#animation

1 messages · Page 132 of 1

odd sapphire
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knee jerks a lot even on slightly uneven surface

molten jewel
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yeah that is one of the hardest things to program for me at least

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look at that looks natural

odd sapphire
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i mean theres natural

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and theres zombie breaking neck weirdness

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i would be happy with slightly artificial 😄

molten jewel
misty dagger
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so some blendspaces just dont show up in the right click list in the anim bp, when I create a new one it shows up but when i then restart the editor it doesnt show up anymore

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when i change a variable in one and then save it it shows up

fleet relic
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Guys i'm trying to learn all about unreal engine 4 animations and how to use them properly via blueprints

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whats the best way for me to learn? I can't seem to find many good tutorials online

wintry belfry
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@misty dagger unfortunately none of that worked.

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if anyone can give me suggestion on what I should try to fix hand position

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the result is the same with or without FABRIK IK to control hand position

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basically looking up (and only up) is the issue, or when I move

misty dagger
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seems the weapon is interpolating

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make it align without interpolation towards the hand

wintry belfry
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what do you mean

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it is aligned

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the weapon is locked into hand_r

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weapon does not interpolate

misty dagger
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thats ok, but u need make that socket rotate every frame

wintry belfry
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this is viewable also without being in ADS

misty dagger
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in direction of hand l

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or u need with ik make the hand l be attached at weapon in the socket for it

wintry belfry
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...rotate socket at runtime?

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i've tried that too

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the hand just comes in later on

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there's a delay so anyways it does not seem attached

misty dagger
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thats why i said the weapon seems be interpolating

wintry belfry
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...

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it is attached to mesh socket, period

misty dagger
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the weapon attached will be rotating facing the hand-r direction so

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the hand-l you need via ik replace it position in a socket of the weapon

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or if the hand-l is animated

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you can rotate the weapon to face everyframe in direction of hand-l

wintry belfry
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the weapon is attached to the socket...

wintry belfry
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Ok I think I'm getting somewhere. It's an Aim Offset interpolation issue indeed, though I do not know how to fix it.

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notice hands positions: they're equal

wintry belfry
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look at how the hand_l is ok at 0 and 90 but incorrect at the interpolated 45 pose.

misty dagger
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you can add more between frames

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but has chances to still problematic

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just IK or everyframe interpolating the weapon in direction of hand will keep it 100%

wintry belfry
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but why does it do this

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this is stripped down so indeed it's an interp issue on aim offsets

misty dagger
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its calculating a linear value between 2 frames of animation

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how much more distant the poses are

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more distortion you get

young urchin
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How to test ABPs? I.e. i have a plenty events that are triggering montages, is there a way to trigger them in ABP editor?

oak hound
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Apologies if this is the wrong place to post this; it's my first time posting anything in unreal slackers. I recently set up a new project with the Advanced Locomotion System v4 from the marketplace (I have posted this issue in that discord as well). V4 uses the experimental Animation Blueprint Linking capability in 4.24. I am having some strangeness with attaching an item to the left hand virtual bones after I migrated the logic and mesh components from the player character child blueprint back into the parent character blueprint. The left hand attachment socket is the same as the original, the mesh component transforms are all zeroed out, everything seems to be the same between the new and vanilla blueprints. I'm using the same mesh and skeleton, and in the video below you can see that the attachment seems to be on the correct virtual bone, but seems to be attached to the wrong linked layer in the final animation. In the vanilla project when I do the same test as in the video, all the bones are in the same three simultaneous positions, but the object is attached to the correct bone that stays in place above the left arm. I tried re-running some of the curve generations for poses and got some less than desirable results, but I'm not entirely sure if that is where the issue is. I've also done tests with master pose and there is no difference (the original didn't use master pose either). I've read all the online docs for animation blueprint linking and sub anim instances but cannot quite figure out how the decision is made regarding socket attachment relative to the linked layers. I've also run 'showdebug animation' to see if I could figure out what is going on, but I'm not able to identify the linked layer specific data there either. Hoping someone can point me in the right direction regarding how the linked anim layers work in relation to attaching to bones/sockets, please. Thanks in advance.
https://www.youtube.com/watch?v=aDJWcL6okUk

molten jewel
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@misty dagger thats normal, it doesn't scan every single asset in the content browser

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just ones that are in memory more or less

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can't really rely on that side menu

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@wintry belfry you should consider IK bones in the animations if your authoring them

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i like to constrain ik_hand_root to head, ik_hand_gun to weapon, then ik_hand_r and ik_hand_l to hands

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then the interpolation in the ik bones is more ideal

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and if you parent the weapon to ik_hand_root instead, you get no wobble

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so long as your two bone ik node'ing the hands

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adding more frames to improve fk is kind of a bandaid fix

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@oak hound i want to say your using ik_hand_l there?

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i can't give you a definitive issue of the problem without knowing more but, would check if your carry barrel animation is constraining the ik bones to the fk bones on export.

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if it is, then theres a misalignment from modification to fk bones making the ik bones mismatch the fk counterpart to the point where its like in the video

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but hopefully its not that complicated and you just have to throw some constraints to bind ik to fk

jolly osprey
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especially the ccdik hand

molten jewel
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Yeah, not entirely sure what it is

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it seems like some sort of communication layer between event graph and anim graph using custom nodes

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problem with event graph is you only have the previous frames bones

jolly osprey
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I was wondering if it was a custom ccdik solution that may be faster than ue4's

molten jewel
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but tbh no idea what that does. ccdik is the robotic version of ik right?

jolly osprey
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ccdik is supposed to be the more lightweight solution to fabrik

molten jewel
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ah

jolly osprey
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you set a start (root) and end bone and it does the ik for you

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since 4.21 iirc

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but it (supposedly) only works w/ relatively short joint chains

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the example they like giving is shoulder to fingertip

molten jewel
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Cyclic Coordinate Descent Inverse Kinematics 📓

jolly osprey
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for pushing buttons e.g.

molten jewel
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sounds cool but not sure

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i'd kind of expect it to more or less pull its understanding from the existing ccdik node

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but maybe not

jolly osprey
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you mean the plugin

molten jewel
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yeah

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i imagine it likely lifts code from existing things. which isn't bad, just saying i wouldn't expect it to work much differently beyond all that extra event graph stuff

jolly osprey
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afaik ccdik is just a bell curve style interpolation mechanism

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right - it's just a plugin after all

molten jewel
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Sometimes can luck out and find people on the discord

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but can't find anything on the author

oak hound
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@molten jewel thank you for the response. yes, it's using a virtual IK bone for the left hand. i don't have the source animation unfortunately, just the uasset files. i considered it might be constraint related, but nothing was changed in the animations or the mesh files, just the blueprint code moved from one character to another. most of the overlay layer animations are driven with curves, which is why I tried re-running the curve generation script, but when I did that the arm did a nice job attaching to the barrel and bending/dislocating all the way back with it instead of the barrel staying more forward with the arm. it somewhat supports a constraint issue, though again, nothing was touched in the meshes or skeleton or animation in the process. i started a new project to try and reproduce and this time when I migrated the content from one blueprint to another I did not encounter the issue. While it is nice to have it working this time, it would be nice to learn the underpinnings of the new linked layers and how it works with attaching meshes to sockets relative to the different layer states. If there's any documentation out there other than the unreal docs site, I'd love to take a look at it. in the meantime I will try looking into the ik to fk constraints you mentioned and see what i can learn. thank you again.

versed sluice
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What is the solution i'm getting such an error

molten jewel
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I've not yet looked into the linked layers stuff yet @oak hound i just notice the skeleton differences with what looks like the ik vs fk bones in that video you posted. I could be off, but just check that the animations your layering do animate these ik bones, its not standard that they do (but it probably should be)

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@versed sluice are you intending to do root motion here?

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it seems the animation is authored with a moving root. you could try this setting on the animation

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(enable it)

versed sluice
molten jewel
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it is on the animation asset itself

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under Asset Details tab

versed sluice
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sorry I am new

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I wonder where

molten jewel
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it is okay. You know the animation for walking forward? You need to find that file in content browser and open its settings

oak hound
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will do @molten jewel . thank you.

versed sluice
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enable all root motıon

quiet void
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enable all root motıon
@versed sluice but character walk in the air

molten jewel
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Force Root Lock

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not EnableAllRootMotion

young urchin
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i've asked this but seems no one noticed
How to test ABPs? I.e. i have a plenty events that are triggering montages, is there a way to trigger them in ABP editor?

versed sluice
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I did force root on

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@versed sluice but character walk in the air

velvet imp
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Does any1 know which program were used in this anim video?

misty dagger
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something from deep web

neat gust
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So I'm creating my character and is trying to set up the physics assets instead of using the default one.
But I cant get my shapes to the size I want. I Cant get it any smaller then what you see on the picture and that is just way to big for my character, how can I change this so I can make it smaller?
http://prntscr.com/qsyeal

Lightshot

Captured with Lightshot

pastel chasm
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Did anyone manage to run ARTv2 on maya 2020?

short plover
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how to implement different blending speed for different bones? for example I want to make dodge animation. in this case I want feet to slide into position quickly, but get a smoother and longer blending for upperbody. Now I can see only one way - duplicating the same animation and blending upper and lower body separately

short plover
novel berry
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How can I make a smooth transition between two animated blueprints

mellow urchin
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hey im trying to set up a transition rule for "jump start" but i cant quiet figure out how to do that.
im doing a tutorial series on the ue4 yt channel but he does something that doesnt make sense in my eyes.
he playes the "jump start"->"when falling"
so basically he the character ingame jumps, befor the animation is jumping.
so i need somewhat of a rule that allows me to play that animations befor the character is actually in air.

velvet vault
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Hey all. So I followed Unreal's live stream tutorial for turning in place ("Getting the Animation You Want"). Works great. I followed step by step with Jay and used it for my TPS. Only goofy thing that happens is when I look up or down and turn at the same time. Anyone know a good work around for that? I think it has something to do with the aim offset needing to use the RootYawOffset float variable he uses, however if I dont use it then the aim offset wont turn his torso at all

swift blaze
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Hi All

I've made an animation in 3ds max of my camera - a camera tour of a shop. When I import this using datasmith into Unreal I go to my imported folder in Content then animations and then Doubleclick the animation icon. Then it opens up in Sequencer and the camera is animated and plays perfectly in the pilotview. But when I hit the Play PIE button in the Editor it takes me outside what I think is the environment sphere, the same happends when I try to save the movie in the sequence window.

What do I do wrong here?

austere light
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Does anyone know what would cause an Animation Blueprint's state machine to not run at all? It runs fine if the character is controlled by a player, but if I place the character in the world and either have no controller at all, or an AI controller, then they just t-pose and the state machine is completely inactive

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This is in 4.24.1

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It didn't happen in previous versions, I was able to place the character in the world and it would just stand idle with the state machine running

austere light
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Ok never mind, I figured it out. I forgot that the Anim Graph is worked backwards from the final output pose back to the start of the chain (in this case my state machine). My character for some reason is lacking a reference needed which meant the chain was broken before it got back to the state machine

safe wagon
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why is it that my downloaded animations only work for 1 mesh each

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which is the standard character mesh that they came with

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I'd like to apply animation 1 to character mesh 2

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but it doesn't play the animation

safe wagon
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send a ping if you know why

austere light
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Quick question: if I check the box for a skeletal mesh component to "Render as Static" for optimisation purposes, why do LODs stop working? If this box is checked then it is locked at LOD0 no matter how small it is on screen

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Is there a setting to allow LODs to continue to function when a skeletal mesh component is set to "Render as Static"?

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@safe wagon Are both character meshes using the same skeleton?

molten jewel
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Are you referring to create static mesh button @austere light ?

safe wagon
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@austere light is there a difference between character mesh and skeleton mesh? If I change the skeleton mesh the visuals change as well

nimble hatch
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by random chance has anyone here used the free mocap basics pack from the marketplace and can tell me the proper walk speed on a character for the walk animation to not have feet sliding?

spiral cloak
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Quick question on Pose Snapshots - Obviously I can save pose snapshots to use in my anim bp (I've just briefly looked through the Live Training video).

Is it possible for me to save a pose on 1 Skeletal mesh component on Actor A (With a "complex" anim graph) and then load it on another Skeletal mesh comp on Actor B (same skeleton and mesh asset, but with a "simple" anim graph purely for the purpose of that posing in that snapshot)

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Seems those snapshots are saved internally, so perhaps I'll have to write a quick function to copy that data between Actor A and Actor B and manually apply it to the bones of Actor B's Skeletal mesh?

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I did a similar thing about 4 or 5 years ago, but wondering whether there are new functions available that I've missed whilst looking about

austere light
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@molten jewel

No. In the weapon blueprint I have a skeletal mesh component with the weapon parts rigged so they can move for reloading etc.

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However I want a very high player count and found that bone transforms on the weapons were surprisingly high even when not being animated

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So I found the checkbox for "Render as Static", with the idea that when I want to play an animation I just unset it and then set it back when the animation finishes

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As an optimization

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But for some reason, checking this box prevents the LOD system working, so the mesh in the characters hand is always LOD0 even when they're just a tiny speck on the horizon

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@safe wagon

Nah the character mesh is the same thing as a skeletal mesh. Basically, animations are tied to a single skeleton, so if animation A uses skeleton A and Animation B uses skeleton B then you wont be able to play them interchangeably

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If both skeletons are the same, then try reimporting Animation B but import it against Skeleton A in the import menu rather than letting it generate a new skeleton

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Alternatively you can duplicate and retarget one animation to the other skeleton, so you end up with two copies of the animation: one for Skeleton A and one for Skeleton B

scenic dagger
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Hi, anyone have any idea how the AnimBP calculates Curve values?

If I have a lot of animations running at the same time, how does it know to take the curve value from which animation? Is there any way to control which animation it takes from?

safe wagon
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@austere light That's funny. Unity has a new type of animation called "Mecanim" that works for any character model.

scenic dagger
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@safe wagon one thing i really missed about using unity was its mechanim system 😦 so much easier to get animations

mighty ore
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hey, I'm looking at default ue4 mannequin movement setup. I decided to make the mannequin walk instead of running, unless I hold shift. However I noticed one thing I'm not sure how to fix

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which is the amount of speed the movement component gets from input when you hold two directions at once

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if I hold W, he walks slower than he does when I hold W+A, for example

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so I'd have to "normalize" the red vectors somehow

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(I guess?)

molten jewel
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mecanim is ancient and i think they call it something else now

stiff raptor
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Anyhow know how to create a sequence in one map local to 0,0,0 world space, and then in another map play that sequence at a different location but all actors in the sequence move relative?

I tried setting the transform on the sequence player but that did't do it, even with actors having relative transform tracks and a key at the start.

Do I need to attach all the actors to a single one and then in level script move that parent actor, or is there a more elegant solution?

foggy wharf
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Hey, I'm sorry if this has been asked.

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How do I make a character (or object) with simple accessories? What I mean is, lets say I have a guy with a keychain or something similar hanging from his clothes

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I want it to be animated to a degree. Is it something I do in blender or unreal?

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I tried a lot with soft body physics, lattices etc, and it's just not working for me.

molten jewel
gusty sun
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Hey got a question shouldn't this pole vector be lined up going toward the knee ctrl? When i hit pole vector it keeps going upward at an angle. It works just fine with the animation and such but i am just trying to make sure it's not going to be a problem later on.

foggy wharf
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@molten jewel thanks I will check it out

molten jewel
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I got the link from @restive yew assume it has everything you'll need in it. The keychain movement though, this may need to be a separate skeletal mesh if it can't be clothed.

the water bottle here is all cloth somehow. https://www.youtube.com/watch?v=8E8CGuWlTw4 I don't understand it. But you can use cloth to do rigid stuff some how.

velvet vault
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Gonna try again lol
So I followed Unreal's live stream tutorial for turning in place ("Getting the Animation You Want"). Works great. I followed step by step with Jay and used it for my TPS. Only goofy thing that happens is when I look up at the same time the character bends forward. If I look down and turn he leans back. Anyone know a good work around for that? I think it has something to do with the aim offsets horizontal angle needing to use the RootYawOffset float variable he uses, however if I dont use it then the aim offset wont turn his torso at all

molten jewel
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anim graph would help moussetticus

molten jewel
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well

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that *-1 is breaking fast path for you

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so thats the first thing you should fix cause its really important

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but i think the aim issue is just a matter of blending problems

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if you move the rotate root node to be after the aim node is there any difference?

velvet vault
foggy wharf
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@molten jewel it looks very complex. I don't know if I'm advanced enough yet 😛 but I will read it through

velvet vault
molten jewel
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hmm interesting moussetticus

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in the first one, is the problem resolved with the rolling?

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i can see that it studders

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but does it not do the weird hunch over thing?

velvet vault
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it seems like it, yes

molten jewel
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yeah that is gone?

velvet vault
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correct. but the stuttering and repeated turning is the new hurdle lol

molten jewel
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what is the purpose of that cached pose

velvet vault
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nothing really I guess lol. I think I made it when I was testing something and it just got left over

molten jewel
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likely not hurting anything but just wondering if your using it somewhere else. don't think thats possible

velvet vault
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naw naw, what you see is whats there

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I went ahead and deleted the cached pose nodes

molten jewel
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these too are breaking fast path. you need to move the logic to a new variable and set with a sequence node at the front

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but not causing the issue

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just will make your game run bad

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have a feeling though

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well,

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one sec gonna look at event graph

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is this intentional?

velvet vault
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irrelevant. was gonna see if offsetting the pitch like I did with yaw might fix. did nothing

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pretend that junk istn there

molten jewel
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hm yeah, I dunno enough about aim offset which is why i didn't say something the first time. But from that test of saving the root offset for last its possible that it uses componetn space some how

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so you might have to rework that offset code for turning with whatever range its at now

velvet vault
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yea...I just dont know enough about working with anim blueprints to really know what I'm doing confidently :/
May just have to scrap turning in place altogether

molten jewel
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would really recommend moving those get curve values to run in post animation update instead as well. though i don't really think its ideal how they are used in general

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well

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fast path is something you should keep an eye on as you go. Its not related to the issue your having but if you just move all at boolean logic to a sequence then 1 at the start you will have animation multi threaded.

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I can't really see the part where the root orientation is used for the setting of turn importance

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hm actually

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this part

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that subtraction is likely whats giving you crud

velvet vault
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do you think a delta would be better? I think thats basically what its being used as?

molten jewel
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eh actually swap the two vars to the first subtract

inner ibex
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anyone know how to use time stretch curves? I added a curve named "MontageTimeStretchCurve", and it edits the marker values but doesn't change the anim

velvet vault
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@molten jewel kind of the same thing as before happened. It doesnt seem to mind when I turn either left or right for the first time, but when I go the opposite direction for the first time it freaks out and repeats the animation - constantly resetting RootYawOffset to -180 and adjusting down

molten jewel
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ah yeah

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lemme refactor that a bit

velvet vault
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it just donned on me - and idk how much this impacts anything. but in the ThirdPersonCharacter blueprint I have it so that when you press RMB, it sets Use Controller Rotation yaw to T and Orient Rotation to Movement (Character Movement component) to F. And then when you release RMB it sets them to the opposite

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but wanted to let you know that was going on as well

molten jewel
velvet vault
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Last Yaw being the same as Yaw Last Tick and New Yaw is the same as Yaw?

molten jewel
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yeah didn't save the old bp

velvet vault
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kk just wanted to make sure lol - didnt wanna assume on that one

molten jewel
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may need to flip them if it seems reverse

reef agate
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Hey all, what's the easiest way to record an anim graph output pose to a simple animation asset in your content browser?

molten jewel
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the recorder

reef agate
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i'm looking into the take recorder, but it doesn't specifically mention i can save those takes as animation assets (I haven't activated the plugin yet). Is that what it does?

molten jewel
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its part of what it does

reef agate
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ok cool! i was worried you could only use those recordings in sequencer

molten jewel
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like it'll make animations out of the anim graph

reef agate
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i can load those animations back into an anim graph if i want ya?

molten jewel
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I've not tried to use them outside of sequencer, but they appear to be just normal animation files

reef agate
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ya that's my worry...

molten jewel
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would have to try I suppose

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I'm not sure about the world space of them or not

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if i had to guess it probably records in component space

velvet vault
reef agate
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which space do i want ideally? component or world for putting back into anim graph?

molten jewel
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what are those values moussetticus, printing to the screen

velvet vault
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RootYawOffset

molten jewel
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could you print the change var

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or

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yeah i guess the change var

velvet vault
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Just curious
It seems like we can have it one way but not the other: AimOffset bends over, but character turns in place. Or characters turn in place breaks, but AimOffset works properly. What if we had basically 2 versions of the RootYawOffset variable but one meant for the AimOffset's yaw rotation and the other for everything else? You can tell me if thats a bad idea lol

molten jewel
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it sounds like it could work

velvet vault
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hmmm...then again I guess I already tried that by plugging the regular AxisTurn value into the AimOffset's yaw...though it didnt have any other math going on behind it to correct for anything

molten jewel
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I'm a bit tired and loopy heh but i couldn't see any huge numbers pop up in that print out

velvet vault
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fair enough man. thank you SO much for spending this amount of time with me though. Really appreciate it

molten jewel
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yeah, just keep an eye on what variables are doing as you turn. set the character to the preview actor

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you'll figure it out im' sure now that the aim stuff seems okay

velvet vault
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IF (God willing) this can get solved, I'll be sure to share the knowledge with everyone.

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@molten jewel Oh my god...wtf
I think I got it (cross your fingers)
So you know how earlier I posted the event graph? Well before I shared it I deleted superfluous nodes that werent doing anything and only cluttered up being able to read it.
I must have accidentally deleted the rerout node going from the false statement on the Branch just before to the reset on the DoOnce

molten jewel
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they crossed

velvet vault
molten jewel
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it works though?

velvet vault
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It seems the only thing that needed re-ordered was what you mentioned earlier: put the Rotate Root Bone node after the AimOffset

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everything else is still the same! @____@

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Still...

molten jewel
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yay turning

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looks good

velvet vault
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now to tackle 180 turns when looking right behind you and going into aim mode

molten jewel
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for the players sake, do fix those fast path / lighting bolts hah

velvet vault
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lol of course of course. gonna tackle those right now

solar pasture
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Hey guys, I'm wondering how do you animate basic transformation/rotation/scale whatever on a basic object within UE4?
I cannot find this anywhere and there's only blueprint tutorial for this.
And I don't believe such simple task need to be done in very complex way involving nodes and such.
While in unity for comparison, I can select an object, then open up the animation window, add the parameter and start animating within the viewport immediately.

solar pasture
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I found "animation editor" on the manual but can't find it anywhere within 4.24.1

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I just don't believe doing simple task like say, moving a cube back and forth requires blueprint for it. My second guess is sequencer but still its intended for cinematics not for simple animation like this

mellow urchin
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is there a reason why transition rules sometimes dont appear?

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in the animation blueprints

solar pasture
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After looking around, I conclude that the only way to animate such simple animation is to animate it through sequencer and load it via blueprint to attach it to the object. I haven't found anything else.
The manual mention if I want to load a mesh animation I should load it via animation sequencer. Is there any other sequence editor other than level and master sequencer?
Pardon for all the question, I'm struggling to grasp how UE4 handles animation. Which is soo simple in unity but seems like ridiculous amount of tools and steps are required in UE4 for animating say box moving left.
I kinda understand why epic do this though, it's so that there's no duplicate tools which can be harder to maintain. Thus they are removing overlapping tools such as the now defunct matinee.

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yet the silly thing is, animating skeletal animations in UE4 is much simple and have shit tons of tutorials out there, but none explain how to move a simple mesh

scarlet spade
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any1 know how to set up a transition for when a player suddenly stops? Like if the player is sprinting and lets go of all movement

shut kraken
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What's the approach for a shared skeleton with some bones not being used? say I wanted to have one skeleton for all characters, but some characters have animated hair, would the best approach just be to have all animations have the hair movement in it, and just only parent things to those bones for the characters that care about it?

grizzled basin
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how can I open two blendspaces at once? Like if I want to compare them. When ever you open an animation asset it just replaces the one that's already open

simple star
#

? the enumerator has two options :/

#

please @ me if you know

small arch
simple star
#

I'm assuming it's how many bones would blend from the named one ? @small arch

small arch
#

It doesn't seems so, the layered blend works correctly when Blend Depth is set to 0 and to 1, if I set it a higher value than 1 then the animation gradually get's more stiff @simple star

#

It's interesting because the default value is 0 while the documentation says to set it to 1

#

And on top of that you can set it to any number, it's a signed integer

simple star
#

the ways of the engine are full of mysteries

hoary juniper
#

Hey wanted to ask how to fix mixamo character root bone that i could use root motion?

dawn salmon
#

has anyone gotten the femmequin to work?

molten jewel
#

whats a femmequin?

#

@simple star nah don't do that comparison

#

idk why that enum blend isn't working though tbh

#

you'd be better off using a switch on byte, or int (is this a thing?)

#

or any enum that does work

#

@shut kraken so skeleton files have all the bones possible between meshes in them.

#

meshes using the skeleton file may only supply a subset of those in the skeleton file

#

that is completely an okay thing to do

#

however

#

you can't skip a parent in the mesh of the hierarchy

#

if hand_r exists in the mesh, the arm, clav, spine, pelvis must all be there as well

#

also

#

non-deform bones must exist on a per mesh basis as well

#

so if you use ik bones, yes they must be exported with the mesh for them to work. the skeleton file is more or less just a directory of hierarchy.

#

skeleton file also has no pose information at-all

#

mesh holds ref pose

dawn salmon
#

@molten jewel someone made a female version of the MANnequin, and it got endorsed officially by Epic (or at least tweeted officially), but it's only blender files and not a UE4 package

#

if you want to grab it

shut kraken
#

@molten jewel Intredasting... So modeling in Blender I'd use a different skeleton for each distinct layout, but point all meshes at the same UE4 skeleton? And assuming I did my homework and common bones are the same, it should just work?

molten jewel
#

ye skeleton files are just names and hierarchy

#

so long as you get it right on each mesh they will remain compatibe

#

you have to set bones that shouldn't translate to skeleton retargeting mode in skeleton then they'll mostly work

shut kraken
#

Is there a recommended Blender rig floating around? I'm messing with Rigify and I've got it to work but I wonder if there's a better setup. I'm doing all custom animations so I don't necessarily need comparability with the mannequin. I just don't want to repeat the same mistake that I did the last time I was messing with skeletal animation, that is, I did about 40 hours of animation just to find out that I had two spine chains lul.

urban gate
#

@shut kraken take a look at the Mr Mannequin Tools

#
dawn salmon
#

lol

#

literally just posted that

molten jewel
#

@shut kraken as you may have found maya does not enforce y forward bones like blender

#

theres no right or wrong way to go with skeleton

#

but if sharing animations, they all need similar bone orientation

hoary juniper
#

So noone can help me with Mixamo model root bone problem?

molten jewel
#

ReDobis

#

I know the issue your speaking of

#

it treats the root bone like the pelvis

#

short answer is, you need to clean them up

#

long answer is, if you rename your bones to match mixamo's official names, add leaf bones for finger tips with mixamo names

#

you'll get better results

#

but you'll still need cleanup, and will have to constraint back to your original naming convention

#

I don't know enough about animation modifiers in ue4 to say with certainty @hoary juniper but it may be possible to fix with those.

#

you would have to multiply the pelvis transform keys by the root transform keys, then clear the root transform keys

#

and that would break root motion iirc

hoary juniper
#

not much understood, but sounds like it takes some time

molten jewel
#

yea, no real quick fix that i am aware of.

hoary juniper
#

is there any free character model making and using free animations?

#

I know Fuse is free but thats is mixamo so same problem with root bone

pulsar torrent
#

so i was wondering is there anyway to check if a character is jumping in animation blueprints?

#

i am currently using get velocity and then velocity flat to check if my player is walking

#

ive tried using break vector and then only checking if the z velocity is above 1 and as far as i can tell that works kinda but if you move to fast it will think your jumping

#

well actually ive found just testing the z velocity works pretty well as it shows the animation when you fall too

grizzled basin
#

What's the best way to share animation blueprints between 2 meshes that share a skeleton, but have different proportions? Is there some way to make adjustments to an animation based on the skeleton?

shut kraken
#

@pulsar torrent there should be a variable on the character or character movement component representing if you're falling or not.

pulsar torrent
#

how would i reference that in the anim bp?

#

@shut kraken

shut kraken
#

@pulsar torrent Look at how the 3rd person template does it.

pulsar torrent
#

ok i will look into that thank you 😄

shut kraken
#

What would be the approach for really simple mesh transforms driven by game data? Like this engine for instance, if I wanted to link the throttle plates to the throttle variable, how would you guys do it? I plan on having a ton of little things like that, with almost none of them being the same between parts. Would you make 2 bone armatures for everything?

molten lodge
#

guys - perhaps this sounds dumb. But how should I approach the creation of an animation Blueprint?

#

would I start by scoping what I want it to support (e.g. movement and attacks) , or? Any tips? Kinda new to this 🙂

misty dagger
#

@molten lodge I would probably start looking at the free assets, such as the animation blueprints in Action RPG template, and/or Paragon characters, there are plenty of examples there to give you an idea 🙂

small arch
#

@molten lodge Take a look at some already made assets like the ThirdPersonCharacter, that's a good starting point to understand how to structure your AnimBP, also open UE4's documentation on the animation graph, it's very well made and you're gonna be using it a lot to understand what differed nodes do.
Start with a state machine and don't be afraid to make mistakes and redo the whole thing as you understand how things work

molten lodge
#

Thanks guys

#

Reckon I've made a little progress so far 🙂 the mid-air animation can differentiate between an intentional jump or a free-fall

#

now to add more features as I go

#

the thing that worries me the most right now is stuff like attacks etc....

I guess I can make a state for attacking - but say I wanted different weapons (bare fists vs a bat) - I'm not quite sure how I'd pick which anim to play

misty dagger
#

one sec

molten lodge
#

yeah that's something like what I had in mind

#

though "dual weapon" could be the same type but with different attacks

#

e.g. one slash at a time vs both at once

small arch
#

@misty dagger do you use the layered blend per bone node for the attacks?

misty dagger
molten lodge
#

OOoo

#

😮 time to read...

misty dagger
#

@small arch Animation is not really my thing, I was just giving it as an example , currently obsolete, of handling different weapons 🙂

small arch
#

So you use a LinkedAnimBP is each state? Or am I missing something?

#

@misty dagger

misty dagger
#

@small arch In my project I'm still doing it the old way, I just pointed out LinkedAnimBP the new modern way, I don't have an answer for your question 🙂

small arch
#

I see, thanks

simple star
#

Does anyone know why my ragdoll is acting in this way after applying some bone corrections? NSFW link !!! : (https: //i.imgur.com/4W4zHlE.mp4) NSFW link !!!

#

each value is set to 000 in but gets calculated at begin play.
if I remove the corrections everything works fine but the characters lose their diversity
please @ me if you know anything
if I avoid the adjustments it works NSFW link !!! (https: //i.imgur.com/9xl5Mna.mp4) NSFW link !!!

#

it appears that the ragdoll is reading the initial values and not the updated ones
I've manually changed them before begin play and I get better results but the mesh ragdolls always at the same values no matter the character height etc

#

this is a sample of the updates I apply, the values are set to 000 but then updated at begin play

#

everything works but ragdolling revert to the initial 000 values

#

please @ me if you know anything that could help

small arch
#

That first link hilarious

simple star
#

I don't think that would help... Maybe I don't understand the node .... does it apply a rotation to the bone ?

misty dagger
#

whats up with the control rig plugin? The documentation is completely worthless and it works completely different than in the videos and documentation.

#

it crashes half the time and doesnt show the expected nodes to work with the other half

#

anyone constructively been using it in 4.23/24 ?

small arch
#

@simple star basically it allows you to only rotate a parent bone without affecting it's children if you set the multiplier to -1

#

might help

swift blaze
#

My playrate in sequencer does not affect my render movie output, any solution to this?

noble lichen
#

Is it possible to save a pose asset of a character at any given time via Blueprints while simulating or playing in editor?

molten lodge
#

another stupid Q from yours truly

#

what exactly is Blend Depth?

#

when using Layered Blend Per Bone node

simple star
#

how do you stop an animation blueprint from updating ?

molten jewel
#

thats a good question, perhaps if you deactivate the skeletal mesh component? I'm not real sure

molten lodge
#

wouldn't that force the model into a t pose

molten jewel
#

i really don't know tbh

grave drift
#

Hey. I'm not an animator, so I bought a horse mounting animation from the marketplace. I've asked the creator for help, but he's uncertain of what's the issue. So:

#

I'm working on a horse riding system. The player mounts the horse, but since the animation is rigged off the origin off the horse itself, the player has to be teleported to the origin of the horse (inside it) prior to running the mounting animation, which looks bad and hacky. I've tried enabling Root motion, but it's not a RM animation. Any suggestions on what I can do? Currently as it is, the animations aren't game-ready...

shut kraken
#

@molten lodge I've had good luck by having my ability and weapon animations and locomotion animations be separate. The ability or the weapon tells the character which animation montage to play. The animation montages are in slots so I have a slot for the top half of the body and a slot for the bottom half of the body.

molten lodge
#

Oh boy - this is getting confusing fast

wicked wind
#

whats up gang
got some real ass rigging issues that google isn't being helpful with
got a relatively complicated rig in maya with a lot of locators that when I import to unreal just does not work
the skeleton structure and locators import, but when i move the bones in the skeleton viewer, the geo does not follow, despite being skinned just fine in maya
maybe im just missing a tickbox somewhere but i'm super confused. if anyone's well versed in this stuff i'd mega appreciate it

mellow urchin
#

okey im confuseld a lil bit here.
iv exported my skeleton exactly like a ue4 skeleton. ik seem to be fine and what not. but in persona, when moving the ik´s for the mannequin it moves the whole leg (like it should)
but for my skeleton the ik´s dont move the bones it should move. do i need to set this up in ue4 or something?
ooooooooooooh
do i need to setup the ik´s in the blueprints?

molten lodge
#

I think so, yes

pulsar torrent
#

Ok so is there a way I could use the same animation blueprint for different characters?

misty dagger
#

im trying to get it to where if i reload, my player will stop shooting.

#

but when ever i reload...my character only plays the animation once and the animation is always set to the end.

#

is there a way to call my animation to reset themselves as soon as it ends?

pulsar torrent
#

my gosh this discords useless sometimes lol

urban gate
#

@pulsar torrent You can use an animation blueprint for any number of characters (as long as they share a skeleton and any variables that the animbp depends on)

pulsar torrent
#

So they all have to be the same exact model?

#

I tried retargeting but that didn’t find my other model

urban gate
#

@pulsar torrent not the same model but the skeletal mesh has to share a skeleton

pulsar torrent
#

Well I’ve gotten all my models from mixamo so I’d assume they’re all the same

dry gust
#

hello is there a good way how to multiply additive animation values? so I dont have to add it 3 times? seems like it might ruin performance doing this way

sudden sedge
#

@dry gust what are you trying to do with 3 additives?

dry gust
#

I animated additive animation but I need it to be more extreme

#

at first I thought I will animate it at average strength so later I will boost alpha to 3

#

but its clampled at 1

sudden sedge
#

Could you edit the animation itself to make it more extreme?

dry gust
#

thats what I did at the end

molten jewel
#

@dry gust use a cache pose node

#

All the options are hacky but at least with one additive connected to a cache pose, using that cache pose 3 times should be way less going on

#

(And always identical timing)

reef agate
#

Does anyone know/use Modify Curve in the anim graph? I'm wondering if Remap Curve mode is just a map range clamped/unclamped or what?

molten jewel
#

I’ve only used it to set, I’m not sure about remap

reef agate
#

@molten jewel where would i find the c++ for that modify curve node to try and find out?

molten jewel
#

It’s in animnoderuntime module

#

AnimNode_ModifyCurve Likely

reef agate
#

happen to have a file path you could share?

#

C:\Program Files\Epic Games\UE_4.24\Engine\Source\Runtime\AnimGraphRuntime\Private\AnimNodes

#

think i got it

frigid drum
#

Hey, i have two sections on an Animation Montage that has a pop between them, before i fix it in blender im wondering if i could blend the two sections, searching on google apparently its not possible without some workaround.
Anyone knows if its possible?

strange echo
#

I'm still getting the "Imported bone transform is different from original" error. Happened for my last three skeletal meshes. Otherwise, there is no error

#

I'm unsure of the cause because the documentation that the error links to doesn't include the error itself

simple trout
reef agate
#

Does anyone know ModifyCurve AnimBP nodes remap curve mode? I'm trying understand if it's the same as MapRangeClamped or if it's doing something else?

molten jewel
#

@simple trout bone groups i think is the way you color bones. getting box shaped bones like that is something you do with shapes. you define shapes in pose mode on the bone settings (you first make a mesh in the scene, hide it to a widget layer, then select it for the shape).
Its not really a ue4 question though, and some of my terminology may be off.

#

@reef agate since your looking at the node, you could recreate it on your own to do what you need. It requires that you have an editor module for the graph type to go though

#

every anim node has its struct and its graph node type

#

struct goes to a runtime module and graph type to an editor module. you just stick the struct in the graph type as a member named Node and everything just works

reef agate
#

Is there a doc i could check out to better understand what you mean by editor module?

molten jewel
#

I wish

#

mm maybe one sec

reef agate
#

my tentative goal is basically to do what that RemapCurve function is doing except in the "Event Graph" instead of in an AnimBP

#

doing this in a c++ version and a BP version

#

I'm not understanding if there is any benefit to my using ModifyCurve in the Anim Graph rather than outside of it

#

Maybe ModifyCurve runs on the animation thread instead of the main thread or?

#

So if ReMap Curve is simply a MapRangeClamped(), then i can just do that outside of the AnimGraph

#

but if it's more than that I need to know : )

molten jewel
#

thing people struggle with is the event graph does not know anything about the pose being made

#

so its not just that anim nodes run on a seperate thread

#

but they deal with the actual connecting poses

#

so if you wanted to modify the curve that generates from an animation further down the line of the connections in animgraph

reef agate
#

The variable whose value i'm modifying will still ultimately go into a ModifyCurve node set to blend 1.0f to connect to the Output pose so I'm all good there

molten jewel
#

you can't do that in event graph without a frame of latency

reef agate
#

but now i have three modifycurve anim nodes, one for the raw data, another for WMA and another for remap curve

#

so it's just kinda ugly. If I could move WMA and Remap curve to event graph then i could reduce the anim graph to just one modify curve

#

second and third ModifyCurve is Weighted Moving Average and Remap Curve

molten jewel
reef agate
#

my idea to summarize is just to move the WMA algorithm and Remap Curve outside the anim graph so that I'm applying WMA and the RemapCurve (MapRangeClamped) to the raw data before it hits the single Anim Graph ModifyCurve node and connects to the output pose

molten jewel
#

considering to make a custom node is really what you should be doing imo. The event graph isn't even an option for this stuff unless your literally setting curve values in and not modifying them

reef agate
#

Does that make sense?

molten jewel
#

just keep in mind the event graph is slow in that it runs on the game thread

#

but its not the reason you use anim graph
(you have to use anim graph to deal with the actual poses)

reef agate
#

Ya I'd love to make a custom node

#

I don't see how i'd be a frame behind with my idea though

#

I'm just applying some math to each incoming float: WMA and MapRangeClamped, then feeding that into the anim graph through a modify curve node

molten jewel
#

if its entirely independant of the pose or curves on animations then your fine

#

if it relys on curves set in the last frames animation, the calculations will be a frame late

#

but yeah if its completely unrelated to the previous frame then no issues at all

reef agate
#

ya I think it's totally unrelated. I basically take a snapshot at the current frame of the curves current value using GetCurveValue() and I would feed that as a static value into Map Range Clamped. So It doesn't rely on the curves set in the last frames animation at all (I think)

molten jewel
#

yeah that would be a frame late then

restive yew
#

I thought all animations are a frame late?

reef agate
#

How so? I feed that snapshot into the InRangeA

molten jewel
#

[entire event graph update] [entire anim graph update] [entire event graph post update]

#

if your deal with stuff in event graph update, your dealing with stuff the anim graph churned out the prior frame

#

to update hte upcoming one

#

when your in a node

reef agate
#

Oh well if the snapshot is one frame earlier than the current value that's totally fine

molten jewel
#

you are dealing with the actual current frame values

reef agate
#

it's just a snapshot of a set of values for calibration purposes

molten jewel
#

yeah, i mean good enough is what it is, but would still recommend considering to make an anim node to do it because it would alleviate event graph work and also be the only way to use currently evaluated curves before they are modified by you

reef agate
#

So let's say my jaw closed (facial animation) reads from my hardware sensor to be 0.1f. I need it to be 0.0f so I take a snapshot of the 0.1f then i put it into a MapRangeClamped() InRangeA so that I get a proper 0.0f

molten jewel
#

and its true High Tide that theres always latency with the calculation

#

but framewise, i mean the one being output

#

it sounds like you just want to evaluate a curve asset?

reef agate
#

I don't think so? I have a sensor on my phone reading my facial movements and sending corresponding floats between 0.0f to 1.0f into UE4

#

So no "assets" here to speak of

#

I'm feeding those floats into morph target curves through the anim bp

#

right now I calibrate and smooth the data in the anim graph using ModifyCurve. I'm just seriously considering moving the smoothing and calibration to c++ and/or event graph in bp

molten jewel
#

if you have a float curve asset for example that has a value of zero at 0.1

#

when you evaluate the curve at 0.1 it will return 0.0

#

if its that your modifying to a min and max read hardware level and remapping this way

#

yeah that wont be a frame late

reef agate
#

oh i've been wondering about that. Ya i'd like to know more about this... How could I dynamically change where that value of zero is though on the curve timeline?

molten jewel
#

I just meant if your using fbx animations to generate curves that your modifying your curves your shooting to the anim

#

you wouldn't use curves for dynamic changing of things afaik

reef agate
#

"if its that your modifying to a min and max read hardware level and remapping this way
yeah that wont be a frame late" ya so with modifycurve node for WMA and Calibration of course i'm not a frame late, but sorry to repeat here, but i'm thinking if i do the same math outside of the anim graph i also don't think i'll be a frame late as long as I'm not sampling the curve in real-time every update

#

which i'm not. I'm just trying to get clear on all this myself

molten jewel
#
struct FAdaptiveRange{
 float MinRead{1980.f},MaxRead{1980.f};
 float Remap(float Value) {
    const bool bMatched = MinRead == MaxRead;
    if(Value < MinRead){
        MinRead = Value;
        if(MaxRead == 1980.f && bMatched) { MaxRead = Value; return 0.f; }
    }else if(MaxRead < Value){
        MaxRead = Value;
        if(MinRead == 1980.f && bMatched) { MinRead = Value; return 0.f; }
    }else if(bMatched) { return 0.f; }
    return (Value - MinRead) / (MaxRead-MinRead);
    }
};```
#

something like that

reef agate
#

Is that the code for the remap mode on ModifyCurve?

molten jewel
#

you just make that struct somewhere and call Remap on it

#

whatever inputs you throw at it will make a range

#

0.0 to 1.0

reef agate
#

eep i'm a little confused but this is important.

#

Where is that originally declared?

molten jewel
#

it'd be a c++ thing you could translate it to blueprints probably though

reef agate
#

that's fine this project is c++

#

i'm just making a bp version for people who want it, but all i care about is c++

molten jewel
#

I did not trest that code and wrote it in discord to be clear lol

warm atlas
molten jewel
#

but it should work

#

what is the name of your armature in blender @warm atlas ?

warm atlas
#

armature?

#

I got this off of mixamo

molten jewel
#

hrm.

#

yeah

#

thats a problem

warm atlas
#

rip

molten jewel
#

ue4 wants animation tracks for each bone

#

so

#

option would be

#

bring that into something like blender and re-export

#

but tbh i've never had that issue with mixamo before

#

what version are you using?

reef agate
#

If I copy your struct into header it says value is undefined

warm atlas
molten jewel
#

ah my bad

#

capitalize Value

#

updated

warm atlas
#

the latest verision of ue4

molten jewel
#

@restive yew we have a new issue with fbx on 4.24.2 lol

#

help

warm atlas
reef agate
#

Ok that fixed. I'm in such a lack of understanding though about this cool thing you are suggesting. is FAdaptiveRange just a struct you made it up? Where is this Remap() function even coming from?

molten jewel
#

i wrote it right here yeah. it will return 0.f until it gets two unique values then it actively divides by the range it gets

warm atlas
molten jewel
#

would you upload the fbx?

warm atlas
#

with what settings?

#

uniform? non-uniform? or none?

molten jewel
#

ideally the one giving you this error.

warm atlas
#

all

molten jewel
#

like the same one, you are trying to import

warm atlas
#

I tried all 3

#

same exact error

molten jewel
#

any of these, if you could drop them onto discord

warm atlas
#

Most animations do this

restive yew
#

What

reef agate
#

the easiest thing for me to do p@t if you have an idea is to use MapRangeClamped() It does at least half of what I need which is exactly RemapCurve says it does. a ".5f in CurveValues makes 0.51 map to 0.02" isn't that exactly what MapRangedClamp() does?

#

My only concern is that that ReMap and MapRangedClamp() also reduce max value from my hardware sensor. So if the raw data is 0.1 to 0.9, after I Remap or MapRangeClamped() the mapped data output range would be like 0.0 to 0.8333 or something

#

i think i'm just wondering how to get that 0.0f on the min value but keep the max value where it originally was before mapping

#

god i hope that makes a lick of sense

molten jewel
#

very unfamiliar with remap curve

reef agate
#

cool. think i'll just have compare both ReMap to MapRangedClamp and see if they're identical : /

molten jewel
#

this fbx issue isn't a crash so thats good

warm atlas
#

That is good

#

Im gonna try some other animations

molten jewel
#

you are using the mannequin on mixamo.com? @warm atlas

restive yew
#

You can't create a new skeletal with that asset. Which is why they can't import

molten jewel
#

Thats kind of what i think too. I just tested it on both 4.24.1 and 4.24.2

restive yew
#

renaming root doesn't do anything

molten jewel
#

Yeah, @warm atlas you need to upload the mannequin or whatever character your using to mixamo. or if your using a mixamo character you have to import that to the project first

restive yew
#

found it

warm atlas
#

ok

restive yew
#

if needs a mesh parented to it for some reason

molten jewel
#

you got it to import?

restive yew
#

nvm a crash lol

molten jewel
#

🍿

restive yew
#

let me grab logs

molten jewel
#

maybe its that bug you already found the fix for?

restive yew
#

true

#

let me try that first

warm atlas
#

So

#

What file do I upload to mixamo?

#

Im using the mannequin

restive yew
#

wait

molten jewel
#

ignore what i said for now haha, it sounds like high tide is getting it. i was mistaken i think

warm atlas
#

Gotcha

restive yew
#

still crash

#

vs time

molten jewel
#

time to walk some stacks of calls

warm atlas
#

Is this unreal issue or is it just that these animations dont work with unreal?

molten jewel
#

editor shouldn't ever crash

warm atlas
#

Okay so its unreal issue

molten jewel
#

with exception of like, running out of memory

restive yew
molten jewel
#

i'd love a stack walk

warm atlas
#

stack wall?

restive yew
#

Looks like mixamo

warm atlas
restive yew
#

it's old and unsupported so I'm not surprise

warm atlas
#

Alas, where else can I get free animations?

molten jewel
restive yew
#

there is material on the mesh

molten jewel
#

your right

#

this is different.

#

it does not crash on 4.24.2

#

it does on 4.24.1, so its probably some additional fix

#

untitled.fbx

restive yew
#

that's the issue then?

warm atlas
#

im on 4.24.2

molten jewel
#

it wasn't the same issue but they fixed whatever it was

restive yew
#

Nah I mean for the crash

molten jewel
#

yeah i opened it up in blender crypto and its definitely not using mannequin bone set

warm atlas
#

Which means

#

I have to do that?

#

Would it be easier to just make the animation myself?

restive yew
#

you need to parent a mesh to the rig, export it, then import it like so [see picture], keep skeletal mesh as none, then for any future import, you set the New skeletal mesh it created as the skeletal mesh when importing

warm atlas
#

Umm

molten jewel
#

Yeah you need some mesh with the same hierarchy in your game if you want to use that animation file

restive yew
#

you were getting the error because you were using a skeletal mesh that doesn't match

warm atlas
#

Im downloading blender

molten jewel
#

so options would be: Download the mixamo character fbx you are using with the animation generated or upload the character fbx to mixamo to regenerate them

#

you just right click on the mannequin mesh and Asset Actions -> Export to get the fbx that you put on mixamo (iirc)

restive yew
#

That option will be better for you Crypto. Otherwise, you'll have to manually create vertex weight to the mesh

molten jewel
#

yeah

warm atlas
#

So uploading?

#

I am a newborn baby to animating.

molten jewel
#

sure, or downloading the character either of these

warm atlas
#

You said uploading was easier

restive yew
#

I wouldn't call this animation since 99% is done for you 😛

molten jewel
#

do you want the mixamo character or mannequin? I've asked a few times now haha

warm atlas
#

I'm sorry, I want the mannequin

molten jewel
#

okay, then yeah you must export the fbx from the mannequin mesh (pink file)

#

not purple

warm atlas
#

Mostly because I have someone making me skins

molten jewel
#

and then you send that to mixamo, create character or whatever, upload stuff.

restive yew
#

skins doesn't mean texture by the way 😛

warm atlas
#

They're making the pretty stuff on them

#

Im not sure of the technical term

restive yew
#

visual assets

molten jewel
#

"I have someone making me pretty stuff" is ideal

warm atlas
#

LOL

restive yew
#

sparklemen

warm atlas
#

Is the pinkish one it?

molten jewel
#

the first not purple one yeah

#

the pink

restive yew
#

going back to work, no more evil pings please 😛

warm atlas
#

Haha thanks 😛

#

erm, I right clicked on it but see no export options only import

warm atlas
#

Thank you guys a lot, I appreciate every bit of help 🙂

warm atlas
#

Any idea what this is?

obsidian current
#

Hello everyone. I wonder if someone can help me.
I have a problem regarding my stop moving state machine. My character is playing the stop animation only if i try to move (WSAD) while the stop animation would be playing. If i let go the keyboard she just snaps from walk/jog/run to idle, but if i try to move immediately after letting go the keyboard, them it plays the animation.

What is happening? Someone can lay me a hand with this?

warm atlas
#

Could someone assist me with some animation blueprints? I'm trying to learn the basics for it, just want to add a death animation when my character is supposed to die.

restive yew
#

Key word to search is Animation Montage

frank flame
#

Hey all! I'm running into a weird issue when applying physics to my clothing. Some of my capsules affect my cloth and others don't. Anyone know what causes this?

warm atlas
#

Okay so I got the unreal engine animations pack

#

It contains some additional animations for the mannequin, I also started on the sidescroller game so it has some animations already. Apparently this death animation wont play because it has different meshes? Not sure how to fix it tho, the meshes appear to be identical.

heavy needle
#

you have to retarget them if you have multiple mannequins.

warm atlas
#

I've been trying that, most of the options are greyed out

#

Getting no where with this

heavy needle
#

there are tutorials on youtube that will teach you how to use this.

misty dagger
#

@warm atlas You need that set, before animation retargeting 🙂 it took me forever to figure that out, it's been a requirement in more recent versions of unreal engine

warm atlas
#

I'll give it a try

#

Thank you

#

2 things

#

That was needed

#

I also had to rig both of my skeletons

#

Then I could see them to retarget the animation

#

Which plays woooooo

warm atlas
#

Could anyone tell me how I can edit an animation in Unreal?

amber merlin
#

@warm atlas i found this recently when I was wondering the same thing it's super old, though, so I dunno how useful it'll be. but maybe it can at least give you a start? https://youtu.be/tS5ljpLBvSU?t=460

Sr. Programmer Lina Halper and Lead Animator Jay Hosfelt joined us to talk about some of the awesome new animation features coming in 4.7, such as animation editing in the editor and recording from physics. Also, we kicked off the January game jam

[00:00] Intro
[00:32] News
...

▶ Play video
jolly osprey
#

I've recently made a new character and any animations I import are rotated -90 deg on X

#

setting import rotation to 90 on X fixes it but wondering why this pops up

#

the skeletal mesh itself is importing fine

warm atlas
#

Same issue here

torn tendon
#

Modifiers, export settings, etc. Things to check.

jolly osprey
#

skel mesh is fine - animation doesn't have extra export settings applied to it. using fbx 2013, tried 2018..2020. changing up axis from Y to Z makes no diff either.

#

(using maya)

molten jewel
#

if you look at mannequin

#

well hm, 90 on X?

jolly osprey
#

hmhm?

misty dagger
#

As far as I know, this is a Z versus Y Up, which is 3DS Max versus Maya. I don't think there is a solution except manually set the import rotation. I always accepted it as a fact of life, I didn't worry too much about it 😄

molten jewel
#

most characters face y in ref pose. including mannequin. it takes a 90 around z to get it to face forward

jolly osprey
#

in my youngen days I used to use humanIK as a rig and it's imported fine

molten jewel
#

X is weird though

warm atlas
#

Hey @molten jewel

#

Mind helping with a small issue?

jolly osprey
#

yupper, 90 on x

warm atlas
#

I got some animations from mixamo, they work great other than the fact that they have motion. I did force root lock, which stops their motion, however the rotation is off and changing the rotation does nothing.

jolly osprey
#

welcome to the rot club

warm atlas
#

Yay

molten jewel
#

hmm

#

this question just was asked recently

warm atlas
#

Okay so heres what I'm messing with

molten jewel
#

don't think there is a fix for this that doesn't involve using constraints in some 3d application

warm atlas
#

if I go to the hips (whole character) and rotate that

#

it changes it with force root lock

#

but that refuses to save

#

the transform rotation does nothing if root lock is on

molten jewel
#

hmm @dawn salmon may be able to help you on that one

warm atlas
#

I'm sure he is asleep at this point

molten jewel
#

There is a way to adjust animations in editor but I am not knowing of them

#

haha yeah

warm atlas
#

Mmm

#

Sucks because I had just figured out how to set animations and all

#

So I got my death animation working

#

then another wall

#

Well I suppose thats the game design world

molten jewel
#

you can rotate the root bone in the anim graph

warm atlas
#

root bone you say?

molten jewel
#

do you have an anim graph already?

warm atlas
#

Not sure what you mean

molten jewel
#

how are you playing the animations in game?

warm atlas
#

I'm not yet

#

Just previewing it

#

by double clicking it

molten jewel
#

start looking at tutorials then use this node to rotate it until cranz can help you out

warm atlas
#

Will do

jolly osprey
#

hmmm

#

this is on the skel mesh not the anim - wonder why it's set like that

#

@warm atlas btw that's the rot on the root bone - try changing it

warm atlas
#

Sadly it does not stay saved

molten jewel
#

is it possible that your mesh transform is janky again

#

separate from the armature

warm atlas
#

No errors

#

Im also pulling the skeleton from mixamo

molten jewel
#

or whatever happened with the scale thing @jolly osprey

#

yeah was speaking to glass there but

#

you should probably get into learning anim graph and ignore that rotation for now

warm atlas
#

I dont have anything that is like root

jolly osprey
#

topmost is root

warm atlas
#

so hips

jolly osprey
#

Hips in your case

warm atlas
#

I adjusted that

jolly osprey
#

that's a lot of bones btw

warm atlas
#

But alas no save

#

Every hand has a bone lol

jolly osprey
#

wdym no save?

warm atlas
#

and finger

#

Well I click save after adjusting the rotation

jolly osprey
#

the skel mesh won't save?

warm atlas
#

nope

#

Nothing in here saves, no rotations, nada

#

My zombie looks like he is running uphill lmao

#

It's just a normal run

jolly osprey
#

@molten jewel every single node in there has loc rot 0 and scale 1

#

I even wrote a MEL script (yuck) that makes sure joints are rotated 0 0 0 and scaled 1 1 1

molten jewel
#

shucks idk

#

not a importer setting off or something?

warm atlas
#

I think I found it

jolly osprey
#

I'll move on, not life threatening

warm atlas
#

This is so jank

jolly osprey
#

what was it

warm atlas
#

I cannot edit this

#

in the Physics

#

I can edit all others

#

I'm thinking this is reseting the transform

#

aka its like a default

jolly osprey
#

actually

#

I can confirm this

warm atlas
#

Hmm

jolly osprey
#

I haven't created a physx asset before but now that I did I can't change the rot either

warm atlas
#

Tbh I'm not sure

jolly osprey
#

bummerooski

#

try not creating a physics asset

warm atlas
#

Hmm

#

When importing I dont see an option to not create a physics asset

jolly osprey
warm atlas
#

ah i see it

#

sadly still does not work

#

It doesn't seem like a mesh issue

#

It's in the animation

#

So strange

jolly osprey
warm atlas
#

Interesting

#

Doesn't exactly provide a solution but at least I'm not alone in this

molten jewel
#

what direction do you intend they face?

warm atlas
#

I mean

#

It doesn't really matter

#

just upward

#

Like normal

molten jewel
#

they don't face upward without rotation?

warm atlas
#

My fault upward is poor choice of words

#

1 sec

#

Without force root

#

With force root

#

He is looking up way too much

#

His shoes aren't even touching the ground

#

So I need to adjust his rotation but it doesn't work via transform and doesn't save if I adjust the root bone.

molten jewel
#

i do think this problem is more complicated

#

you don't have a root bone

#

the hip is your root bone

warm atlas
#

Well none of maximo does

#

mixamo

molten jewel
#

so locking it is not good

warm atlas
#

Yeah.. I know

warm atlas
#

Hips are technically my root bone now

molten jewel
#

normally there is another bone above pelvis/hip

warm atlas
#

Which I see that in the animation

#

Also Ue4 root bone is normally at the bottom not the middle

molten jewel
#

were you not able to upload the mannequin to mixamo?

warm atlas
#

I can but it acts the same way

#

Also get an error

#

but this way I get no error

#

Maybe I should call this one a day and wait for @dawn salmon

#

@molten jewel Do you think High tide could help?

atomic narwhal
#

Critique please. Considering using this as a base for animation for a marketplace asset.

dawn salmon
#

@atomic narwhal #work-in-progress

mellow urchin
#

can i somehow see/edit animation keyframes in ue4?

#

not layer new on top

restive yew
#

No. The animation is baked when you export it. That being said, there may be a bridge tool to make importing animation updates more streamline.

simple trout
#

hey guys, i accidently parented something wrong and i realized too late, when i remove the constrain child of the arm gone in wrong positions, is it possible to remove this constrain but animation not being affected

#

Blender 2.81

restive yew
#

This isn’t a blender discord

hallow elm
bleak flume
#

Did you make sure that both skeletal meshes have the same pose before re-targeting

For example (T-Pose and T-Pose)

warm atlas
#

Still have an issue from last night, more or less importing an fbx from mixamo. When force root is on the animation looks like its off my 20 - 30 degrees. I've tried adjusting the transform but that does nothing and when I adjust the hips(root bone) it will not save. Also the skeleton looks fine, so does the mesh. Any help would be greatly appreciated.

#

@dawn salmon

#

Was told you might have an idea

grave forge
#

Hey guys, I'm trying to understand animation a bit more and got stuck on something strange while trying to apply a skeleton to a new mesh. Toggling animations seems to scale the character....anyone know why? It seems to scale the mesh to the skeleton, instead of the skeleton to the mesh.

heavy needle
#

you have to import all the animations with the same scale. on import options there is a set uniform scale. in this case you might have imported the mesh as 1 and the animation as 10 uniform scale.

grave forge
#

Can I still change that after the import @heavy needle ?

#

Or do I have to start from scratch? With a re-import

heavy needle
#

I actually dont know, but I dont think so. just delete and reimport it.

grave forge
#

Alright, thanks! 🙂

heavy needle
#

lol I think everyone made this mistake once.

#

on the left side in the animation

#

but I think you have to hit reimport after making this change

grave forge
#

Hmm

#

Import uniform is on 1

#

Mesh is also on 1

#

So that's not the issue then?

#

I do know that they are physically different sizes

#

Like, when I exported this from blender that rig was originally bigger

#

(and thus the animations that were generated for that rig expect a bigger skeleton?)

#

I thought retargeting was supposed to fix this

jolly osprey
#

I've read somewhere that anim graph nodes get compiled down to something faster than blueprint nodes - are they compiled straight to c++, skipping any sort of bp vm altogether?

#

that is, if I have anim graph node X would it be 0% faster to refactor it into a native c++ anim proxy, or is there still some non-negligible overhead b/c of anim graph -> c++ impedance?

#

in other words, does the fast path icon (the lightning bolt) mean that a (blueprint) vm is being skipped altogether?

#

hm are you even on blender? where did I get that from?... :D

#

oh yeah you've mentioned blender

#

so yeah, also make sure that you've applied transforms in blender prior to export

#

can mess things up if you didn't

#

@warm atlas if you're still at it and have blender you might want to look at this https://www.youtube.com/watch?v=AYlonUyPong

A tutorial showing how to get rootmotion animation from Mixamo into Unreal Engine 4 using Blender. We will first add a rootbone to a character from Mixamo and import it into UE4, then add a rootbone to an animation and move translation keyframes from the hips bone on the Mixa...

▶ Play video
#

it's for an older version of blender but iirc the instructions were sound

warm atlas
#

Ah yeah, might need to look at that

grave forge
#

@jolly osprey Wait, which settings panel is this? FBX Export?

#

(In Blender)

#

I'm actually using the unreal export plugin in Blender

jolly osprey
#

yes fbx export

grave forge
#

Hmm then maybe I have to do that somewhere else, apply the transforms.

#

I could just do this right?

#

On the mesh? Or the armature?

jolly osprey
#

yes

grave forge
#

asks question with two options

#

yes

#

😂

#

😄

jolly osprey
#

yes

#

I'm reading up on anim instances and anim instance proxies and an example epic gives is using public, blueprintreadwrite variables on the anim proxy

#

but then they're saying In general, the UAnimInstance should not be accessed or mutated from within AnimGraph nodes (Update/Evaluate calls) as these can be run on other threads. There are locking wrappers (GetProxyOnAnyThread and GetProxyOnGameThread ) that prevent access to the FAnimInstanceProxy while tasks are in-flight. The idea is that in the worst case, tasks wait for completion before data is allowed to be read from or written to in the proxy.

#

and they're also exposing the anim instance proxy as a blueprintreadonly variable

#

so... what gives?

#

so basically the only way to get to the proxy is via the anim instance but according to Epic you shouldn't be doing that since stuff might be in-flight

young urchin
#

I've asked about that before. Is it possible to test ABP events in the editor w/o BP?

grave forge
#

I applied the transforms @jolly osprey, on the mesh that is

#

It's now exponentially larger

#

Like, so big it can't even fit on the screen

#

Weird stuff...

#

Hmm. It seems to still be dependent on the animation blueprint I attach to it

#

Without preview animation/With preview animation

#

It's an interesting little problem this one 😂

young urchin
#

open your animation properties, and set the import scale there. then just press reimport

#

@grave forge ^

grave forge
#

I tried that just now but couldn't get it to work, I git reset --hard'ed and am now trying again

young urchin
#

keep in mind, skeleton mesh has scale and animation has scale...those are different things

shut kraken
#

I've found it's easiest to just set up your shit in Blender such that you have to do no fancy scaling on export or import.

grave forge
#

Yeah, that was the whole idea with the export plugin...

#

Didn't pan out it seems 😂

jolly osprey
#

what's the subtle difference between anim instance proxies' update and evaluate functions?

#

I get what evaluate is for - to update the anim graph

#

but why would I want to use update()?

#

is one or the other not multi-threaded?...

#

I'm pretty sure update() is, so...

#

I'm guessing update() is for doing arbitrary multi-threaded work on something other than the anim graph, i.e. doing work for the anim instance (which is never multi-threaded)

#

whereas evaluate() is the meat of an anim proxy i.e. the update of the anim graph itself

#

correct me if I'm wrong

grave forge
#

So I fucked up the rig, but it's indeed smaller with that reimport. Just gotta find the right scale then on the animation.

#

Weird though that I have to do this. Perhaps because I didn't apply transforms when I initially exported....

#

If I re-export all the animations, would that help too? So I don't have to set these things to different scales individually.

#

And thanks @young urchin, @jolly osprey, @heavy needle . You guys were right in the end 😄

jolly osprey
#

that's better

#

😇

naive otter
#

how can i change an animationspeed in the event graph? eg my character moves x=1.0 speed, moves y = 2.0 speed

#

x,y are movement speed

jolly osprey
#

@grave forge also, don't reimport animations too much - delete them and import from scratch since reimporting would sometimes mess the transform up e.g. rotation

grave forge
#

Yeah, lemme try that indeed.

misty dagger
#

what is better to animate in, maya or blender

grave forge
#

What the hell

jolly osprey
#

the fabled thinosaurus

grave forge
#

Any idea what is happening?

jolly osprey
#

clearly it's hungry

grave forge
#

This is an animation that I re-exported of that same skeleton, but after an apply transform

jolly osprey
#

any chance you have maya?

#

in case you do, you might want to try exporting everything to maya and just reexporting from there

#

might fix (some of) your issues

#

I had to do that for fracture animations b/c blender wouldn't export them right no matter what I did

grave forge
#

Nope, do not unfortunately

jolly osprey
#

did you make the mesh & animations in blender?

grave forge
#

Yeah

#

I think I'm gonna call it a day. I re-exported the skeletal mesh to fix the issue above, and now the animation doesn't even play anymore:

#

Every step of the way this is fighting me

#

That is, the animation that I also re-exported and (re-)imported does not play

jolly osprey
#

blender 2.81?

grave forge
#

Yes

jolly osprey
#

try 2.8 and/or 2.7xx

#

could always be a bug...

grave forge
#

Another export/re-import

#

Ghost in the machine I tell you

#

Now it's scaled properly, animates, but not all the bones are working 😂

jolly osprey
#

can't have your cake and eat it too

#

I'll stop being mildly helpful now.

#

🤓

grave forge
#

Hahahha

#

I think the apply transforms screwed up the animations. It looks weird in blender too now.

#

Yeah

#

Applying transform scale to the armature causes the animations to break

#

That to be expected?

jolly osprey
#

beats me

#

you don't have any unapplied modifiers on armature or mesh do you

grave forge
#

Only the armature modifier itself

#

Seems like I'm screwed and I have to stick to just re-importing the animation at a scale that matches my mesh

jolly osprey
#

that's old blender

#

try the blender discord maybe they've fixed it in 2.81

#

and someone there might know

#

not sure about your node setup but in maya at least I always put all the joints under a root joint so that I can scale everything up and down

#

maya 2020 also has something called offset parent matrix that lets you move/rotate/scale individual joints even post-animation so you can create different sized rigs and/or limbs and don't have to redo everything

#

blender might have something similar who knows

grave forge
#

I'll make a note of that, thanks! For now I'm just going with the workaround I think, too much of a headache already 😛

#

Progress!

#

She's correctly scaled, and is moving again.

jolly osprey
#

stepped on a bubble gum!

grave forge
#

The only thing is that the retargeting seems to cause the feet to get all screwey

#

Yeah, I'm not sure what's causing that. It's fine in Blender

#

Here it works, but that's not the set-up that the retargeting guide gives me

#

I tried this set-up, which causes the tearing feet.

jolly osprey
#

why are you retargeting the anim though?

jolly osprey
#

can't imagine it's to the epic skeleton

grave forge
#

I'm retargeting because I have a bigger and smaller dinosaur

vagrant sapphire
#

Hey guys. Can you help me? I have a problem with skeleton virtual bones. They cannot be found/disappeared when I test the build.

grave forge
#

I'm trying to make them re-use the same skeleton

jolly osprey
#

ah okay

buoyant narwhal
#

Does anyone know how to make two animations that end and start on the exact same pose not hitch? They shouldnt need blending, right? If i turn off all blending there is a hitch between them.