#animation

1 messages ยท Page 136 of 1

oak badger
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Okay listen ive taken enough of your time, thank you very very much for the help and effort and understanding you've given me

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Im going to ask him to export them as you said and ill just give it a go

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and try to set it up to work with a single animation rather than seperate

molten jewel
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No problem, yeah I think you'll be in much better shape dealing with pure animation for it all

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you wouldn't need ik for that

oak badger
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thank you very much for the help, ill give it a shot!

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Cheers!

acoustic escarp
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Hey all, I was hoping I could get some help with a joint transform issue I'm having. I already have a skeleton in engine and just want to update the fbx with the same joint hierarchy and mesh but with better skinning. As you can see the two fbx's at the top of the image have the left arms joints aligned perfectly, but once the old fbx is updated in ue4 the skeleton in the left arm (from the elbow down) gets offset. It has to have something to do with UE4 import because before that both skeletons are identical.
I hope someone can help me out, much appreciated

silent stirrup
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Anyone know a dirt simple way I can force the head of a character to not move with the idle animation?

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Like just lock the head.

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So the only time it moves is when I look around.

upbeat comet
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Hi, everyone! Hoping someone can point me in the right direction. I don't want to start down the wrong path. I've got two rigs, one is my character and the other is the gun. I've got them separate so that I can change the gun out but they're both in the same character blueprint and the guns will all use the same skeleton. Both are rigged and I'm no stranger to Maya. SO... The whole blueprint must move left and right, he must rotate the turret to aim at the pointer, shoot, and reload. Now I'm not sure where to start because there's now something the character needs to haul about...

upbeat comet
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Perhaps doing it as a modular character?

tender elk
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I am trying to setup foot IK for a paragon character, i am sure i am missing something but i don't seem to be able to move the bones

knotty stump
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Hey there - has anyone used RapidRig Modular in Maya and used rigs and animations in Unreal through that pipeline?
have some weird issues, that I am quite sure it needs the right retargeting - which we don't know that well. Someone around to help?

feral gale
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I got a slightly more advanced issue - I got physical animations running on a char but then I wanna lock his hand onto a weapon with 2 bone IK. I notice once the physical animations are on it doesnt match anymore, so it runs after the anims. Can I get the 2 bone IK to override the physical animations somehow?

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image example, the hand should fit the weapon but physical anims are offsetting it

sacred ledge
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hello, I imported a charater I saved as fbx, but when I click on animation tab, it's empty, why is that?

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theres no model moving there

upbeat comet
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@sacred ledge I'm not sure what your problem is exactly, but the method is you must import an FBX with its character and mesh as a skeleton. THEN you import another FBX with the animation on it ONTO the skeletal mesh you imported just before. I don't know if you can do it all in one go with one FBX.

junior berry
supple axle
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has anyone ported the ALS blueprints over onto C++ and is willing to share code? ๐Ÿ˜„

misty dagger
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Hey guys! Is there a free unreal engine mannequin rig which is properly rigged?

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And usable in Maya

bitter ginkgo
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I cant find where to set the max distance value, anyone who could point me in the right direction?

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is it just the paint value that represents distance?

floral sky
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I'm confused what a pose asset is suppose to be used for

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I thought it was like a "single frame" that you could weight or interp to, but I doesn't seem to work well in anim bps?

bronze osprey
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i used em in sequencer, and for retarget i think

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if u have an apose that isnt quite correct u can make a pose asset with moved bones and use that as base pose

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and there is more

gloomy tartan
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Hey guys, I just started using UE4 and I moved from Game Maker Studio 2, so I haven't really ever modeled or animated in a 3D space. Which software do you use for Modeling/Animation? And I looked into VRoid Studio for player models, would it work in the long run?

regal sage
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I use Blender for 3D. It's very, very good, and open-spource. I'm my opinion, VRoid is only sustainable if you export the models to Blender to animate, which can be a bit of a hassle.

gloomy tartan
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Ah alright, I installed Blender but thought it would be difficult to start making models. If you don't mind me asking, how do you go about making models?

regal sage
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I use reference to create a human base model and then duplicate and add detail to that base model for any hunanoid character. For a beginner to 3D, I recommend Sebastian Lague's humanoid modeling turorial on YouTube

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Blender is pretty easy once you get the hang of it :)

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Depending on the style of the project I'm working on, I may also use Adobe Fuse to create my character... But then you'd be using an Adobe product...

gloomy tartan
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Alright, i'll see if I can start out. Thanks man! ๐Ÿ‘

mighty ore
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hello. I made a forward roll animation and I'm currently trying to connect it all within ue4. For some reason my anim notify won't fire. Any ideas?

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trigger chance is at 1.0 so it's not that

ivory flume
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Hey, if i have camera shaking in lets say weapon reloading animation in blender, how do I make it work in UE4? Do i need to attach the camera to the bone which controls the camera movement or there is more practical way?

misty dagger
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Is there a good UE4 rigged mannequin for Maya?

vestal osprey
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are there any tutorial about procedural animations for Unreal Engine 4?

molten jewel
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procedural animation is a broad term

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what are you looking to do

vestal osprey
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IK procedural animations, I guess

molten jewel
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the tools for that stuff are at your fingertips with the engine. not sure of any specific tutorials but generally use "two-bone ik" node for limbs, "fabrik" for spine /head

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the actual method of how to use these together is something thats not super engine specific

vestal osprey
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two bone ik, thank you

slate olive
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If I make an animation in Blender with bendy bones, could i Import it to UE4?

bronze osprey
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no

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you can use em to make morphs or use a lot of normal bones

slate olive
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okay what about IK?

bronze osprey
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that works

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usually u use em to make animations in blender than dont eports any non weight bones

slate olive
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okay cool, I have the legs of my character set up in IK, I just need to figure something out for the neck and tail

bronze osprey
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you can also setup ik in unreal for gameplay stuff

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stuff like a lift crane u can setup in engine its just rotating 1 bone

slate olive
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oh cool, I'd rather complete the rig in Blender since I plan on animating in it

bronze osprey
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just make sure u have un unreal compatible skel

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saves a lot of work

slate olive
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I do, I already imported my character into the ark dev kit, but not the version with IK

bronze osprey
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ok good

slate olive
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yeah I just need to figure out a reliable and ue4 compatible way to rig this neck

mighty ore
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I have an anim montage with single animation set up and for some reason root motion doesn't seem to work for this. Could anyone help me out with this?

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I mean dodging. It's simple forward roll animation and it just doesn't move the character anywhere when played

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I spent hours on this by now and I sorta managed to play the animation via node in event graph earlier and root motion worked that way. Just not in Anim graph and I'm trying to figure out why

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I just noticed that the animGraph uses the animation itself. Not the montage. Guessing that's the difference causing that. Is there any way to make it work?

craggy coral
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Has anyone tried using sync groups between linked anim graphs?

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Does it work?

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As in, if I have some master ABP, and I'm in a state there, and I have two linked ABP's in there, with asset players assigned to the same sync group, will they sync?

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I'm guessing whatever is true there will also be true for anim layers

mighty ore
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no idea what exactly you're doing, but as I was just browsing through random settings here and there, I found that. So in just in case you missed that tooltip, here it is:

craggy coral
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Yeah, those are the sync groups, but I'm wondering if they sync over ABP borders when using graph linking so to speak

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Experimenting with it right now

mighty ore
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yeah I meant the "for now we only support one group" part

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don't mind me lol. Still struggling with Persona

craggy coral
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I think that's specifically for marker based sync

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I'm not using that anyways ๐Ÿ™‚

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np

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I'm a programmer by trade, I just do this anim stuff as a hobby for a project, so we're struggling together mUmlove

mighty ore
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I'm kinda torn between being programmer and trying to get into gamedev as something entirely else

craggy coral
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Hmm, well, whatever you choose, try to focus on it since getting in is pretty hard.

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I worked in a corporate environment for a couple of years before I got into the industry

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I can only speak from my experience though I suppose

mighty ore
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I'm about to start a big project with my team. We're supposed to deliver a game after a year and get our diplomas afterwards. I'm hoping that this will get me a job in gamedev eventually. Along with some smaller project(s) on my own. Until then I'll just remain a programmer and do gamedev in my free time I guess

craggy coral
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oh, a student, fun ๐Ÿ˜„

mighty ore
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yeah, one year to go

craggy coral
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That's probably a good path I think. Very different from mine though ๐Ÿ™‚

mighty ore
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in the meantime, I need to defeat an obstacle in form of anim montages

craggy coral
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haha, I wish you good luck in your endeavour

mighty ore
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thanks, I could use some of that

craggy coral
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Just had a quick look at your post

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I'm guessing that you already checked that your animation has root motion

mighty ore
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yeah

craggy coral
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and that your ABP is set to extract root motion?

mighty ore
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yep

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I have one last thing to figure out and I can't find any useful info on that

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here's what's happening:

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I had an animation where I only used that one hand for conjuring a weapon or something

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so this is my setup that remained

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for "upper body" slot

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now my "forward roll" animation only uses that hand

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I don't know how to make it play using the whole rig

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I played it nicely using the animation itself but I just HAVE TO use montage instead in order to get the root motion

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and every single tutorial out there uses montages for blending multiple animations together

craggy coral
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hm, I don't think I would use a montage for doing something like that, but then again, I'm not very experienced in animation

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If I understand you correctly, you have some locomotion ABP

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And then you have a forward roll ability a la Dark Souls

mighty ore
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yeah exactly. That's what I wanted to achieve

craggy coral
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And you want to blend into the forward roll ontop of locomotion

mighty ore
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that's the logic behind this

craggy coral
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I think I would have a blend stack and have my roll blend ontop of and override locomotion, hard to explain with words I suppose

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is dodge the roll?

mighty ore
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(except that "dodging" node is useless since I'm using montage in event graph)

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yeah it is

craggy coral
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I see

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I think I would do something like this if this makes sense

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sec

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I think I would do a dodge roll like this

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And OverrideState would contain stuff like my dodge roll

mighty ore
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what are AnimOffsets there

craggy coral
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Then you manipulate what has control using the blend weights

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Anim offsets is stuff like aiming your weapon independent of locomotion

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I just mocked it up like that to show that the overrides would override locomotion and aim offsets

mighty ore
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still the problem remains though

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I can't use montages in state machine

craggy coral
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You shouldn't have to, but maybe I'm misunderstanding your problem

mighty ore
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if I don't use montage, I don't get the root motion

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as in: my character doesn't move during the roll

craggy coral
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Hm, you can control root motion from the animation sequence

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Just set your roll animation to extract root motion and your other animations to be in-place

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Then set your ABP to extract root motion from everything

mighty ore
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I did set that. Ehh maybe I messed something else up, somewhere

craggy coral
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And only your Root motion animation sequences should affect your transforms

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Hmm, I have this exact setup in my current project

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Although I use root motion for my locomotion and rarely use in-place, so for me the situation is kind of reversed

mighty ore
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I found this

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it's from 2014 so hopefully it works by now

craggy coral
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that is very out of date

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as I mentioned I use root motion from all my state machines

mighty ore
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alright

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I'll try to do the similar setup then

craggy coral
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good luck ๐Ÿ™‚

mighty ore
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thanks for your time

craggy coral
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np, still setting up my test for the sync groups

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@mighty ore I would start by double checking that your are extracting root motion from everything

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I remember sometimes setting that property on the preview by mistake, and not the default value, so it never actually changed

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Class defaults in ABP's are wonky

mighty ore
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yeah I noticed the preview and defaults thingies

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it's there. Just doesn't fix anything

craggy coral
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Well, I got my answers

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Sync groups do not work between linked anim graphs

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And further more, linked anim graphs can't extract root motion

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wow

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This is pretty bad

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Linked anim graphs are experimental though, so maybe it gets proper support down the line

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Who knows

mighty ore
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and I got my root motion out of state machine somehow

craggy coral
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Weee

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Bedtime for me though now

mighty ore
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except I messed up and my mannequin keeps rolling away

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he's done with my shit for today

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bedtime for me as well

craggy coral
mighty ore
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thanks a ton

craggy coral
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np

mighty ore
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and goodnight

peak quail
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Anyone try the control rig in 4.24? I can't see anything in control rig page in Modes panel QQ

muted stump
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Would it be weird to put a forced call to start jump animation then delay for a bit before calling the jump function to fully playout a jump start. Following the style thats in third person shooter animations. Feels weird that the jump is instantly in the air and the jumps start animation plays when you hit the IsInAir? condition. Kind of looks unnatural

vestal osprey
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So there are no tutorials of IK procedural animations

bronze osprey
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control rig is a plugin needs to be activated

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google blender IK or unreal IK and u should find some info

gloomy tartan
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I'm having trouble finding a good starting point for my game, I haven't really used Unreal in the past and I kind of know what I want to do but unsure in what order and how. I want to create my own animations for walking, running, different attacks etc before I move on to anything else so I can a solid understanding of my gameplay loop and how nice it is and then build on top of that. Does anyone know a good starting point/tips/tutorial videos that could help me out?

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Would be immensely appreciated

strange sigil
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@gloomy tartan , for basic animations the third person example project in UE is a good starting point, once you understand how that works there's a nice livestream called "Character animation in UE4" that builds on top of that.

nimble hatch
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welp I am in that trouble of getting mixamo into UE4 lol. Anyone have a current guide that works to get past the "Mesh contains root bone as root but animation doesnt contain the root track" error? This is just importing an animation only FBX from mixamo

bleak sapphire
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@nimble hatch you have to rename your bones to the ones mixamo is using

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in unreal you can then retarget your skeleton with the one from mixamo so that youโ€™ll be able to use the animations on your own object

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also use fbx 2012 if you have trouble importing your own object to mixamo, it doesnโ€™t support latest fbx above 2012

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.. and I also got a problem ๐Ÿ˜„ Tried to import an animation I did in Maya. It doesnโ€™t contain bones , just added rotation to Y and baked animation. UE4 is asking for a skeleton and failed to import due to lack of it. Any advise? It feels as if I have been searching along the whole web but couldnโ€™t find a proper solution. I exported selected object with animation to fbx which didnโ€™t help. I baked animation, exported to fbx and that didnโ€™t help either. Have seen several guides now..

nimble hatch
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@bleak sapphire thanks I will try that

bronze osprey
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@nimble hatch first you impot ur mixamo rig, now u add a whole lot of virtua; bones

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ow w8, first get 4.25 preview

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it ill borks on 4.24

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ok, whole lot of virtual bones

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now u activate control rig in plugins

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now u make control rigs for the virtual bones to drive the controll rigs

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or something

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now u get objects in world space so u can drive the virtual bones

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and now u have animation driving over the control rig so it doesnt matter if its from mixamo

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or something like that, documentation still a bit behind

arctic tangle
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Hello, can anyone tell me where to find the UI element to adjust "play rate" for an animation? Thanks

slate olive
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Aim offsets use the first frame of an idle animation combined with whichever direction your character is looking right?

lofty sphinx
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Not sure if this is the right channel to post this, but how can I export an mesh with materials/textures from Unreal to Sketchfab?

bleak sapphire
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@lofty sphinx when your mesh contains material slots Sketchfab will recognize them and you add them additional when you uploaded your mesh. so you upload your textures as well afterwards and attach them to the mesh inside Sketchfab

daring osprey
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I'm trying to mess with Notifications / Event calling from within the animation blueprint anim graph. I am using Stumbling as an example though this is my first time exploring the concept. I have a custom event in the anim graph as well as the character BP with the name "StumbleEnd" and have set it up in all locations. How can I get the transition when entered/left to call a custom event? Do I need to make an anim notify specific to performing the functionality?

daring osprey
sacred estuary
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Anyone have experience with Iclone animations?

wanton surge
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hey everyone! we are currently trying to make it so our humanoid character work with the UE4 manequinn skeleton so that we can retarget animations from the Marketplace to our character.

Our character currently has an extra bones on its fingertips... when setting the skeleton in the Retarget Manager we set the finger bones 1-3 but NOT this extra bone.

Our character's fingers are all screwy when retargeting the animation... any help with this? Do we HAVE to have the exact bone structure as the manequin?

shut kraken
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Anyone here know an easy way to make the Rigify rig play nice with upper and lower body animations?

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That is, the default has 2 spines and it's a mess lol

silent plaza
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@wanton surge is should be fine if you have an extra finger joint, as long as the extra one is the tip. it possible you have skipped the knuckle and not the tip?

wanton surge
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which bone is the knuckle? the first in the finger bones?

wide pulsar
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I have questions regarding root motion D_D

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I bought asset pack from marketplace and it has root motion animations, I am making a multiplayer game, would it be bad to use those animations?

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On the documentation for it, it says for networked games only montages should be used with root motion D_D

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Also how can I make the animations look more impactful?

misty dagger
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Hey there. i hope this is the right section. I try a main menu with a sequence. Now i try, that the camera follow on "hovering" by different buttons, different sequence. For example, i hover over exit - my camera switching slowly to the door. Hovering through "Load Game" the camera switch slowly back to a disk and so on. Some advice how i can prepare this on the bps?

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Best example what comes in my mind is the main-menu of the Game "Mafia 1"

hollow moss
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Hi everyone! Quick question: I exported two poses from Blender into an FBX (the fbx contains the mesh - a hand - and the armature). When importing into Unreal, the Skeletal Mesh scale is correct, but applying the poses scales it like 100 times smaller. I tried disabling the scale in the animation timeline in Blender, but it does not solve the problem. Do you know how I could correct that? Thanks! ๐Ÿ˜„

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On import in Unreal, in the message log I've got: "Imported bone transform is different from original. Please check Output Log to see detail of error. "

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So in the output log it says that source transform has scale of 100, and converted global transform has scale of 1. And basically it says that there is a transform error...

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(noob in animation / dcc here)

formal sonnet
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is it safe to say making sprite based animations should perform better for an mmo game vs polygons with lots of shading, post processes going on?
Let's say 100 client in the same screen all at once, lots of particles movement etc.. what would be the performance difference, between a full sprite pixel art style game vs let's say albion online..

misty dagger
wide pulsar
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For some reason I can't get Z axis values to apply for Rootmotion, does anyone know why? D_D

mighty ore
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ofc the question is: why is it doing that

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True Blend Time / False Blend Time don't seem to affect anything

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scratch that. I was using wrong values. Problem solved

wide pulsar
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XD

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Same for me, had to set the movement mode to flying D_D

next pine
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Hey, has anyone used a custom state transition blend graph before? I can't find any information about it at all, and it seems like it's missing a 'blend percentage' input value.

molten jewel
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@misty dagger it would require that your mannequin animation blueprint have a leg being pulled state

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you'd need to feed it the ducks mouth position and rotation relative to some place on the skeleton

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then use a two bone ik node, enable stretching and put foot in mouth

neat spoke
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hi can someone help me import maya gameplay animation to ue4?

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any idea where i can learn the workflow

worldly grove
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can someone help me with this i need to make that in some moments of the animation i need the gun to be in the left hand and then in the right hand but i can't find anything on google or youtube that helps me i just find reload videos but no explanation of how do

toxic latch
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Could you create a bone that the gun would be parented to instead of parenting it to the hand bone? Then during the reload anim you could just move the gun bone around

worldly grove
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so I have to create this bone in the character's skeleton? or my gun?

mighty ore
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isn't this supposed to have multiple pose pins? ๐Ÿค”

slate olive
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Do I need an Idle animation before I set up an Aim Offset?

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Cause I created the aim center animation for the Offset which should be the first frame of the idle if I'm correct

eternal blaze
mighty ore
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I'm trying to create an enemy, not my character. I understand that the blueprint is still supposed to be a child of Pawn class, right? But what am I supposed to pin into cast node instead?

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I just can't get anim blueprint to communicate with BP_Golem. Any help appreciated

normal bramble
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is there a good starter animation blueprint for characters that you can plug synty characters into?

supple axle
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@mighty ore is the animation running on a pawn that is a BP_Golem?

mighty ore
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yeah @supple axle

supple axle
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are you sure?

mighty ore
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I mean, BP_Golem is a blueprint that is a child of Pawn class

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I wanted to connect player's controller as input to make things happen for now

supple axle
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yea but is the animation running on a BP_Golem, is the owner of that animation instance of that class?

mighty ore
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wait, I'm not sure. How do I check that

supple axle
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Try Get Pawn Owner returns the class of the object that is currently running that animation

mighty ore
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sorry, since I posted the issue and now, I slept. Launching my project now, give me a sec

supple axle
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you should know what is running it

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since you're the one who sets the animations for skeletal meshes in the BP editor ๐Ÿ˜„

mighty ore
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omg why is this so confusing to me

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I set up my entire character using mannequin from scratch

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but I'm not sure what you're asking here

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I have Golem_BP and my anim instance. Now how do I check whether what you're asking is true or not ;-;

supple axle
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what do you think Cast does?

open grail
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so I have to create this bone in the character's skeleton? or my gun?
@worldly grove

This would be your character. Apply a child of constraint of the rifle to follow the respective hand for the animation but make the gun the child of a separate bone of the rig which is not affected by animation. When you import your rig and models instead of having a socket on the hand place it on the bone made for holding the weapon model. Play animations on the weapon and hands in sync.

That's one way of doing it.

supple axle
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what class is running the animation?

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in my screenshot BP_PlayerCharacter is running that animation I circled on the right

mighty ore
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that's what I was missing

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didn't know where to find it

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thank you

supple axle
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๐Ÿ‘

late burrow
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when my character move (it use blendspace) it wobble to left.

proud lichen
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why is it that if i move grab my ragdol and move it all the bones just go jittery

late burrow
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@proud lichen your collision overlap

proud lichen
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ahh

late burrow
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Now help my anim blendspace ;_;

proud lichen
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haha wish i could i suck with anims

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anything else tho

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i got u fam

misty dagger
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Is there a way for CameraActor to "follow" / do Camera sequence XYZ on hovering Button XYZ?

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or blending between "fixed" camera actors during one is flexible and try to reach given point XYZ?

late burrow
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Gotta check that out tommorow.

I dont know that camera can effect the blendspace.

Btw the details :

The character (bp char capsule) when given input move. It wobble to left / right. Then it walk normally. (I use norm blendspace. With onterpolation 0.2) i am sure as hell it work correctly when interpolation set to 0.

proud lichen
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the collisions didnt helpo

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i can turn them fully off and still i get the jitter when i move it fast

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like the bones spit up

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even tho they are locked

misty dagger
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why my blendspace backwards moving is not working

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no animation combinations work

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they just blend back left and right same time as i walk backwards

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everything else works

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right kinda works

misty dagger
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nvm was rotation setting

sudden sedge
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Is there a way to lock the axis root motion samples from? I have a mesh that has the pelvis joint as its root bone, but when I zero it out I get the mesh moving wrong

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so I wanted to lock it on the x and y planes

neat spoke
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can anyone help me out with some animation in maya

smoky relic
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if I have an animation montage, and I wish to add particle effects spawning at the socket of another mesh - what would be the best way to go about that? Eg montage is for the character skeletal mesh, and I want to spawn muzzle flashes on the weapon's skeletal mesh socket

late burrow
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#@$!(#&$(! animation blendspace making me crazy

gusty ingot
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Hello, I'm experiencing a problem with AnimDynamics and I cannot find the cause. I have this character and want to apply dynamics on a chain of bones but when I do apply it the mesh gets deformed, I have tried playing around with box extents and local joint offset and nothing seems to fix it. I also made sure the mesh is properly skinned to the bones. Im attaching pictures of the issue, my settings and my rig. Thanks

exotic cipher
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Does anyone know why AnimNotify doesn't show up in AnimBP?

digital wigeon
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Someone pleasse help xD

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I am trying to setup Physical Animation on my characters

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but some of the constraints are not being generated along with the bodies

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and when I try to simulate...

#

welll this happens

vast glen
#

Is it possible to animate a number within a UI ? So I want an animation which drops down the numbers so for example:
Character is taking damaging the hp cound does kind of rolls down to the current hp
I do have the HP text ready yet but it's just a static "this is how much hp you have" (looks boring af)

digital wigeon
#

What do you mean animate a number within a UI?

vast glen
#

Do you know Borderlands ?

#

I want an effect like If you buy smth there... The numbers kind of roll down

digital wigeon
#

I do

vast glen
#

or up if you get smth

digital wigeon
#

Yes you can do that

#

you can do anything

vast glen
#

Do you know how ?

digital wigeon
#

My suggestion would be to separate the numbers in the UI so each one is it's one widget (they can be the same widget and you just need to animate that widget once)

#

then you can add the function for it to animate towards the number you want every time that there's a change

hushed granite
#

What's the best way to import a lot of animation files, DataSmith? I've hit out of memory limits bringing in hundreds at a time.

molten shore
#

Can anyone point me in the right direction for what the best method to align a bone to keep it horizontal would be?

#

It's for a rotor on a vtol aircraft and I want it to always point down regardless of the direction the aircraft is pointing in

compact pebble
#

guys, how are you... need a bit of help, i have a BP actor cube with few collision objects and I made it able to push with physics. Now how can i add animations to trigger then I push it. can i somehow triger collision in BP actor to play character animations?

crisp hemlock
#

can u guys help me join voice chat.

woven sphinx
#

You should probably mention what your issue is with animation

molten shore
#

@compact pebble isn't there an on collide event in actors?

inner hornet
#

does somebody knows why my character is not leaning forward when Im swimming? Got the Animation from mixamo

quartz laurel
#

Hi, I have a problem that I have been dealing with for a bit now. I have a character in Blender that is on Epic Skeleton, but my guess is that the armature or something is oriented wrong, When I import it into the engine the character is fine in the A pose, but once I put any mannequin animation to it it just goes all wrong, the character twists sideways and such.

#

this is humanoid btw ๐Ÿ˜„

#

The issue is that I did have this exact skeleton with this exact mesh imported in the engine before. But I think I am missing some crucial step in the process like fix rotation somewhere. The working one was like a half a year ago I already downgraded all my tools to that times version to rule out any upgrade issue but no luck there. Sadly back then I did not take good enough notes to figure out what I need to do to recreate it.

#

any hints?

#

I can provide all the intermediate steps as well.. just did not want to write a full article on it in case I am just in the wrong spot

mighty ore
#

hello,

I'm currently setting up my biggest state machine/animBP etc. so far and I'm wondering which approach is better when it comes to characterBP <---> animBP communication.

โ€ข Querying characterBP from animBP by casting to character and checking all the booleans/states this way
or
โ€ข setting animBP variables from characterBP via blueprint interface events?

wheat junco
#

Hello guys, im trying to blend a facial animation with my body animation i have been told to use layered blend per bone but im struggling with it can someone help me ?

deep quail
muted pine
#

I got a pack of animations that use the UE4 mannequin but it's different to the one I currently use, how do i move the punches to the third person mannequin?

#

i can't find the mannequin skeleton in the retargeting menu

#

never mind, found it

muted pine
#

it's working in game when i simply place it but I can't get my character to perform it

#

the animation works when it's just the animation but not the montage

eternal blaze
#

how can i increase the amount of keys available in here?

#

e.g 50

#

so i can key them

#

nvm

mighty ore
#

that's part of my anim graph. My question is about that conduit. It's the first time I'm using one

#

going from idle_walk_run or combat_movement to dodges through it works fine

#

but my character keeps staying in any of those 4 states instead of going back. I just double checked my transition rules and I'm kinda stuck 'cause that makes no sense to me

#

alright apparently I need separate pin from each of those 4 states to both of my default movement states

#

anim graphs are spaghetti

ocean bison
#

I've assigned a skeleton to a mesh, but the mesh doesn't have the same bones. All the animations work great, but some of my other code relies on attaching to those bones, and since they don't exist on the mesh, nothing happens. Anything that can be done sans exporting the mesh and adding them (unsure about skill level to tackle that one)?

orchid sparrow
#

my animation sequence curves disappear when packaged

#

anyone know how to access them in packaged build?

#

im on 4.23

golden rose
#

Where would I find roller skating animations? (UE4)

long stone
#

Anyone tried modifying montages so the blend in / out is based on the % of the montage time instead of fixed time?

terse lagoon
#

I've got a head bobbing animation but I'm having problems with it

  1. It keeps bobbing after I've stopped walking (I need to interrupt or stop the animation and fade it into original position whilst buttons aren't being pressed)
  2. It only works while walking forwards or right but not backwards or left
compact pebble
#

have a question. can i save modified animations in UE4 or i have to do it externally and then re import?. i tried moving bones in animation, but it don't save it.

tardy stag
#

@compact pebble You can, you just need to do some extra steps, nothing too fancy, look it up youtube

#

You can manipulate animations quite extensively inside the engine i would say...

compact pebble
#

@tardy stag thx i will check it, cuz it's anyoing to fix little stuff just to get back in blender

neat spoke
#

hello, can someone help me with adding a sprint into the animation blueprint

#

i already have entry connected to idle then to walk

#

where can i put sprint to ?

restive yew
#

Animations are baked when you export it. So no. You can make an additive animation in unreal but I strongly discourage this. Treat it as a bandage.

misty dagger
#

I have an animation for my caustic

#

but it's not showing

#

the actual caustic isn't there
not sure what is wrong.
I'm not sure why it isn't showing

#

shouldn't it project the texture as a light?

pliant hawk
#

are you in forward rendering maybe?

misty dagger
#

foward rendering?

pliant hawk
#

is your light movable or static (or stationary)?

misty dagger
#

I fixed it

compact pebble
#

question, is any way i can lower my skeletal mesh in UE4 without re-doing all animations in blender and re-inporting them

neat spoke
#

hi does anyone know how to set timing for jump in ue4 ?

#

i have a idle to jump animation and the jump is too early for the animation

golden bolt
#

quick question (that i think probably has an easy answer): I got carried away playing with the animation editor and ended up turning the default landing animation for a jump into a little kick animation. (Specifically, this:)

#

Is there a way to swap that animation out for a different one? As in, if I downloaded a new animation from Mixamo that I wanted to insert in place of this animation how would I smoothly replace this one with the downloaded one in the blueprints?

velvet geyser
#

Is there any way to sync anim BP from one skel mesh to another? If I'm using the same anim BP some things arent synced. I would like to have the same final animation on one skeleton to another. Maybe there is an way to do it? edit: yes there is copy pose from mesh which is doing exactly what I need.

wise spoke
#

Hi guys, I'm trying add an offset on all of my skeleton bones, but the graph looks ugly, is there a better way of doing that? In a For each loop for instance?

frigid knot
#

How can I export animations in ue4 to blender to edit them?

bronze osprey
#

r mouse export

frigid knot
#

failed to edit animations

devout hound
#

Not 100% sure if this is the right place to ask, but I was wondering if anyone has made anything like the floor prediction path here for debugging their locomotion animations?

molten jewel
#

I've done something like that in the past yeah

#

Wasn't able to make much out of it though

#

tried using the data to properly assume some turn radius

#

the S motion was too much to think about in the end

devout hound
#

I'm trying to understand how to achieve this sort of thing. Am i right in thinking that rendering it would all be done with particles? Also, for future position of your character, I can't find a good way of forward simulating a character. I would ideally want it to be able to walk up and down hills etc.

molten jewel
#

basically have to commit to some time in the future

#

you build the future by evaluating trend of past relative to other captured frames

#

flip it

devout hound
#

ah that kinda makes sense

molten jewel
#

what i mean by committing is, you have to make a latent decision early on of where things must be

#

without that it'll just look not-smooth. but it does introduce latency in response

devout hound
#

would it be best to draw it with particles?

#

or did you do it some other way?

molten jewel
#

Probably just debug lines to draw it

devout hound
#

ahh yeah, that's probably easier

#

thanks

chrome mountain
#

Im not sure if this would fit here but I want to use cloth physics for hair

#

But the problem is that I'm using a solid mesh as hair and once I use cloth physics the cloth collapses

#

And I can't find any way to simulate thickness

molten jewel
#

There are super secret/mostly undocumented ways

#

That is 3D studio max, but you can paint the same information in using ue4

#

TLDR: backstop distance and radius let you control volume but it really is a strange thing to understand @chrome mountain

chrome mountain
#

Thank you so much @molten jewel

#

All i need now is an IK ADS system

#

And I'm good to go

red ferry
#

Hey, using the 3rd person platform, i need to make my character (default mannequin) who is holding a rifle to be able to aim up (45 degrees) or down - so basicly it has 3 aiming modes, 0 degress - straigt forward, 45 degrees - upward, -45 degrees - downward. where do i start with that? could use any pointers you can offer, new to unreal.

karmic sigil
#

@red ferry you will have to find a way to output the tilt XYZ values of your character (rotation with a break vector node), then you need to get the characters rotation current value (get rotation again and then another break vector) then you will need to combine the relevant values so that the aiming vector will always stay at that level after you trigger it with your input commands no matter what direction the character is looking.

toxic thorn
#

hi, why do i get a t-pose skeleton when retargeting animations

#

when both skeletons have arms at 45 degrees (stock epic skeleton)?

#

the retargeted animations end up having arms off by 45 degrees

#

skeleton #1 (the one im trying to migrate to)

#

skeleton 1 has several sockets added, but those don't affect animations afaik?

#

i get this

#

nevermind, i found the relevant menu, but have no idea how to modify the pose... literally hide pose, modify pose, use current pose xd

toxic thorn
#

how do i get rid of a notify i created by accident? (named it wrong)

#

it's just always there now, being annoying :(

eternal blaze
#

do i parent hand to gun or gun to hand for weapon animation

bronze osprey
#

if he lets go of the gun should the hand come off too?

#

parent the gun to the hand, and you should prolly do the animation of the gun seperate

tacit wolf
#

Yo anybody know how they got the animations in Fortnite so crispy? They just look so awesome, Are they using a high fps for the animations or something?

molten jewel
#

Good animation and compression

toxic thorn
#

i just tried to switch root motion from everything on and suddenly my controller broke? as in inputs are COMPLETELY ignored

#

i switched this from "montages only" to "everything"

#

i use this to drive the movement, i printed all relevant variables

#

they stay the same whether root motion is turned on or off

#

and the controller works fine in montages only root motion

winged violet
#

@misty dagger Sorry for ping, just saw your older message about getting Animation LOD working. Can you point to how to you go that working? Mainly the distance based animation update rate?

#

Tried things like GetMesh()->bEnableUpdateRateOptimizations = true; and GetMesh()->AnimUpdateRateParams->UpdateRate = 10; for example

#

But seeing no change in the tick rate

rigid leaf
#

Hi Guys i have problem with my Client Character Animation its so glitchy when player moving or running keep shaking i can't find a solution in google

young urchin
#

@rigid leaf it depends...may be an animation issue, may be a moving component issue

rigid leaf
#

its happening just with the Clients The Server working very smooth

young urchin
#

oh...then it's probably replication issue

rigid leaf
#

ok im jumping there then xD

mental badger
#

I want to make an FPS locomotion system which consists of:
-weaponless idle/walk/run
-pistol idle/walk/run/shoot/reload
-rifle idle/walk/run/shoot/reload

Do I need an aim offset for every animation for every weapon?

rocky brook
#

@orchid ferry Don't spam channels like this

orchid ferry
#

im sorry i didnt think it was spam. Nvidia is giving away a free month of adobe and thought that it could genuinely help this group @rocky brook

rocky brook
#

Right, that makes sense. But post it in 1 channel

orchid ferry
#

especially those who aren't using student license's

#

ok i couldnt find a general channel which one should things like this go in?

#

once again i apologize

rocky brook
orchid ferry
#

ok i thought some people may use adobe animate or after effects or have wanted to try it out

#

once again my post was with the best of intentions and not meant to come off as spammy

#

thanks

rocky brook
#

No worries, thank you for cooperating

orchid ferry
#

no problem

muted wadi
#

Can anyone recommend a good set of FPS animations? Looking for both 1st person and whole body that go together.

cinder linden
cinder linden
#

I found this but I can't seem to find it on the animation blueprint even with context sensitivity off

cinder linden
#

I find out that you can access that node in an animation modifier

tacit wolf
#

I need to setup animation blueprints for my game soon and am looking to use a mix of both Mixamo animations and Epic Skeleton animations and also potentially some custom ones in the future. However, I obviously will need to retarget these. Does anybody have any idea what the best skeleton out of these two would be the best to use? Is there a skeleton that retargets onto the other better? E.G Mixamo -> Epic Skeleton bone structure? If you have any knowledge of this would very much appreciate if you shared it with me ๐Ÿ™‚

meager plank
misty dagger
#

How would i go about setting a state if a blackboard AI entry is met?

#

For example, if my enemy loses sight of me, i want him to go from walking to looking

misty dagger
#

anyone in here familiar with weapon animations?

remote elm
#

thats what im learning

remote elm
#

question, i have my blender project setup to make fps animations to import into UE4 and i was wondering if someone could lend me a hand in my problem. i exported my reload animation for my weapon and it went just fine into UE4, but my animation for my character arms were completely messed up. im not sure exactly what key frames and such i should be recording and all of that along with doing constraints properly for use inside UE4. can someone lend me a hand so i can get a better understanding on what im doing wrong

frozen vortex
weak quartz
split dove
#

hey guys! is there a way to change the capsule collider of different animations? It seems my character rises in different animations happyneko

sick field
#

trying to export animations of a character I made for my work place, I was charged with making a a small Easter themed video game using our new mascot but for some reason the legs specifically keep fucking up, I really need some help with troubleshooting and figuring out how to fix this animation exporting issue

viral marsh
#

is there a replacement for camera anim since matinee is being phased out? i was planning on using it but i may have to make a workaround if there isn't

shut kraken
#

@sick field Bunny thiccccq

#

@sick field Show your export and import settings.

#

Is that a rigify rig?

novel berry
#

How can I make a smooth change of animation blueprint?

#

I have several blueprints and I want to seamlessly switch between them

tame violet
#

I am not an expert, but my general understanding is the animation blueprint doesn't change, instead your ABP contains slots that can be used to override animations

#

Has anyone here used a MontageTimeLapseCurve to control the playback rate of an animation within an Animation Montage? I'm not seeing the playback rate change regardless of the float values within the curve.

slate olive
#

can anyone explain this discrepancy? I copied the weight painting by vertex group

neat schooner
#

anyone know how to animate turning in place based on character rotation? (not by input axes)

#

im trying to have a timer that detects change in rot but nothings owkring

opal jackal
#

I was wanting to add a grenade throw animation to my third person character but don't know how to make it look right. I used the blend per bone so it plays the animation above the hip but the rotation is off when moving in certain directions. So I'm thinking I need to create an anim offset for the grenade. I need some ideas. IDK if an anim offset is the right approach. I'm already am using one for my weapons.

spare otter
#

Is there a solution to playing Animations ONLY on the right side of the body ? Like a defaultgroup.UpperBody but idk DefaultGroup.RightSide ?

misty dagger
#

@spare otter Layered blend per bone maybe

#

Anyone has a FREE FPS animation?

spare otter
#

@misty dagger hmm i'll take a look at that thanks

#

@misty dagger Lots of Animations on Mixamo. I use them A LOT. Would recommend

misty dagger
#

I do not understand how to do animations!

floral sky
#

Can you get the actor/component that an anim blueprint is linked to from the anim bp itself?

spare otter
#

@misty dagger Then I would suggest watching youtube tutorials on importing animations from mixamo into unreal engine

misty dagger
#

hey i have a problem where when i shoot the character, when the death animation plays, the animation will reset if i keep shooting it with my bullet projectile

#

anyway to make it where it only plays once after dying?

misty dagger
#

nvm fixed it

viral marsh
#

anyone know if camera anim is still supported, or should I be doing it another way?

sterile linden
#

Anyone got any tutorials on how to import Mixamo Characters into UE4 and convert the Skeleton to use the UE4_Mannequin_Skeleton ?

#

I am using a lot of the Animation Starter Pack's animations and do not want to lose them

sterile linden
#

Would i have to retarget my UE4_Mannequin_Skeleton to the Mixamo_Skeleton and then move all the of the animation Blueprint across ?

remote elm
#

question, im trying to export my blender animation to UE4 as a test and im having some issues. im using Mr Mannequin to generate the rig + mesh for animating inside of blender and its accurate. i generate the fp gun mesh + rig and attach it to the GripPoint of the skeleton in blender (just like its done in UE4) and start creating my test idle animation. the problem im having is this as shown in the screenshots. the rotation seems to be off and i was wondering if anyone can lend me a hand with figuring it out?

wise spoke
tiny mirage
#

aight so got a game that has several different models using several different skeletons currently. I want to be able to tell any of the models to play an animation that a particular weapon object will hold. Is the best answer here to get all of these different models onto the same skeleton or to like retarget all these animations and build a table to reference what animation should be used?

#

I feel like the latter is just a waste of space, opinions?

tame violet
#

it's always better to get your skeletons to have the same naming conventions and hierarchy

#

and to reduce the total number of skeletons

twilit marlin
#

Has anyone here done a lot of work with custom anim notifiers?

#

It looks like they may have a slight variance in activation timing, and there is an option to use a more precise method of activation, but even with that active still looks to vary sometimes... wondering if that's from the actual notify or from the animBP

elfin ember
#

From what I have noticed it is mostly dependant on how accurately you place them, and how your animations get blended together. I don't think I have ever noticed mine being off on timing

twilit marlin
#

In my case, I have a component switch sockets during the animation (being passed from one hand to another) and half the time the socket transfers without any issues, and the other half of the time you see a noticeable snap, like the notify took a little longer to activate. I did think at first maybe it was due to animation blending, but after just letting the animation run a bit longer and turning off blending, the same issue persisted

#

I then tried to move the notify to a perfect frame number rather than inbetween frames, but it still was inconsistent

misty dagger
#

Hello

#

animation is hard! I'm currently stuck on the animation part of my game and I don't know howto add my animations that I have on my engine and add it to my character

shut kraken
#

Any of you guys here Blender pros? I prefer the smoothness of FK rigs but I love using IK for speed of posing. Have any of you had good luck getting the temporary auto IK system in Blender 2.8 to behave?

#

@misty dagger Where are the animations from and where is the character from?

misty dagger
#

Is the animstarterpack from UE4 store

shut kraken
#

Doesn't it have a couple demo characters to show you how to hook up the animations?

misty dagger
#

What's a good way to do an animated jumpscare?

misty dagger
#

okay did the animations

tawdry sky
#

how to play a wounded animation when health drops - 50% UE4

misty dagger
#

@shut kraken you can make a rig with an ik and a fk chain and then a button that copies the ik to the fk poses and switch between the influences

hidden geyser
#

how do I make animations like this video

#

pls help me

#

i need too much

#

with auto desk maya

wise spoke
#

Hi guys, In a Blendspace 1D, what does Scale Animation checkbox does exactly? I don't see any changes in the animation speed when checking it on or off

floral horizon
#

Afternoon all.
I am looking at ways to create a skeletal mesh, that the player can walk on.

#

Is there an option for per poly collision with skeletal meshes?

#

Hmm... still not able to walk onto the mesh

floral horizon
mental badger
#

Can anyone help me with this spine rotation problem?

neat schooner
#

How do u export only one action from blender?

buoyant obsidian
#

I am urgently needing help with rigging and getting a vehicle to work with the bones from Maya to UE4 4.23

jolly osprey
#

@untold cosmos I've been searching on discord on how to save animation graph states and stream them in and came across your question that's a couple of months old - have you found a solution and if so care to share how it works? thanks

exotic cipher
#

How can I remove foot sliding from Start and Stop transitions?

steel tree
#

Hey guys anyone here can help me make my horse movement smoother and looks like more realistic movement

#

Rn I just use blendspace 1d with the idle walk trot gallop and Sprint anim

#

No turning no nothing

#

Can anyone help me make it better since I'm really bad with animation

copper dawn
somber sinew
#

Hey guys, does anybody know of a way to swap a skeletal mesh with one that has a slight name changes? Docs says you can't, but maybe somebody knows a work-around? (https://docs.unrealengine.com/en-US/Engine/Animation/Skeleton/index.html)
I got names like "upperArm_export3_L_jnt" but for consistency "export3" should be without a number. But if I export from maya again with a few changes such as this, the skeleton no longer matches...

grim sleet
#

hey guys. im having some trouble with the animation graph. you see, im creating a first person shooter. i have animations for my character's gun to walk/jump/etc and ive stored actions like shooting and stuff in the default slot. i want to perseve my weapon bobbing up and down when moving and have the shooting affect add onto it rather than the animations blending halfway. what is the procedure to make that work?

#

nevermind i figured out i have to set animations to additive. guess the name shouldve made it obvious lol

jolly steppe
somber jackal
#

Hi everyone I need some help with get a animation to finish its play while my character is walking. The montage i am playing is for the weapon when the player fire his weapon. The problem is if he fires while running its only play the first half of the animation and not the remaining amount it just stops

slate olive
#

So I just finished this tank rig today, and want to put it in the engine Do i need to animate the wheels or can a physics property of some kind self animate the wheels

burnt thicket
#

Hi
my character hand deformed after retargeting / i use "recursively set translation retargeting skeleton" but still have problems.
please help me.
thanks โ™ฅ

glacial canyon
#

Hey, how would I blend 2 animations of lets say a idle/walk run state and another one that would guard his hands on loop? I know montages can do that but I need it to loop, is there another approach?

charred matrix
#

action editor maybe on blender

glacial canyon
#

need to do it inside ue4, there's a way of doing this for sure ๐Ÿ™‚

charred matrix
#

ok

misty dagger
#

Ok I need help with something

#

How do I make my gun show up more like in csgo or overwatch

#

or any other fps

#

my gun has a full body but when I run, walk, or be in idle it only shows the tip

#

like this

#

here

#

how do you show more of its body while keeeping it on the right side of the screen only???

#

Help will be appericiated

#

appreciated*

wanton oracle
#

Why can't i give this a mesh for the animation blueprint? I've tried dragging one from the editor too but the box is red.

misty dagger
#

try opening the mesh, keep the mesh open and then try to put it

#

Worked on me 3 times

#

@wanton oracle

wanton oracle
#

Am i doing it wrong?

misty dagger
#

You can't drag it

#

just leave it open then click 'mesh' and see if it works

#

It has worked on me

#

if it doesnt work then I'll try hitting up my bud to see

wanton oracle
#

The selection is still blank

#

no meshes to select

misty dagger
#

ok

#

jsut wait

wanton oracle
#

Thanks for the help btw.

misty dagger
#

no prob

#

okay well my friend is off

wanton oracle
#

So i deleted some duplicate files and now it suddenly works

#

But now i can't seem to import animations

#

;1

#

Also do i have to keep the skeletal mesh that gets imported with every animation?

#

I only want the anim but i have like 20 more of these.

misty dagger
#

@wanton oracle yes

wanton oracle
#

But i already have the skeletal mesh that i want to use. Why do i need 20 duplicates

misty dagger
#

Idk but my mind says keep it lol

#

OMG

#

DIDNT REALIZE IT WAS 5 AM

#

i gtg good luck and try to ask other skilled devs

#

GN

misty dagger
#

Hi everyone, hope you're all well during these strange times. I was wondering if there is any way of exporting animated characters out of Unreal and into Houdini or Maya. In our timeline we have the characters with an animation clip applied in the sequencer, Is there any way of getting this out whilst maintaining the characters relative position in the world? Sorry if this is a simple or stupid question, I dont use unreal very much. Thanks

wanton oracle
#

https://i.gyazo.com/5225f4858b2668360781d36c2b254945.gif so i've been battling some root motion issues and had to reimport everything because blender put an extra bone in my armature and fucked up my hierarchy but now i get this on my animations. At least the root motion stuff seems to be working. I get this when i have this option enabled, any of the other ones makes the whole thing disappear, if i disable root motion everything disappears too.

delicate junco
untold cosmos
#

@jolly osprey Sorry for the late reply, I was kind of busy yesterday.
No, I never figured out saving whole AnimInstance and didn't have enough time to work on custom streaming for it. I did two things:

  1. Saving in combat is forbidden, and that's where most poses are. That's not just a workaround for me, but for design decision by the team, so I was kind of lucky there;
  2. Saving cached poses - an absolute necessity for dead or knocked down characters. Fortunately, that's easy to do, if you need any tips there, let me know.
slim herald
#

@misty dagger if you are still struggling with the fps view problem, i had the same problem before, i fixed it by creating a version of the mesh with only the hands and the gun and moved them upwards infront of the camera

charred matrix
#

i finished my (first) blender animation/mesh for ue4 and all of my objects + bones when imported in output log say "IMPORT TRANSFORM ERROR" and in message log it says "Imported bone transform is diffrent from original". what do i do? and when i go view the animation there is nothing there. i have the root bone. and 4 animations. PS : what part should i take a picture of for someone to at least have an idea of what the problem is.

slim herald
#

now if you are making this for multiplayer, you'll have to make the character have both the full mesh and the hands only mesh while hiding the full mesh from the owner and hiding the hand only mesh from everyone except the owner

#

not sure if this is the best solution, but this is what i went with for my multiplayer shooter

charred matrix
#

im doing singleplayer first person

slim herald
#

oh i was replying to the guy who was struggling with fps camera view from a couple of hours ago, sorry for any confusion

charred matrix
#

o\

#

its ok

slim herald
#

try this, rename Armature to Armature2

#

in blender

#

then export

#

i had similar problem before and that fixed it for me, not sure if it will fix it for you, but you can try

#

let me know if it works out @charred matrix

charred matrix
#

nope

#

does Root have to be lowercas

#

in ue4 or in blender

slim herald
charred matrix
#

the add leaf bones and only deform bones were swapped

#

any other settings that need to be changed

slim herald
#

need to make sure in the main tab of export that armature and mesh are highlighted

#

and if you want only selected object, make sure you have all meshes selected in object mode before you export aswell as the armature

#

i have my armature and root bone both renamed to something different than the default, so you might want to try that aswell

charred matrix
#

is there a video of how to do those steps?

#

can you please give me a cube with all the armature scale stuff

#

so i can use it on my model? because i don't understand the steps or at least put together a video

#

and i think it is a scaling problem. PS: if anyone would like to edit the model to fix it i will give them the model to do it

charred matrix
#

any good tutorial series that you know?

charred matrix
#

also the game im making i want to be blocky.

jolly osprey
#

@untold cosmos thanks for the follow up, appreciate it! yeah I'm working on a strategy game so there's a good chance some units will be in combat whenever a save occurs so I'll have to come up w/ something. was looking at the demo net driver and its various streamers - thinking of just running Serialize() on everything anim related and see where that takes me

misty dagger
#

@slim herald how do I do this??

slim herald
#

best solution would be to delete or hide parts of the mesh that aren't the hands

#

you do this by either exporting the mesh into a 3d editing software and doing that or apply invisible material on those parts or use hide bone by name blueprint function (but hiding bones depends on how your mesh is planned)

#

the alternative approach

#

is removing your mesh completely and just make the gun stick out of the camera

#

and if its for multiplayer, you can use the hide mesh from owner thing i mentioned a bit ago

#

now if you are making this for multiplayer, you'll have to make the character have both the full mesh and the hands only mesh while hiding the full mesh from the owner and hiding the hand only mesh from everyone except the owner
this one

charred matrix
#

i got the animations and size working but how do i make it only select one action in ue4 from the action editor in blender?

slim herald
#

To clarify, you want to export an FBX file from Blender only containing 1 action from the action editor ?

charred matrix
#

no i have 4 actions and i only want one to play

slim herald
#

Can I see what animations assets you have ?

#

Just how it looks like from the content browser

charred matrix
slim herald
#

Why donโ€™t you use blueprint node โ€œplay animationโ€ instead of โ€œplay animation montage โ€œ since that plays a single animation

charred matrix
#

k thanks for the help

sand vine
#

does anyone know how i can increase the velocity at which the player thinks hes "falling"? currently whenever i tp my player hes waving his arms like crazy ...

wanton oracle
#

I'm importing a single animation but it's giving me all this weird extra animations that are not in the file i'm importing

neat schooner
#

same^. Im trying to import only 1 action and I don't think its even possible.

#

export from blender*

#

no clue why blender has to make it so hard

wanton oracle
#

I didn't think i'd ever miss working with animations in Source. At least the exporter for blender is really well made and never gives you any problems.

#

I have no clue what the fuck is going on

neat schooner
#

? blender exporter has been shit for me

wanton oracle
#

Oh, no i meant like, the exporter for the file format you use in Source.

neat schooner
#

oh

#

i think its mostly cus i also have no clue what im doing in blender

#

do u know hwat an NLA Track is?

#

apparently the only way to export 1 action is through that

wanton oracle
#

Nope

#

My animations break completely now too when i import them to UE4

#

I guess i'll try to create new files from the raw anims again

neat schooner
#

Im going to make seperate blend files for every single animation... if anyone knows how to export single action it would help me out a lot

#

My skeletons also get offset in unreal

sand vine
#

to answer my own question about the animation "falling" thing - its more bluprint based than actually anim. when you tp your player just call a custom event directly after the tp that sets the movement mode to "walking"

#

nice littel hack

delicate junco
#

@wanton oracle You tried the edit I mentionned ?

#

For root motion

wanton oracle
#

ye

#

It works

#

but it's not the root anim

#

now at least

#

something is fucked in blender

#

Same Armature, just trying to get it all under one mesh and armature, it breaks for some unknown reason, even though i literally have a file where it works fine (but this problem seems to persist even for my animations, which is why i'm getting the deformed animations like i posted earlier.)

untold cosmos
#

@jolly osprey If you have some progress there and if you remember to, please tag or PM me. I'm still very interested in discussing a solution, this is a must-have feature, imo.

jolly osprey
#

sure

#

though I'm doing it for lockstep deterministic p2p multiplayer so our usecases might be somewhat different

untold cosmos
#

Hard to say before it's done ๐Ÿ™‚ But streaming UAnimInstance or related data seems to be a pretty isolated task.

jolly osprey
#

thing is I'm sure the replay systems's already tackling this

#

but I've looked at the demonetdriver and its accompanying streamers and got overwhelmed quickly

solar anchor
#

So my character that i transported from blender shrinks in size when i go to the animation tab, but it looks normal everywhere else

#

not there

#

because its to small to see

slim herald
#

@solar anchor try renaming your armature object in blender to armature 2 see if that works

#

@wanton oracle in blender , go to the dopesheet and the go to the action editor, check whether there is only 1 action there. This might be causing your multiple animations export problem.
For the animation breaking when you import it into UE4 , try this, after you export the FBX from blender, import the FBX into another blender window, if the reimported FBX breaks inside blender then you are probably exporting the FBX with wrong options.

wanton oracle
#

Ok thanks so

#

This is when i export it

#

(I need to fix the staff lmao don't mind that.)

#

This shows it better tbf

#

this is when i re import the exported animation and attach the mesh to the armature

mint creek
#

Hey guys! is the issue with blendspace notify is still here? For some reason it fires two times for each notify, and nothing helps.

wanton oracle
#

Ok so a little progress. It's not blender anymore.

wanton oracle
#

So

#

if you apply the scale in blender

#

it seems to really mess it up when you import to UE4

#

Problem solved at least.

slim herald
#

Are you sure you exported the skeleton correctly ?

#

You need to turn off โ€œadd leaf bonesโ€ and turn on โ€œonly deform bonesโ€ options

#

In the blender export options for the skeleton

wanton oracle
#

Might be it but it's working now.

solar anchor
#

@slim herald oh shit, I think it worked

#

thanks

#

thank you

remote needle
#

Anyone able to give me some advice please ? I want to know if i can program an animation to stop an half way through the animation with a button press. During gameplay in unreal ?

carmine kayak
#

Is anyone able to help me I am trying to add a simple attack animation to ARPGinventory kit

misty dagger
#

alright guys I just noticed that an actor's blendspace doesnt seem to be playing when he's not visible, is that so by default? can it be toggled off? because if not that would be not so good

slate olive
#

hey are you guys familiar with additive animations at all?

misty dagger
#

@slim herald I made this Project in Third person to show the full body then made the camera follow where head is looking and doing and to then make it look like a fps

#

So I need the Gun to show its ironsights not just its tip

#

also I need it to stick on the right side of the screen not move to the middle when I move to the left

runic sundial
#

??????

#

My montage section seems to have fallen off my animation, how do I get it back

misty dagger
#

Is it possible to evaluate a normal flaot curve on a notify at an animation?

misty dagger
#

okay I have new animations how do I add them to my character

slim herald
#

Usually I save a copy of the blender file of the idle model with no animation , and then create a new save copy whenever I make a new animation

#

Then in export options for FBX , make sure you have the mesh and armature tabs not selected in the main tab, and bake all animations in the animations tab

#

Then you should import it into unreal and when importing , set the skeleton to be the skeleton of the model you want to add the animation to @misty dagger

#

Thatโ€™s assuming your problem is that you have the mesh and skeleton inside the unreal and you want to add new animations for that mesh and skeleton into unreal

remote needle
#

the details panel for my skeletal mesh doesnt look like this so i dont know where to start, My goal is to use my animation montage in game so i can play / pause / resume with a button press...

#

any advice would be appriciated!

remote needle
#

I cant figure out how to open blueprints for animations, there doesnt seem to be a tab for it..

#

this is the skeletal mesh.

remote needle
#

I would REALLY appriciate it if someone can point me in the Direction of a good animation montage tutorial, I have been struggling with this for hours now and havent sussed it out.

#

My goal is to have an animation play on a NPC doll and give the player the ability to play, pause and resume the animation with a button press..

remote needle
#

Hi all.
I am trying to create an animation which can be paused in unreal engine and i cant seem to figure it out, i cant even create nodes for oculus touch button press inputs to activate animations because nothing appears in the search bar when i enter terms like oculus touch... when i used the term input, literally everything BUT VR inputs came up, PLEASE someone help, i have been looking for HOURS ๐Ÿ˜ฆ

remote needle
#

I would be SO greatful if someone could tell me where i can find this details box!

wanton oracle
#

How would i add an attack animation into this? I don't want to blend anything or nothing. I just want the animation to play whenever i call on my attack, which it "does" already (I used Play Animation but that seems to break my animation blueprint and the locomotion).

wanton oracle
#

So i did it in a really hacky way. I set the bone to the root bone. If there's a less hacky way to do this please tell me.

foggy chasm
#

Would I need to only export my model into ue4 if it has an IK from blender or will I need to make a IK system in ue4 also?

fair narwhal
#

What's the difference between these two and how do I get the Play Montage version in my AI BP? I only have the option for the Play Anim Montage

wide pulsar
#

Can someone tell me the proper way of retargetting the Paragon Animations to the UE4 Mannequinn, they always seem to break for some reason @_@

#

Like weird shoulders or foot and things like that happen D_D

snow scarab
#

i have a car that was animated using a script rig in max, and when i import the tires into Unreal that go crazy all over the place

#

HELP

ripe yew
#

Where is the checkbox for Mesh Component Update Flag?

hallow gazelle
#

hello my lords! i have interesting moment and it looks like bug, but maybe it's just a missing checkbox. I have some curves of morphtargets, they are changing in same time. but in anim curve window and on the model visualisation I see that in same time only one morph affecting my model

shut kraken
#

Has anybody here ever edited or simplify the rigify rig to make it play nice with unreal?

sick field
#

you mean it wont play nice on your end?

#

@shut kraken ?

toxic thorn
#

hi, how can i get my melee weapons to stop moving when i play montages?

#

the weapon is a spawned actor, attached to a slot

#

on my character's mesh

#

all collisions are on overlap and gravity is disabled

#

and when animations play, the sword moves

shut kraken
#

@sick field Just the exported skeleton has like 2 spines etc. I'm sure I can edit it to export a nice clean heirarchy of bones, but just wondering if anyone around here has done that before.

#

@toxic thorn Unattach it. Why would you want to do that?

toxic thorn
#

the problem was very specific to our locomotion system, had an extra metadata track that was causing it @shut kraken

#

and it's attached so it moves with the mesh, but it was moving away from the socket

#

with each montage play

cedar sedge
#

I'm using root motion in an 8-way locomotion blendspace, and the idle animation is crouched down lower than the walking animations, so the pelvis is staying at the same height in my 3rd person character capsule as it blends between them, instead of following the foot height.

#

Animation on its own seems fine, but in the char BP it appears pinned from the pelvis instead of feet, not sure what to adjust

junior geyser
#

If anyone could give me a direction to go on this, that would be great. I modified the UE4 Mannequin and reimported back to UE4 from Blender and assign my skeleton that all my animations are set to. Everything looks fine until i try to use an animation. Then it gets all mangled. If i retarget to a new skeleton then it works. I must be missing something. Here are some photos for reference.

stoic yew
#

Ok Animators! Project Time! If I have 2 skeletal meshes. Mesh A and Mesh B. Mesh A punches Mesh B, upon collision I want to [Check for bones present in collision, make bones on Mesh B the child of Bone on Mesh A, and use Mesh A collision to change the location of mesh B bones. Is it possible. Im looking for a fluid dynamic collision dynamic.

bronze parcel
#

I retargeted an animation from a UE4 Skeleton to another SM that also uses that Skeleton

#

except now it places rotated 90degrees, any idea why?

#

or how i could just change the rotation?

solid delta
#

I have an issue i would like to wrap my head around. I am using Epics paragon eye shader here and for some reason the material looks incorrect on one eye. The model is currently static and the eyes plus UVs are duplicated. I am not 100% sure, and this is where my knowledge lacks, so could it be that the eyes need bones in order for the material to show correct on both eyes?

wise spoke
#

Hi guys, I created an new animation in ue4 from a skeletal mesh. Problem is that the animation only last one frame, how can I make it last longer so I can add keys?

desert maple
steel tree
#

@desert maple I have done it with meshmerge one

gilded island
#

Hey guys! I'm currently working with root motion animations and in this specific case it is really important, that the character ends up on the same position every time.
But every time I play the root motion animation from the same exact position there is a random offset at the end...
Do you know why that is?

peak quail
#

@wise spoke right click on the animation timeline -> append at the ends

scarlet spade
#

Anyone know how I can fix the jittery rotation my player has when moving

#

I've got no clue lol

peak quail
#

@scarlet spade Rotation Rate of CharacterMovementComp ?

scarlet spade
#

@peak quail Adjusted the rotation rate, doesn't seem to be really doing anything

terse lagoon
#

How can I interrupt an animation and make it fade back to original position? (Camera animation)

ripe coral
#

hey guys, new to unreal here, i got franks action rpg sword from the marketplace, and was wondering how I can use it? When I drag and drop the Mannequin it still spawns me as the default third person controller

minor comet
#

Hi! i'm new to unreal, I'm trying to make a paper character controlled by mouseclick on a 3d environment, already managed to make the idle animation and the walkforward animation, but i have no clue on how to proceed to make the walking back animation and the walking left and right animations. If someone could help me i would really apreciate ๐Ÿ™‚

misty dagger
#

why i dont understand jackshit what i need to do in animBP

#

seems every variable is not doing what I want. Also not playing anything I want

#

and why i need to open 100 different windows to play different kind of animations?

#

isnt it easy just to do EVERYTHING in state machine?

junior geyser
#

Depends what you trying to do. Using blends and Layers are a great power in ue anim

misty dagger
#

exdactly what i want to use

#

blends and layers

#

I just want to have these animations play when I land

junior geyser
#

Im no expert but dm me what you trying to do and ill try to help

frozen vortex
#

I have this char, and I want to have clothes as in App purchases.. My game doesn't have any physics

#

Should I Rig the clothes?

#

never don anything related to..

#

if you guys have good tutorials for this pls send me! Thanks

gloomy lintel
#

Hi, I was wondering if is possible to add movement on top of a playing rootmotion montage.

The idea is to push the character a bit forward on some melee attack montages

#

my current solution is to have a Notify State that disables root motion and apply some force until is ends

minor comet
#

Can someone help me please?

#

or at least point me some directions or any clue :<

gloomy lintel
#

not sure I understand your question. can you rephrase it, or post some images?

#

is a paper 2d character or the character looks like the ones in paper mario?

ripe yew
#

Certain animations in Standalone mode inflates the player but it doesn't happen in viewport mode. Any idea why?

gray magnet
#

please help me ๐Ÿ™‚ whenever i import an animation into unreal engine i ALWAYS get these errors. it's really annoying me because I've spent so much time animating.
"imported bone transform is different from original"

#

i've not been able to find any solution online

#

the model appears tiny and faced down

#

any fixes?

steel tree
#

hey guys

#

i wanna ask for help

#

rn im using blendscape 1D and using speed value to drive it but i would like some kind of turning and make the anim more horse like

grave skiff
#

is it possible to edit an animation INSIDE ue4 ?

main ferry
#

Anyone know why bones would be at zero in local space during the NativeInitializeAnimation function? I'm trying to get the length of all the bones in a tentacle skeleton. I've been working on this for a couple days now and I can't figure out why bones would be at zero during this function. Here's my code ```cpp
void UKS_AnimInst::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation();

//Objects
if (!SkelMesh)
{
    SkelMesh = this->GetSkelMeshComponent();
    PlayerRef = Cast<AKS_Pawn>(UGameplayStatics::GetPlayerPawn(this, 0));

    //Starting locations
    FVector tmpBaseLoc = SkelMesh->GetComponentLocation();
    IK_Start_Head_Loc = SkelMesh->GetSocketLocation("Tip");
    IK_Start_Head_Quat = SkelMesh->GetSocketQuaternion("Tip");
    IKCurLoc = IK_Start_Head_Loc;
    IKTarget = IKCurLoc;

    //Get skeleton length
    NumBones = SkelMesh->GetNumBones();
    TArray<FTransform> tmpBoneTrans;
    for (int i = 0; i < NumBones; i++)
        tmpBoneTrans.Add(SkelMesh->GetBoneTransform(i));
    tmpBoneTrans.Add(SkelMesh->GetSocketTransform("Tip"));
    for (int i = 1; i < NumBones + 1; i++)
        StandInSkelLength += (tmpBoneTrans[i].GetTranslation() - tmpBoneTrans[i - 1].GetTranslation()).Size();
}

}```
When I have a breaker trip in there I can see all the bone transforms are at the root location, with not spacing between them. So my length always ends up being zero.

#

This sounds like a hot mess. Does anyone know where I should attempt to get my skeletons length at the earliest time possible but after it has done these first blank initializations

glad hawk
#

Hi guys, do you know if is it possible to use capsule shadow as character collsions?

slim herald
#

hey guys, anyone know how to set up a transition in animation blueprint so that it moves from a state to another after it finishes playing the first states animation ?

#

for example i have a value called IsSitting, when it becomes true, i want my character to go from the idle animation state, to playing the sitting down animation until it finishes, to playing the idle sitting animation

cedar sedge
#

@slim herald Just use the automatic rule based transition after the sitting animation to the idle sitting.

#

Or you can take the other common approach of setting the transition rule to when < some small percentage of time is left in the animation

#

Using the time remaining (ratio) node

slim herald
#

what does automatic rule based do? it transitions when animation ends?

cedar sedge
slim herald
#

the automatic rule based works fine also. thank you so much

cedar sedge
#

Well, the docs/tooltip are a little confusing for the automatic rule. It says "Try setting the rule automatically based on the most relevant player node's remaining time and CrossFade duration...."

#

Which basically means it's going to wait for the state to end, but adjust for crossfading

#

The ratio approach ignores some things that you may not want, like crossfading out of states

#

It's also slightly easier to grok for starting out. Probably why they do it in the template

#

The automatic approach isn't a bad thing though, just may change behavior based on other settings. The Paragon animgraphs use automatic rules in quite a few transitions

slim herald
#

now i'm having another problem

#

i turn on a bool value to sit, the player sits, the player plays the sitting animation. but when i turn off the bool value, the player stands instantley even though i told the animation blueprint to play the standing up animation

cedar sedge
#

There's lots of ways to get from one state to another. Need to see your transitions, and if you have any event graph code triggering specific animations or not

#

Or interrupts

odd token
#

Quick question. When retargeting, Unreal started crashing after I changed some parts of the RIG to use virtual bones.
Are virtual bones not compatible for retargeting purposes? ๐Ÿค”

#

Was about to try restarting my pc (the magic fix) but wanted to know if it was maybe simply not possible.

slim herald
#

here (its not about sitting, i just used sitting example so its easier for others to understand), its about getting my dog character to go into barking pose if the variable "isBarking" is true and come out of it when the variable changes to false. i checked all animations manually and they work

#

it reaches Dog Bark Idle correctly and plays whatever animation is inside that. but when i switch IsBarking to false, it skips the "Dog Out Of Barking Pose" animation and goes right back to standing idle (a state below)

cedar sedge
#

@slim herald What's the transition from outofbarkingpose to the standing idle?

slim herald
#

automatic based

#

it skips any animation isnide DogOutOfBarkingPose i put in

cedar sedge
#

Did you check the "can enter transition" box inside the automatic transition?

slim herald
#

its not checked but i just tested it , it still doesn't work with both checked and unchekced

#

i tried redoing all the 3 nodes above from scratch a few minutes ago. it still gave me same result

cedar sedge
#

Well try with the ratio check instead of automatic. I'm no expert in this area, there's probably something weird with how it's applying in your graph

slim herald
#

heh i found something new

#

if i delete the transition from the dogbarkingidle node , it still resets to standing idle when i set is barking to false

cedar sedge
#

Sounds like you're entering that state from elsewhere then

slim herald
#

i deleted the transition that checks if IsBarking is true, and it stopped going into barking. so thats the only way i'm entering that animation. i thought maybe the blueprint script is playing animations on its own, but the bug still happens after i disable all nodes in the blueprint of the dog. i'll try to see if creating another animation blueprint from scratch has the same result

#

oh i get it now

#

i was thinking of these nodes as sort of animation states

#

instead its more like a tree, where every second the animation blueprints goes from the entry node and follows through the logic to find out which node it should stop at to play the animation in it

cedar sedge
#

Yeah, it's known as a directed graph, which is similar to a tree, but can be cyclic

slim herald
#

alright with a few extra booleans i got it working. thanks for all the help @cedar sedge

cedar sedge
#

Np

slim herald
#

anyone know why this bug happens? i make a transition and it doesn't have that circle thing in the middle of it and i can't click on it to inspect it

cedar sedge
#

I don't even know why your transitions are different colors.

urban knot
#

how do i detect if the player is not moving to do an idle animation?

cedar sedge
#

GetVelocity probably, if using the stock CharacterMovement component

urban knot
#

how would i do that? (im sorta new to ue4)

cedar sedge
#

Generally the flow is, check for conditions in the character blueprint event graph, set variables on the char bp. In the anim bp, check those variables from the char bp, use for transitions. The slightly more helpful way is to set them as variables in the anim bp, so you don't have to do the grab variable nodes each time you want to use them

#

Gives you a single float value with the pawn velocity in the world.

#

Or you can cast to character, get the character movement component, and get its velocity variable

#

In any case, you can then use the anim bp variable you set for transitions

urban knot
#

what one is event blueprint update animation? i cant find it

cloud lodge
#

its in the Animation Blueprint

#

Event graph

#

if you are getting horizontal movement, i recommend stripping the Z from the Velocity and get the size of X and Y, for ground movement, and using the Z as your vertical velocity

urban knot
#

also ik what the event graph is. i just dont know what that event is

slim herald
#

anyone know why this bug happens? i make a transition and it doesn't have that circle thing in the middle of it and i can't click on it to inspect it
Solved this bug by zooming out or zooming in then trying to link again until it works

#

My transitions have different colors cause They get assigned a color when you save them. I do that so I can reuse them later in the same locomotion

indigo copper
#

Hello slackers

#

Anyone pressent is well handed with blender imports to UE?

#

Having this issue, on Blender the animation works wonders for every object in the scene, but when imported to UE the shield, sword and teeth are eother out of place or non-animated

slim herald
#

I donโ€™t know how to fix this but I can offer you an alternative solution

#

In UE4 you can open the skeleton and create mesh sockets

#

So if you create a mesh socket in the character hand, you can attach the sword on that socket so the character holds the sword

#

You can move and rotate socket around until the sword holding looks good

floral horizon
#

@indigo copper Are you Retargetting to an existing skeleton in UE or is this a custom one?

ebon valley
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Hello guys, I'm merging meshes using code provided on the UE4 documentation. I'm trying to make a mesh to dismember it. However, after separating the skeletal mesh and exporting from blender, there are always openings between the mesh parts. I'm simply selecting vertices in blender and remove, then invert the selection and remove and import both skeletal meshes. Does anyone know what causes this gap between meshes and knows how to fix?

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Should I maybe use bisect instead?

ebon valley
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Disregard this question, inversion deselects one ring of vertices too many, fixed it by doing a proper bisection ๐Ÿ™‚

hard bronze
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Hey all, so the internet isn't really helping me out, but I'm wondering a couple of things regarding animations / FPS / multiplayer games;

  1. Using a seperate mesh for the FPS view and the TPS / Multiplayer view is usefull because of different FOV's, clipping and an overal nicer result. Do I need to make 2 animation sets of everything? so an FPS version of reloading a weapon, and a TPS version? Can't I just use the TPS skeleton / animation, and hide everything but the arms?

  2. Do I really need so many "animations" for every weapon? I have 0 animation or modelling experience but reloading an AK and an M4 differ just a tiny bit. It feels useless having to animate the hands, and then animating the weapon, for every weapon seperately. Can't we just use IK? Pulling the mag, pulling the bolt - its all a very linear action that would be very easy to just "program" in, in my opinion. hand on mag -> merge mag + hand bone -> pull hand to side -> put it back. Just like shooting (pulling the trigger), or holding the weapons - its just a combination of certain hand shapes and putting those on the right position of the weapon.. I don't understand why 1 gun would need 300 animations:

Arms Idle
Third person idle
M4 idle
M4 with grip idle
AK idle
AK with grip idle
Arms pulling trigger
Third person pulling trigger
M4 pulling trigger
M4 with grip pulling trigger
AK pulling trigger
AK with grip pulling trigger

Arms pulling trigger and firing
Third person pulling trigger and firing
M4 pulling triggerand firing
M4 with grip pulling trigger and firing
AK pulling trigger and firing
AK with grip pulling trigger and firing

it just feels so useless and I'm wondering why I'm not seeing any "tutorials" or explainations on how to do it efficiently.. Am I just seeing this wrong?

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this guy is fucking abusing his mouse and keyboard tho lol

misty lichen
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It's in my AnimBP

junior geyser
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@misty lichen Did you try deleting the cast to node and re-add it?

misty lichen
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Hold on

junior geyser
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Ive had to do that before when ive made certain changes to the character bp

misty lichen
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No, hold on, I'm getting it fixed

junior geyser
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ok

misty lichen
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I GOT IT TO WORK

shut kraken
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What's the approach to smooth locomotion transitioning to backpedaling? Do I just make 2 blend spaces for the forward and back anims and have a state transition in the statemachine or something?

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I'm mostly talking about when you switch to backpedaling if you start forward then go right then back smoothly. You'd switch somewhere around the 90 degree mark.

remote needle
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How Can i get more of my animations into this file on the bottom right ?

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mine is the one with onle 1

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I have this

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I am trying to make something like this

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I cant figure out how to call a second animation into the graph for the life of me

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even though i have several animations in the level

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Ive seen in the errors that it was using a different skeleton..

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I got that error when i tried to copy and paste from one BP to another

odd token
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Just right click and start typing the name of your animation asset then you'll be able to find the nodes more easily.

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I do believe your animations should be for the skeleton that your anim blueprint is using though

faint forge
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hi, im new using unreal engine, i has put the idle animation, but i want to change the animation on walk moviment, how can i do that?

opaque stirrup
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I need UE4 bone exprts ๐Ÿ˜‰

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In Ue4 is a bone rotation more or less expensive than translation?

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I'm doing a facial rig and am trying to decide if I want to base the bone off rotation or translation?

indigo copper
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@slim herald might try that out if i don't manage to solve the import, thanks

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@indigo copper Are you Retargetting to an existing skeleton in UE or is this a custom one?
@floral horizon It's a normal Blender human armature, but i am importing it custom, not useing the UE skelleton

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hi, im new using unreal engine, i has put the idle animation, but i want to change the animation on walk moviment, how can i do that?
@faint forge The best you can do is learn how to use an animation blueprint and animation state machine, there are various tutorials for both including UE documentation.

odd token
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Is there a setting somewhere for making virtual bones show up in the retarget manager?
I could select them in 4.20.3 but retargeting crashed when using them. Upgraded my project to 4.24.3 and retargeting worked but if you want to change the retarget manager settings the virtual bones don't show up anymore.

remote needle
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@dawn salmon Hi, you mentioned spawning characters on a plane earlier on (to play their animations on).
I have done some looking and most of the results talk about spawning characters (like player characters).
would it be the same thing i want to do even though nobody will be controlling this character ?

dawn salmon
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hi @remote needle, not sure why you're tagging me here. I'm not an animator, and tagging people randomly isn't the best thing in any case. I suggest you ask your question to people in the channel, and hopefully you can get an answer from someone with the knowledge.

remote needle
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Thank you for the idea, I just couldnt figure out how to even phrase the question to ask.. ill give it a go nyway.

dawn salmon
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I suggest you explain your case in full instead of worrying about spawning characters for now

remote needle
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Anyone able to point me in the right direction ?

Ill give some context....
I have made some animations of various sporting skills.
The intention being that they will go into my level where somebody will be able to view them in VR.
For educational purposes, they will learn how the skills are supposed to look this way.. and can view them from all angles.

I want to be able to call these animations in from a menu, switching between animations and characters as they are selected from the menu.
They should be located in the centre of the map where the player will be.

I could do with some advice on how this could work..

thanks in advance!

junior geyser
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That sounds like more of a programming question rather than an animation one

remote needle
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thank you @junior geyser

hidden geyser
stuck scaffold
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What issue are you having? That it is yellow?

upbeat comet
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I've got a workflow question. I've got this character that moves this massive gun around. At certain stages of the upgrades the gun changes its look; it animates the same but shoots faster. I've got two rigs, one for the character and one for the gun. I'm casting to separate animation blueprints to run each of them but I feel like double casting is the wrong way to go. Should/Could I just make a combined rig with the character and gun and then switch out the meshes when I upgrade and just have them all point to the same Skeleton??

meager dirge
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Can anyone please tell me why my Arms wont play the Idle animation from the AnimBlueprint after playing the fire animation from the Weapon Blueprint?

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It looks like it stops using the AnimBlueprint after playing. This is fixed if I Blend by Bool the fire animation with the Idle animation inside the AnimBlueprint, although it doesent look correct to me, as if the animation is slowed down

meager dirge
ripe coral
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hey guys, i am looking for an animation for my character where my character expands into glowing particles and then it comes together to reform my character again. any good recommendations? or am i making it sound a bit confusing haha

meager dirge
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Look into Niagara Mesh Particles, theres some great tutorials for what youre asking on youtube

junior geyser
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@meager dirge maybe need to adjust blend time lower?

meager dirge
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@junior geyser I fixed it by using a Montage

nocturne moss
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@ripe coral I'd look into anim_notifies, anim montages, and cascade/Niagara. I'm not someone who works with particle systems much, but I know people have ember it in UE4 pretty quickly

floral sky
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Is there no easy way to lerp/smooth/blend bone transforms in an anim bp?

nocturne moss
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@floral sky can't you lerp the alpha of the transform mode?

floral sky
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Manually in blueprint update yes, but I have 18 or so bones I need to do this to. Was just hoping the transform node had a way of doing this.