he talks a bit about the data assets having skeletons and animations references but it's still totally unclear whether he means the data asset has a reference to an actor with those or if he's just swapping SK references on SK Comps in the main character bp

#

Since he often talks about "attaching" we can only assume he's hiding the fact that these items are actually actors

#

because you can't "attach" a skeletal mesh unless it's in an actor : ) Unless in an unclear way he's considering "attaching" to be a child SK comp of a parent SK comp **edit (but attaching would be a terrible word choice here because the child sk comp is obvs already attached since u can't spawn components at runtime hehe)

#

i use data assets also

#

so ya, unfortunately he's basically a genius but not a great speaker in terms of clarity

misty dagger
#

my understanding (quite limited) is he uses the same skeleton for every asset and working with modular characters should get you there. if you want extra bones for wings build them into your parent skeleton?

delicate junco
reef agate
#

@misty dagger i totally understand you, but I (after one year of experimenting) decided not to use add peripheral bones to my parent skeleton)

#

because i have over 500 character parts

#

my parent skeleton would look like a nightmare alien from 1000 universes : )

#

i have 1000s of skirt bones, wing bones, hair bones

#

so i want to keep the parent skeleton clean

#

my inventory system is great at memory management. Right now I use actors for clothing and hair so i can destroy them when not equipped

#

so i'm not worried about having multiple attached skeletons

delicate junco
#

So yeah the root info seems to be in the parts

#

Here he seems to have the root and the necessary children to get to the part's bones

reef agate
#

@delicate junco the most salient part of that backblings section you linked is unfortunately where he drops the ball. He says for the second one the following: "rigid bodies in action... simulated in component space... since it's... um.. I THINK we are driving in some of those forces, component linear scale and velocity scale"

#

totally unclear. he doesn't even know the most important detail

#

if that backpack is its own actor, exactly how/where is he getting those scales

#

that setup is key

#

casting to the main char skeleton and pulling velocities from a main skel bone or what? : P

#

showing that setup would have been awesome

#

he did say he's not using copy pose from mesh which means the backpack is def socketed to a back/spine joint. It doesn't itself have a root. If it did he could attach at root of main char skel (might not even need a root in the backpack skel to do this edit) and just copy pose from mesh

delicate junco
#

Ah yeah was talking about the character parts above lol
yeah the accessory stuff is still weird

reef agate
#

i gotta grab a coffee and i'll watch all your links. I have watched them before but you know... easy to miss a quick slide or tidbit

delicate junco
#

Linear scale seems to be the answer here

reef agate
#

wicked watching. that item is particularly interesting because it's likely if not obviously a weapon blueprint actor

#

which mean it's likely socketed to the hand right? But then why do they even have animation data going into the component pose pin?

#

it already moves with the hand joint since it's socketed!

#

annoying how the slide cut off what is actually going into rigidbody lol

delicate junco
#

i don't know fortnite at all but I think the shark plush could be an individual item socketed to the bar, so they could replace it with any other accessory if they wanted too

reef agate
#

ya totally, but my point is it doesn't need or shouldn't even have any copy pose from mesh data feeding into the Component Pose pin of the RigidBody node

delicate junco
#

Ah I don't think they have copy pose from mesh in this case

reef agate
#

so we are left to wonder lol?

delicate junco
#

Just the rigidbody node imo with some linear scale adjustement to give it the little movement

reef agate
#

well SOMETHING is plugged into the RigidBody Component Pose pin though as you can see in the slide

#

unless that slide was just borrowed and is fake

#

obvs that person borrowed the slide cause we saw it in another vid

delicate junco
#

Yeah but it would just be the basic stuff imo like pose -> local to component -> rigidbody -> component to local -> end

#

It would be the anim state of the plush

reef agate
#

what do you mean pose?

#

my concern is that there should't be any pose at all

#

it's just a socketed item

delicate junco
#

ah lmao you're right

#

Need to sleep

reef agate
#

hehe. well this is all tricky stuff and ya again an example where they aren't being clear : P

delicate junco
#

Yeah definitely, I'd like to have more info about everything related to anim Blueprints and animdynamics/rigidbodies too, there's no great resource out there...

reef agate
#

@delicate junco quick example of rigid body on my system with no component pose at all

#

the danglies on the head...

#

it's just a unique hair/dangly skeletal mesh in an actor that i socket to the head of my main character bp

delicate junco
#

Try putting the linear scale value to 10 000 like they did in the vid ?

reef agate
#

so rigid body can work in component space with no source pose going into the component pose pin

delicate junco
#

Just to see what it does

reef agate
#

ya i def gotta experiment with that linear scale stuff! it depends a lot on my constraint settings in the physics asset.

#

I'm so far from an expert. usually just takes endless tweaking every param in the physics asset till something looks ok

#

lol

delicate junco
#

Yeah same lol, trying to learn that stuff at the moment cause I'll need it at some point too

reef agate
#

But I could make that hair skeleton have a root bone. Essentially it would just be a drastically reduced version of my main character skeleton

#

then i could use copy pose from mesh into rigid body component pose pin

#

then the velocities actually come from the source skeleton animation

#

like a head skeleton on a stick : P

#

so which method is better is my main question? : )

#

i also have to start thinking about collision... not even sure if those danglies will collide with the main character or not yet since the main character has its own skeleton/physics asset

delicate junco
#

I really don't know tbh lol, I guess that as long as it works it works, provided you don't have some performance issue at some point

#

Oof yeah forgot about that part too lol

#

Probably won't collide tbh but you never know

reef agate
#

ya totally. the thing that sucks is that i'm creating all these assets myself so whether i use a root bone and copy pose from mesh or I just socket the hair to the head is a big question because it could mean 3 months of work down the tube if i happen to hit a roadblock and realize i should have just kept root bone on every asset : )

#

or vice versa

#

it's a lot of work in Maya : P and more importantly it requires a different physics asset setup depending on which way i go**

#

if epic just showed once what their hair skeleton looks like (i.e. does it have root like hair on a stick and use copy pose or just socket to the head like in my vid/screenshot?) that'd save me

delicate junco
#

Yeah I perfectly understand. You should try to ask p@t when he comes back tbh, he may know more about this

reef agate
#

i'll test collision soon

delicate junco
reef agate
#

anyhoo thanks for hearing me out haha

#

just wanna keep the convo going in general in case anyone can share some insights

delicate junco
#

Np lol, I'm interested in that stuff too

vagrant vigil
#

got this weird problem when I run at 45/-45 angles, it only sometimes plays the footstep notify (for sounds and dust effect). Just wondering why its possibly skipping over the notify? Works fine when I'm straight forward or straight right. Also using 45 degree RunLeft/RunRight animations so not sure whats up

#

also tested with both a 1D and 2D, same problem

delicate junco
#

@vagrant vigil If you blend between anims the blend may skip the notifies, that may be it

vagrant vigil
#

yeah thats my guess so i guess im gonna have to do footsteps another way

delicate junco
#

Try to set "highest weighted animation" in your blendspace parameters @vagrant vigil

vagrant vigil
#

yeah theyre on that :/

delicate junco
#

Erf, did you try to adjust the "Trigger Weight Threshold" in the notify that they're talking about ?

vagrant vigil
#

yeah im just not sure. going to redo some things. oh well its okay

reef agate
#

Testing out an item that I can equip on my player character by socketing it. The item has rigid body physics. Got my fingers crossed someone could point me to getting the item to collide with my character. Character of course has a physics asset, but all constraints are set to default on the character. No collision enabled on the main char SK comp or the item actor SK comp.

reef agate
#

iz it impossible?

meager plank
#

hey can someone please please help me? I want to start using turning animations. What is this called? Is it called locomotion or something. This is my first time using turning aniamtions

ripe yew
#

Is there any way to increase an animation's z-axis?

misty dagger
#

@meager plank you mean Blend Space ?

meager plank
#

@misty dagger Yes

misty dagger
#

@meager plank You can take a look at the way Epic implemented blend spaces For their free assets from Paragon

restive yew
#

Try bumping down that min bone size

stoic thistle
#

can montages be overriden in child animBPs ?

lunar hatch
#

Hey guys, Complete noob at animation. I was wondering how i would go about adding a turn in place on a third person character when the yaw is greater than 90 or less than -90

ripe yew
#

???

molten jewel
#

korvas, you want to raise the animation off the ground?

sudden sedge
#

anyone else get out of vram issues when importing a bunch of animations?

opaque stirrup
#

Can someone here save me 😦

#

I had to fix the thumb bone in my mesh, so now all my retargeted animations are broken. This is like the 10th time I had to manually retarget like 100 animations.

#

Is there a way to update the retargeting without manually doing it from scratch again?

molten jewel
#

I wish they would simplify retargeting for sure. If it’s like you retargeted anims and then made your own anim bp with the retargets it’s very time consuming.

opaque stirrup
#

yeah.

#

I'm using ALS as a base, and I can retarget the animation blueprint, but then I need to do tweaks on it.

#

It's just a mess, I just want to update the existing retargeting

#

I discovered I had a bug in my thumb bone.

#

So I fixed my thumb bone, not all my retargeted stuff is broken 😦

molten jewel
#

Delete with replace is the simplest way to do it. But time consuming: yes

opaque stirrup
#

yeah it's a lot of animations, so delete and replace is very time consuming 😭

#

I guess I'll need to, but animation retargeting is very badass, but It really should be streamlined.

molten jewel
#

You could use editor python to streamline it. But it really just be built in yeah

opaque stirrup
#

I'm not skilled enough to know what that is 🙂

#

On the side note, whenever i try to preview-non-retargeted skeleton it crashes UE4, every time

#

I just thought it would be interesting to see how different my skeleton was from the UE4 one, I tried to match it as close as possible

opaque stirrup
#

This is taking forever, I wish I could bulk replace reference by name mask

molten jewel
#

Using source control with retargeting is painful too

opaque stirrup
#

in what way?

#

Anyway I know I shouldn't be flippant with my skeleton but sometimes you don't catch errors until you're playing with it in game really.

#

I'm just grateful weight painting is pretty easy to fix

#

But it would have been badass if I could tweak bone positions easier with some kind of automated re-retargeting

#

also I wish I the reference replacement could be a bit smarter

molten jewel
#

It just checks out a lot of files and then unchecks out. Makes the process longer

opaque stirrup
#

oh yeah I notice that.

molten jewel
#

Re-retargeting smoothbrain

opaque stirrup
#

I just mean reapplying the retargeting with a modified skeleton

#

in-place conversion vs making a copy

#

since we're not dealing with the original animations anway

molten jewel
#

perhaps blutilities would help too

#

though idk if retargeting is exposed to it

opaque stirrup
#

I'm not really femiliar with blutilities yet 😭

molten jewel
#

do you blueprint?

#

its pretty much just blueprint for editor things. like if retargeting is exposed to it, then you could make a big array of paths to all the animations you need to retarget and hit some button to retarget and reoutput delete iwth replace etc one by one with a button

opaque stirrup
#

yeah

molten jewel
#

i don't know if retargeting is exposed though tbh

opaque stirrup
#

I need to look up on Blutilities

molten jewel
#

will check quick

opaque stirrup
#

I can't open up the documentation for it on the UE4 website

#

it keeps kicking me back to the main page

molten jewel
opaque stirrup
#

okay so now what do I do for a parent class

molten jewel
#

Well I've used ActorActionUtility before, this adds a option to rightclicking an actor. Trying EditorUtilityExtension to see if that lets me just put something in file menu or something

opaque stirrup
#

Thanks for the help 🙂

molten jewel
#

EditorUtilityObject seem like the best one

#

but am not finding retargeting

molten jewel
#

eh yea, it doesn't seem like delete with replace is an option in blutility
seems unlikely there is much that can be done to make the process easier. figured maybe just have it do the deletion and replace for you but it does not seem possible..
At least i know not to recommend blutilities for the actual tedious stuff now lol

opaque stirrup
#

😭

#

I'm just gonna delete the animation blueprint and re-convert the whole thing

#

there are some references that don't auto-replace references

#

I wonder if a Blutility could fix that?

molten jewel
#

Yeah idk, i'd recommend just slow and steady approach

#

it might only take a couple hours

opaque stirrup
#

I've given up on sorting my animations

#

each time I need to redo this, it just dumps them all into one folder, and then I have to manually fix up a bunch of references.

molten jewel
#

its my least favorite thing with the engine

#

always penalized for organizing or reorganizing

opaque stirrup
#

Well, at least it has some kind of automatic references

#

Its a breath of fresh air compared to the last thing I worked on, everything was just manually edited xml files

#

so if you changed one file name you had to go and track down all references

magic zealot
#

Hi all, I making simulation of boat driving , I could only make it to this stage, but couldn't find a way to make the analytical splashes when the boat is running .
Could you help me solve this problem?

opaque stirrup
#

@molten jewel maybe you could answer this about blutilities, could one be made to allow numeric input for a translate/rotate widget that dosen't have a built in numeric input?

fervent acorn
#

@magic zealot I can't help you (sorry) but I was wondering where you got the water from?

molten jewel
#

i dunno really buster. I've only used blutilities for basic stuff.

#

@magic zealot would highly recommend asking in #niagara

neat lichen
#

causes this to happen

molten jewel
#

Lol

#

Well, it kinda looks like a hierarchical issue

#

What does the skeleton hierarchy look like

fervent acorn
#

what steps do I have to take to get the arms animation ready?

molten jewel
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They are animation ready

fervent acorn
molten jewel
#

That is an ik bone

#

You just don’t translate bones like that joint though

#

Thing is maya draws bones as shown exactly in ue4 and blender shows bones as Y axis forward

fervent acorn
#

ok

#

so should i animate in maya?

#

bc it seems easier to start in

#

without all the bones sticking out in the way

molten jewel
#

Do you have to use a character authored in maya?

fervent acorn
#

I don't know what you mean

molten jewel
#

If you had a character in blender, it’d show up fine in engine. I personally wouldn’t recommend maya over blender

#

But if it’s only mannequin, there are some solutions on google for animating it in blender. Just meant you can certainly animate it as it shows there. It’s not ideal of course yeah

#

If your bones were all y forward like a character made in blender from scratch you’d have no problem getting it into engine was what I meant

fervent acorn
#

It works in just fine UE but I wanted to do reload anims/etc through blender

#

but it seems like there's some prep to do before I can get to animating

molten jewel
#

Proper way of doing it involves many constraints

#

But yeah there are multiple mannequin blend files on the internet with this work done for you

#

The hands look compatible

fervent acorn
#

wdym? I can take the mannequin blend files to animate and just attach the animation data (or whatever would export) to the asset store arms?

molten jewel
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I can tell that it’s mannequin from the one twist bone that is incorrect by the same amount

#

So yeah you can

fervent acorn
#

ok

molten jewel
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So long as the thing exports the same way, you could just swap mesh data out for your iron belly thing

fervent acorn
#

ok cool

#

ill try that thanks

molten jewel
#

That is iron belly yeah?

#

Cool np

fervent acorn
#

yeah it is

#

was trying to see how you figured that out

#

lol

#

just the skeleton?

molten jewel
#

Nah I am familiar with it

fervent acorn
#

oh ok

molten jewel
#

Ps

#

They scale the weapons up by 170%

#

Because mannequin skeleton is so messed up lol

fervent acorn
#

they scale their weapons?

molten jewel
#

Yeah like the glock is huge

fervent acorn
#

I'm not using any of their weapons

#

oh ok

molten jewel
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Ah okay

#

Mannequin hands don’t fit most weapons

fervent acorn
#

ooohh

#

that might be annoying for me

#

should I be doing this on the ironbelly model?

#

or the mannequin model?

molten jewel
#

Well

#

If you do it won’t be compatible anymore with old animations

fervent acorn
#

oh great

molten jewel
#

You’d have to reexport the mesh

#

But if you find mannequin on google

#

I believe there are some projects out there specifically for a pre rigged and exportable version of the skeleton

#

The trick is ultimately that you make the bones as you want to, but use constraints to keep them as they need to be on export

fervent acorn
#

ok so let me make sure I'm understanding

#

If I make these ironbelly bones look pretty/easy to look at, I could be breaking the default animations that came with it (which is fine for me) unless I re-export the arms mesh

molten jewel
#

I hear this a lot lol

fervent acorn
#

lol

molten jewel
#

Yeah

#

If you alter the armature in any way, you don’t alter the animations already in the project

#

So that Y axis

#

That they point so strangely

#

It would look forward in blender but it’s side in the animations

#

So without reexporting your animations will treat side as forward

#

And reexporting a new armature will make the old animations wrong in the same way

#

So

#

Imagine you have a pretty skeleton

#

And on your bones of the pretty skeleton you have child bones that point the same way as the ugly maya bones

#

But you hide those

#

And then on a separate armature, you use bone constraints to align the messed up bones (now hidden) in the animated armature

#

Again, believe people have done this work for you already

#

If you find a mannequin project, you can just swap out mesh data

fervent acorn
#

ok I'll find one

steep talon
#

sry... I'm very new to Unreal artist stuff (I'm a programmer)... and wanted to make a small little "game"...
this is my task right now:

  • making a AI character wich walks randomly
  • on a specific event it goes to position
  • when it reaches this position to a small "sequence" which does something (f.e. slides down a slide)
  • after that it returns to "idle" mode (on the botton of the slide)
    do you have some guidelines or help for me where i can get started implementing such a thing?
    or some suggestions or what ever?
molten jewel
#

@steep talon as far as animation goes, the third person template has an animation blueprint that will accomplish what you need.

#

as for navigation #gameplay-ai might be the best place to ask.

#

navigation will just send inputs to the ai

steep talon
#

important to not is... this happens to a ai character not the player

molten jewel
#

making your animation blueprint work if controlled by player or not

#

yeah is irrelevant

#

in terms of animation

steep talon
#

ah ok..

molten jewel
#

pawns in unreal

#

these are things driven by controllers

#

such as PlayerController (actual input devices) or AIController (navication/behavior tree)

#

the layer of abstraction is to make everything the same for some reason

steep talon
#

mhmhm

molten jewel
steep talon
#

jeah thanks will try ^^

muted fossil
#

is there any good material for proper professional tips on animating, looking for things to look out for in doing a natural looking animation, lets say i want a run anim, then how to foot in relation to the hips, femur, tibia etc need to be handled. Even better if the material is on reverse joint legs like a chicken (doing a mech with reverse joints so thats why im askin)

#

not asking for rigging, but proper looking natural feeling anim tips

molten jewel
#

for what its worth, we walk on the joint your calling reverse here

#

just think of chickens as tip-toeing sneakily.

muted fossil
#

again, asking for industry standard tips on what makes an animation look and feel natural and not a puppet on strings 🙂 in my case i happen to have a reverse joint mech, but the general idea would suffice cuz i can adapt it i think

molten jewel
#

Reference is the best source usually, but yeah i dunno industry standards for this type of thing

muted fossil
#

im asking for materials/utube channels anything on the topic but proper quality not something made for views and likes

#

aha yeah i once found some weird site with lots of reference vids of animals

molten jewel
#

yeah, i know of sites for human reference but not really animal

#

oh yea?

#

that sounds handy

muted fossil
#

let me see if i can find it again

#

havent saved it 😦 ....

#

i did find this video at one time

#

for walking the hind legs will do just fine but the reference is not good for running 🙂 cuz the dog uses the front legs for assist so it will not match on a just 2 legs animal at all

#

need to find me some running ostrich reference >.>

#

ive done the anims in 3ds max long time ago need to redo them in Blender now

#

as u can see it isn;t even close to chickens per say as the femur is parallel with the ground but the material im asking for might be a nudge in the right direction

#

or what's the mindset in the industry, ive heard in some GDC or other walk around the studio documentaries that really good animators don't want to bother with motion capture, that they will be able to animate better faster on their own

#

i guess there are some ppl like that but is the way things get done when u actually have the time and not pressured by deadlines (where i think mo-cap might help save some hours) ?

misty dagger
#

@muted fossil Hey I remember you having the future cop lapd project how is it going

muted fossil
#

too much lazyness from me im afraid 🙂 but i've done some updates to the 1st map meshes and now i'm updating the walker (mesh and animations from scratch in Blender)

misty dagger
#

needs a mocap suit for an ostrich i suppose

muted fossil
#

hahaha yes 😄

#

look it up on utube (my channel) not sure if u saw my latest vid (its kinda 3 month old now)

#

with the holidays i wanted to pump some more hours in it hopefully ill post something again

#

ive looked into IK for foot placement in Unreal as well so that's something ill be adding with next video as well

misty dagger
#

well i mean the robot doesnt have his legs stretched in idle, they are rather bent

muted fossil
#

hell yeah, but as i feared, my femurs are parallel to the ground and that's making it harder to animate and look normal

#

yeah

misty dagger
#

can the upper legs bent vertically downwards?

muted fossil
#

i have the IK in Blender for both legs, working smoothly thats not a problem, but looking at the original trailers for the game, he's not supposed to walk like an ostrich 😦

misty dagger
#

well then small steps i suppose

muted fossil
#

yeah, i mean the running part is out of the question i think, will return to it after i have the rest, but unless i bring him higher from the ground so he can use the damn legs it will look like Sonic i think 🙂

molten jewel
#

um

#

want to say a montage might be what you want here

#

but i've used montages: not at all

#

believe people use them for things like fractional reloading

#

combos in attacks are likely another use

gusty bramble
hardy relic
#

Yeah you're probably going to want to use a montage for that.

crude moat
#

So I have an anim montage playing from spine_01 and up (UE4 mannequin), and when the button that plays the montage is pressed, the character takes a snap forward for a split second then returns back to its correct actor rotation (bUseDesiredControllerRotation is set to true, and bOrientRotationToMovement and bUseControllerRotation are both set to false during this time)

#

Has anyone experienced anything like this before?

radiant herald
#

Hey Guys, I have an issue and I dont know how to fix it. I am working on an Animation Blueprint for a First person Shooter and I got this bit for when you aim. It should first play the AimIn and then go to the AimIdle, but for some reason it directly skips to the idle ... If anyone can help me out here I would appreciate it ^^'

molten jewel
#

how long is teh aim in animation?

cinder ether
#

How would you sync up two animations? Like say people fighting.

molten jewel
#

question was just asked cody

radiant herald
#

@molten jewel 14 frames(.5 seconds). So it should be visible

molten jewel
#

i think montage might be the way to go, but haven't used it.

#

is loop off on the aim in sequence player?

radiant herald
#

Yes it is

#

I just double checked, but to my understanding it should work...

molten jewel
#

it looks like it should

#

only thing i'd recommend is just maybe slowing the playback rate on it

#

and see if it makes any difference

radiant herald
#

I'll try that

#

Nope @molten jewel still just snaps. Even at a .1 for the playrate

molten jewel
#

do you have that animation in multiple places or something?

radiant herald
#

Nope, Just there

#

it even snaps, when I set the bool just in the animation Blueprint Preview

molten jewel
#

what happens if you just delete the idle state

#

curious if it even plays

#

er

#

you could just set the result to false too manually

radiant herald
#

weirdly....it still snaps...

molten jewel
#

spooky.