#animation

1 messages Β· Page 138 of 1

tacit wolf
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Ah just the ARTv2 binaries directory?

junior geyser
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yea

tacit wolf
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This one just to be sure?

junior geyser
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yep

tacit wolf
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Sweet ty

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Hmmm I get this when I try to use any of the list items on A.R.T 2.0 dropdown
# Error: AttributeError: file V:/ARTv2/Core/Scripts\ThirdParty\Qt.py line 88: 'module' object has no attribute 'QStringListModel' #

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I may have done something stupid but I can't check as the online doc for ARTv2 is down 😦

junior geyser
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not sure on that one. tried restarting maya? i only used it once or twice. I use blender now lol

misty dagger
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well i've made some progress on my mesh resize problem

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after applying scale in blender(havent used it in a bit) it seems to be working alot better however my skeletal mesh is now insanely large lol

tacit wolf
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hmm

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I'l give it a try

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Nah it's not having of it

neat schooner
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how do u convert actor velocity to charactermovement speed?

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im doing vectorlengthsquared on getvelocity, but im getting 40,000 when I want to get 200

tacit wolf
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It's just VectorLength

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to get the Speed

neat schooner
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oh yeah u right

misty dagger
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Good news i fixed my animation problem, it was quite a workaround but it seemed to be a blender scale problem

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i multipled the blender scale by 100

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then applied scale

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then exported to fbx using fbx unit scale and now i have matching meshes and animations

native night
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Hey, basic question but what's the common/preferred way to do very simple animations? Like a switch flipping or a lid opening or something like that. Is it with playing an animation and having the intractable as a skeletal mesh or would you usually just do that with blueprint code?

hollow summit
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I think both are reasonable depending on your skillset/what's needed? I've seen it done both ways depending how much time was required from the various teams.

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Question: I'm using the Paragon assets and I was wondering what would be the simplest way to repurpose some animations to make a ledge grab mechanic. (I'm using the Sun Wukong model)

balmy quest
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question: i have a aimspace setupped, everything seems to be working fine. however when i move the walking animations is running "below" it, ive tried layered blend per bone. but no matter what i do i cant get it to work. is there anyone who can guide me in the right direction? or show a screeny in wich order the aimspace is supposed to be attached inside anim graph

ebon kiln
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Yes im a newb so its a newb question. sorry

timber star
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You just need to replicate your animation with code

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@ebon kiln

compact pebble
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Hi, anybody have anything to read about mr. mannequin tools in blender to rig custom mesh

timber star
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i got the same problem as you XD

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@compact pebble

compact pebble
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i am trying to figure out how it works, it loads all the shit but idk how to approach to parrent bones

timber star
junior geyser
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@compact pebble look on his youtube. he has tutorials on it

compact pebble
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kk i will check

cedar sedge
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@ebon kiln If you need root motion that's not canned into montages (which you can replicate the triggers for), you can still do it.

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There's several blueprint and C++ functions available that can extract the root motion transform data, which you can then feed into controller move input

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Also some marketplace plugins that simplify it I think. Used to be anyway

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But the basic idea is relatively simple. Instead of wiring MoveForward -> movement input, which takes the 0..1 ranges and applies the min/max move speeds based on the current move mode, etc, you would use the root motion transform data to move the character capsule directly.

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Takes some effort to do it with blendspaces and such, but that's the general strategy afaik

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Hm. That all said, looking at the character movement code in 4.25p6, looks like it has root motion network prediction and replication logic.

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Might only be looking at montages though

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Epic Games\UE_4.25\Engine\Source\Runtime\Engine\Private\Character.cpp is where I'm poking at for reference

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At the very least you can see how they extract root motion tracks codeside

tardy stag
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Hey, does anyone know how to sync two animations on two different characters? (like attack - block/hit/dead synchronization for instance) Wasn't able to find anything on the topic

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Am I doing something wrong? Why can't I find answers/solutions for this? πŸ˜›

cedar sedge
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Sounds like by 'sync' you actually just mean 'look good', and sounds like a melee combat setup. I assume you're wanting character A to attack and, if their hitbox collides with character B's hurt box, B plays an animation.

tardy stag
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Thats the problem: I have no collision to trigger anims, that would be easier/way easier. It's top-down turn-based. I have many models with various anims for attack and other skills. They're all rolling on montage+notifies but tweaking each one is very hard since most anims vary in length and some attack-defend/hit relationships look fake/unsynchronized. Moving notifies around can only do so much before some of these relationships break. So, some look good, some bad, and some terrible. Cutting anims to roughly the same length is helping but I was wondering if there isn't something i don't know...

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So it's all "fake", there are no collisions, many times chars don't even touch each-other

cedar sedge
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Gotcha. So old final fantasy battle screen style. Play montage on attacker, play montage on target, sync timing so they look related.

tardy stag
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Disciples 2 copy-paste if u like πŸ˜›

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yep, I'm still in love with simple, old-style 90s' stuff xD

cedar sedge
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For sure. So you're already using notifies, and just having trouble lining them up with all the combinations.

tardy stag
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exactly that!

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Looked at sync groups but that's just something else, there aren't assets that would have leader hierarchies or something similar so idk...That's basically what i'd need, but it's the wrong tool for the job since it's an AnimBP feature while I use 100 ABPs 😐

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nothing on the web either, I always check before asking here 😐

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Making a huge blueprint that would "ask" which anim is being played, get it's exposed length and adjust the length of the reaction anim accordingly would kill my performance probably, and I'd also pretty much need the game to run on tin-cans so I'm out of ideas here, but idk anims well enough...

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Not to mention the work that little monster would require

cedar sedge
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Well, generally speaking as a strategy across varying length animations, where the 'hit' frame on the source isn't at the end, that should be the trigger for the 'respond' frame on the target, animation notifies are the answer, with putting them at the right 'hit' locations on the attacks. So long as your response animations start immediately and you trim off any and all windups and prep frames, it should reduce your problem to just placing the attack notifies correctly

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Sounds like you have enough animations that it's going to be a large job no matter what you do, but removing variation in reactions is step 1, imo

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That way timing is all about the source

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I'm no expert in this area but that's how it seems to me :P

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I'm not sure what criteria could even be used to automatically sync dozens or hundreds of animations like you're interested in. Even if there was a function to sync a list of anims with another list, unless they were appropriately trimmed, it still wouldn't look right

tardy stag
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I see. So, there is not feature I don't know of in UE4 πŸ™‚ mostly, that's what I wanted to make sure of, before fine-tweaking each anim and notify to have them as close as possible.

cedar sedge
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I mean if there is I'm not aware, but again, I'm no expert here. Perhaps someone else will chime in

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Still not sure what criteria it could use to do what you want

tardy stag
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Another Idea I've had was to start the reaction anim at the appointed notify instead of frame 0 but couldn't find any way of doing that either

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that way I don't need to trim (which is distructive), I could jsut loop both anims in a BP and move the notify until I get it right

cedar sedge
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That should be very doable

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You calling them from BP or C++?

tardy stag
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no Cpp knowledge here, none unfortunately 😦

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πŸ˜‚ yea, it's getting harder, isn't it πŸ˜›

cedar sedge
tardy stag
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using the other node, play montage, so I can switch on notifies

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but it's the same really

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oooooooohhhhhh and use the Section name

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yeesssss!

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so reaction would start to play at named section - exactly what I've wanted. Using AMs anyway πŸ˜„

cedar sedge
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Yep!

tardy stag
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yep, there it is! πŸ˜„ thank you very much for your time & help!

cedar sedge
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np

serene perch
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Is it possible in the animation blueprint to just pick a pose from an arbitrary time code at all?

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I want to have the playback be based on the position of an actor instead of time

compact pebble
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need help guys,, i export rigged model from blender (bone names are fine) and the problem is that to last finger bones are streched as hell

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then i retarget animation

compact pebble
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Nevermind almost fixed :)

ebon kiln
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Does animations effect game optimization at all?

robust geode
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Hi need a bit of some help of insight into something..
I have two separate skeleton meshes that have animations designed separate from one another. When played both at the same time they create the full animation. Is there any way of connecting these two animations in engine? I notice there's like an attachment function in engine but it seems to make a dedicate slot for a bone.

devout hound
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Is there any way of checking which animations are being blended between in the current state?

grizzled crown
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How would I go about making a character model that has each limb as a socketed object?
Let me explain, I need to make something that allows the player to rip off his damaged limbs and then replace them with other limbs

I'm paying for a commission to alter this model I already have so it's separated at each joint but I just want to make sure that's the way to go about doing it?

steep vale
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Does anyone have experience with anim notifies and linked anim graphs or linked anim layers? I've set up a main anim blueprint and sub anim blueprints through both methods and I don't seem to be able to get any anim notifies handled by any of the anim blueprints no matter what I've tried.

steep vale
misty dagger
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I was watching this video because was curious about diving into animations, 3:30 he is talking about FOV and streching when FOV changes. To combat this he said to use 2 cameras, 1 which switches FOV of everything else, and the other which stays on player's view. Does anyone know how I could set something like this up so whatever animations I create isn't ruined by higher/lower FOVs

https://www.youtube.com/watch?v=dclA9iwZB_s&t=210s

Watch 100s of Blender tutorials - start your FREE trial on http://www.cgcookie.com

Before we dive into all the technical stuff about how to set up the project and get animating, I want to take a few minutes and share some of the interesting tips and tricks that I found while ...

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neat lichen
topaz cypress
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Back again because I'm looking into an alt method for hair bone physics.
Anim Dynamics didn't provide the look I was after, so I'm looking into bone bodies. What I am trying to do is give my character here dynamic hair for her ponytail. What it should do is sway side to side when she is idle and simulate wind effects when walking or running. Does anyone here know the answer to this? Thanks!

cedar sedge
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@misty dagger The "use two cameras" thing requires a custom viewport. It's an old idea. Basically you're compositing the close-cam on top of the far-cam, and displaying the composite instead of the usual way engines do it, by showing only the active camera feed.

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Or you could cheat with a render texture, perhaps, or even a fancy custom camera that uses different FOV in the near plane

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But any way you slice it, it's going to be custom work

misty dagger
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they seemed to use a material in this

cedar sedge
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Yeah that’s one approach

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Looks like a pretty good asset

misty dagger
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Is it possible to use root motion with the pelvis as the root bone?

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I've got about 900 animations here from an old UE3 title (for experimentation), but it uses what seems to be an animation system no longer supported by UE4.

shadow magnet
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importing into ue4 is horrible, after redoing animations several times and watching tutorials nothing works, changing the world units to 0.01 didnt work, everything is still tiny.

compact pebble
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need help guys, every time i import my mesh with rig, my hands looks like this, rig naming and orientation is how it have to be for ue4 (i think so). anyone have any advice?

flat agate
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I'm guessing its just a curve that's always "1" or something?

neat schooner
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when making pivot painter meshes in blender, do all pivots have to be oriented the same way?

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with x as the vertical

misty dagger
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Is it possible to limit root motion to translation and rotation along "z" only?

void forge
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speaking of animations, does anyone here know if its possible to play back an "OBJ Sequence" inside of unreal engine at a rate of 30 .obj files every second? I think the reason i can't do alembic is because each .obj has it's own separate and unique UV map.

pearl swift
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Alrighty, I'm doing something dumb but I cant figure out what it is. I've got an npc set up. And it will "Play animation" but not "Play animation montage" Anyone know why?

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top works, but no tbottom

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Out of curiosity I tried the same way my character is set up (where play animatin montage works fine) but to no avail

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only guess is that its something to do with teh controller?

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fuuuuuuuu

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apparently i just neede to remove him from the scene and drag him back in

misty dagger
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Hey guys. I'm having issues using root motion with most of the animations I extracted (for experimentation) from Arkham City. When root motion is set to use the "ref pose" it wobbles from side to side, and moves at an upwards angle with "process root motion" enabled. These are the raw files used by the game, with no alterations:

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Any suggestions? The root bone being placed near the hip seems most likely to be the issue, but I'd need some sort of batch solution to fix the other 800+ animations.

shadow magnet
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No one even reads here.

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unreal engine hates fbx, i burned 2 full days trying to just get the scale of my animation and model right with unreal, and then the animations are floating and i cant fix it with anything i've found online. legit just gotta give up at this point

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Even editing the animation IN unreal to PULL the root down doesnt do anything.

stuck scaffold
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@shadow magnet Have you tried scaling it in the import settings? What software are you exporting from?

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@pearl swift The play anim montage node doesnt seem to be hooked up into the execution? (The white line needs to go through it)

pearl swift
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haha yea na posted the wrong image there

shadow magnet
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@stuck scaffold
I can, but the animations I import are floating. No fix I've found

pearl swift
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it was plugged in. I believe the issue was needing to re drag in the BP after pluggin in the slots in the anim bp

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but its working now

remote needle
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I use a line trace to activate animations, any idea why I initially have to press the button twice when I initialy go into preview mode ?
like the first button press does nothing
As one example, I have attached an audioclip to play with an animation, the audio plays with the first click but the animation doesnt.

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Is it possible to put an audio file in here so it plays with the animation repeatedly ?

timber star
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Hello is there a bone used for ik elbow inside the ue4 mannequin skeleton?

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I just foun ik hand and uk food and both got parent and don t understand what the parent are made for

stuck scaffold
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@shadow magnet Did you make the animations and the character skeleton?

remote needle
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I use a Flipflop to switch between these two animation states.

how could I make it so it only plays the R_O_flic_BT_Anim_Retarg once through before returning to its idle pose ?

stuck scaffold
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@remote needle Sounds like you would want to be playing it on an animation slot with a montage

remote needle
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that sounds exactly right! thank you for the advice!
I have tried to understand animation montages before but ended up finding other ways because it couldnt quite get it, Ill have to revisit it.

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@stuck scaffold

stuck scaffold
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@timber star As far as I know the "Ik hand" joints in the unreal skeleton is just for keeping track of the hand position in baked animations from maya. In case you are running ik and want to know where the hand is in the animation. The skeleton does not have bones to use for elbow target, have to make your own

timber star
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@stuck scaffold Ok thx for that answer

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but i do get an other question, when i i'mport a mesh from blender it seems that unreal add bsome bones and that s break the skeleton cause there position are stupid

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do you know what that s doing this do i miss something during export/ import process?

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@stuck scaffold

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there arre index03-end etc

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for each hand bones

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and just look at the pic there position at wtf

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are*

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blender

stuck scaffold
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Are you creating a new skeletal asset when you import the mesh or are you augmenting an existing one?

timber star
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i import a skeleton

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i dont know that augmeting a old can work

stuck scaffold
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In the options box when you are importing you should get an option that says [Skeleton]

timber star
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but i got a similar i just import a skeleton from ue4 to blender to create animation and then i try to reimport just the animation but i got a lot of problems

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yep

stuck scaffold
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There you either pick "none" which then creates a new skeletal mesh asset. Or you pick an existing skeletal asset and unreal will then try to merge the bones of the imported skeleton with the existing one

timber star
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Yeah but that s break everything

stuck scaffold
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What breaks everything?

timber star
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i got impossible to merge bones message

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but that s exactly the same skeleton

stuck scaffold
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The reason you are getting that error is usually because It is not the exact same skeleton and you have added a bone inbetween an existing hirachy

timber star
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maybe it when he try to import there is the bug with 'stupids' bones

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no really

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I can restart all the process to be honest it s just a test before doing my work so i can retry it

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i export a skeleton + mesh from ue4 to get the skeleton etc...

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I do need to make the ik working for arms hands and then make my animation and import them in blender but i don t know where the process broke

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oh i think i found something

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how can i exctend a already made skeleton @stuck scaffold

stuck scaffold
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You can either only add leaf joints to the skeleton, which are joints at the end of a chain with no parent. Or you could resort to unreals retargeting if you have other biped animations that you want to function on your new skeleton

timber star
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i ll just add ik elbow

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right and left they will have no parents

stuck scaffold
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You should be able to parent them to the root just fine @timber star

timber star
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ok

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@stuck scaffold Still have lot s of problem i do not understand where can be this happen

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i export my mesh from ue4 with x axis forwar import it to blender with auto armature rotation do a simple animation and after that i god huge problem

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i mean this is the exact skeleton i just export 10mins ago

stuck scaffold
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@timber star Very little knowledge of blender but what happends with auto armature rotation off?

timber star
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this @stuck scaffold

stuck scaffold
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No idea what I am supposed to see in that image, is that with it on or off?

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@timber star

timber star
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this is on off look the orientation of bones

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@stuck scaffold

stuck scaffold
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@timber star Does it break when you animated with it turned off?

timber star
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@stuck scaffold yeah

junior geyser
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is that mannequin skeleton?

timber star
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Maybe i do some mistakes during export

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@junior geyser no

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there is 3 more bones

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2 sorry

junior geyser
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ah ok. cause if it was i was going to say just use mr mannequin tools but nvm.

timber star
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i don t understand why there is generated bones inside ue4 after export import

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do not know if blender export mistake or ue4 import mistake

junior geyser
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just make sure you double check all the settings on import and export. I chased an issue like that for 3 days and it was a checkbox i missed

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it will be better when epic finally releases the ue4 blender tools

timber star
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yeah if they do it some days

upper ermine
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I've a looping rotational animation but everytime it loops back it creates a blurry jitter that lasts a moment, couldn't get rid of it.
Is there a way I can make it look smoother without that jitter?

stuck scaffold
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@upper ermine Is there any blendout/blendin time happening or not happening?

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Could you capture video of it happening?

upper ermine
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I tried to set it to 0 but that glitchy looking blur still persists

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I think I can, wait.

timber star
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@junior geyser what is the box that you forgot

misty dagger
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@misty dagger older games didnt have a "root" bone, their root bone was the waist bone and root motion would only take location into account, not rotation

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I'm having the same problem too with my animations

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No way around it

fair sentinel
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haven't really animated 3D characters in unreal (worked in after effects, have done stop-motion/flash/blender, etc). Does Unreal care what the rig for a character is like, or is the adherence to the Epic Skeleton more than a move for marketplace compliance?

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also, what are Pose Assets? I read the documentation page, but I'm not sure what they are intended to be used for. Are they supposed to be blended between to achieve the legendary Wolfire semi-procedural animation?

shadow magnet
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@stuck scaffold
Yes I did make both.

junior geyser
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@timber star i dont remember. it was a good while ago.

timber star
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@junior geyser he is talking about smoothing group and unpresent bone like head_end forearm_end x_end etc

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i don t know what s about really

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there his no sense to add those bones

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So you got right there is a box to uncheck ^^

misty dagger
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@misty dagger Hm...
Thanks for the lead, I'll let you know if I figure anything out.

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Yes please, if you do let me know because I'd love to get root motion in for my game

thick ridge
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For sequencer, I'm having a problem with my imported animated camera being locked at 35mm focal length instead of the 24mm it's supposed to be, Whenever I try to change the focal length, it just snaps back to 35mm, even when I set keyframes for it. Sequencer says 24mm while the details panel says 35mm, and the details panel seems to rule the camera. Only when I turn my custom lens into a prime lens by only allowing 24mm it seems to accept 24mm, but this has to be the incorrect way to solving the problem. Any ideas?

faint forge
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is possible use the forward animation to move the character backward reversing the animation in Unreal?

stoic frost
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Guys, is there any simple correct method of importing houdini camera to unreal?

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animated camera

remote needle
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Is it possible to make an animation only play once ?
maybe an anim notify ?

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Because I am guessing it loops over and over when its in the level because it does so here ?

grave forge
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@remote needle It's bound to a state in a state machine I imagine? Make sure you're also exiting your state so that the animation blueprint moves on to the next animation for you

remote needle
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@grave forge though I dont fully understand how to do what you suggested I think it sounds spot on! Ill show you my current state

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@grave forge this is it

grave forge
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Right, so is there an exit condition?

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Those white circles

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Or in your case, maybe a bool "isFiring"

remote needle
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Im using a Flipflop to change between states at the moment

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which is ok but It loops endlessly XD

vapid apex
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Do you have the loop check box unchecked?

remote needle
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it has two states, Standing in an idle pose and running into a flip.

it would be really nice if it could return to idle pose after the flip

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there is a loop box @vapid apex ? sorry im beginner so its new to me

grave forge
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On the right

vapid apex
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πŸ‘†

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Also. Flipflop is not a standard way to switching animations in the animgraph. I would try and solve the switching through conditions, most likely a bool.

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Bools and floats are most typical way of setting up statemachine transitions.

grave forge
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Yep, feed a bool "isFiring" into the animation blueprint

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Guys I have this weird issue where my animation in Blender:

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Turns into this in Unreal:

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I did move the hip bone (pelvis) in Blender, it seems it doesn't like that

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Is this an error in my workflow or something?

vapid apex
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si the ue animation a montage?

grave forge
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Sequence

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Just an import of the fbx as-is

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(reimporting in Blender shows it working correctly again, which is weird. It's only Unreal that is throwing a fit)

vapid apex
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ah. so it's not getting filtered through a blendposesbybool?

grave forge
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Nope, this is just in the animation asset viewer/animation workspace

vapid apex
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have you successfully exported a different animation with teh same rig?

grave forge
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Many animations work, this seems to be an issue with the pelvis/hips

vapid apex
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just to double check. but it this your skeleton setup? You have a root, then hips, then legs.....etc, etc.

grave forge
vapid apex
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actually. got the animation clip and looking on the left side window for "root motion". play with those check boxes EnabelRootMotion and ForceRoot lock to see if it works .

grave forge
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Doesn't change it it seems like

vapid apex
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enablerootmotion is if you have the root animating in world space in blender and wnat to move the same way in ue4. forcerootlock is the oppisite. your animations moves in world space in blender but you want it to stay at 0.0.0 in ue4

grave forge
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It's like the Hip bone just behaves differently in Unreal and Blender

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See how it doesn't compress?

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It just moves the whole character up and down

vapid apex
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Did you get any results by playign with them check boxes i told you?

grave forge
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Nope, nothing changes

vapid apex
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I don't know if this is the problem. But usually in my ue4 pipeline experience. We usually have a Root joint at 0.0.0 and then the hips, and so forth.

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im not convinced that is the problem though

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can you show me your import animation window? so i can see the settings your using

grave forge
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Sure

vapid apex
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Try unchecking Remove Redundant Keys for testing another import. Also, for future reference. The green needs to checked on. If it is not checked on. Do not have the red set to 0. 0 is infinite sample rate default. Increasing file size.

grave forge
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Same problem without remove redundant keys 😦

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The green needs to checked on. If it is not checked on. Do not have the red set to 0. 0 is infinite sample rate default. Increasing file size.
Noted, thanks! πŸ™‚

vapid apex
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did you already try checking on ForceRootLock option?

grave forge
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Aye aye :\

edgy token
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Hey guys, I really need help with some exporting issues. I'm making FPS animations with the help of the ARTv1 Maya plugin and I want to export my gun and arms together. So I click the export button on the anim interface and I select my weapon ref from the dropdown menu but instead of creating 2 different FBX files, it only makes one with the arm animations only.

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I'll provide screenshots or a quick video if necessary

vapid apex
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@grave forge Sorry. I've exhausted most of my troubleshooting methods.

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If the gun is going to be a part of the character, that guns joint higharchy needs to be a child of the characters root joint.

grave forge
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No worries @vapid apex, thanks anyway πŸ™‚

rigid leaf
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Hey Guys
I want to make the Game Physics Based Ragdoll ..
Like Stickfight or Human fall flat but idk what is the idea of this like character
Is the Character or the animation
Reposting Here in the right Place xD

faint forge
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why it have that little lag if i press WASD fast?

rigid leaf
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Check the animation in Anim-Graph if loop box is checked

faint forge
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@rigid leaf

rigid leaf
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yes

faint forge
#

now? xDDD

rigid leaf
#

not this

#

return it back

#

you have something is looping i think

faint forge
#

idk

misty dagger
#

Alternatively, all versions of UE4 before 4.6 had that feature (though it's probably not worth downgrading).

#

@misty dagger Is this 4.24?

#

Yep

#

Interesting...

#

Currently cloning the source - if you want me to compile it for you, I should have that done in a few hours. Otherwise, feel free to do it yourself.

#

Yeah compile it for me and send it over I guess

#

Curious to see what it's like

#

No problem

#

thanks

sudden sedge
#

@grave forge the compression in blender is due to an ik rig

#

unreal doesn't have ik applied to meshes by default

#

also what does the hierarchy in blender look like?

#

and did you bake animations when exporting?

misty dagger
#

@misty dagger Build finished, currently just making sure it runs - I'll compress and upload it in a moment, though it could take another hour or so provided nothing goes wrong.

#

aight cool

misty dagger
#

Uploading now with an ETA of 30 minutes.
...and now an ETA of 40 minutes, I'll ping you whenever it's done.

misty dagger
#

@misty dagger

#

thank you

#

No problem. Could take a while to unpack, as the major downside to .7z compression is the speed - I'd say it was altogether worth it so I could actually upload it, but I hope you've got a good CPU.

grave forge
#

@sudden sedge I noticed that if I reimport the whole skeleton as a new asset, it works again. No idea how the skeleton got corrupted

#

Thinking maybe I have to retarget everything again with the new skeleton:(

#

Wish I could just reimport the existing skeleton asset

bronze osprey
#

there is a reimport with new file option

grave forge
#

For the animation, but not for the skeleton iirc?

barren quarry
#

Hi guys, I want to create a physics asset for my model. it is rigged and has bones, now I want to add physics to it. the way I did it seems to be quite wrong tho:

#

is there a way to connect them or something?

fluid onyx
#

Hi guys, how would you go about animating the beard and peachy hair along with the blendshapes made in maya? Is there some kind of script or solution to transfer the blendshape position data onto the hair polystrips and bake it into them inside of maya? Or maybe a solution inside UE4 directly. Thanks!

thick ridge
#

Is there any way of pinpointing the exact movement of a character blueprint so you can make the appropriate animations for it? If I've understood it correctly, in order to avoid sliding feet (or hands, or anything else touching a surface), you need to animate according to the character's movement in the game engine - the root. A walk cycle has constant movement, so that's not an issue, but an idleToWalk animation, or a walkToIdle animation would require me to match the root's increasing/decreasing movement speed in the engine.

Any ideas, or am I overthinking this? Also, how much of this would be alleviated with IK controllers for the body part touching a surface?

stuck scaffold
#

@thick ridge You should have full control of those parameters in the character controller if I am understanding you correctly. Like acceleration and speed etc and those parameters can be applied as movement in the dcc you are working in if you want to animate to your movement speed. IK gives a bit of leeway for this as it should prevent any sliding when the foot is on the ground but the animations would still need to somewhat match the movement speed of the character.

wind yoke
#

Can someone help me? I have an animation and I want to mirror it to the other arm using blender

thick ridge
#

@stuck scaffold You mean exporting the movement of the character controller to my 3D app of choice (Maya)? I would prefer to just get the root movement from UE4 to Maya and work on animation from that, but I'm not sure if that's what you mean?

stuck scaffold
#

@wind yoke How far have you gotten? seems like it should just be possible to just copy over the keys from one side to the other?

#

@thick ridge I will assume you are using some form of character controller blueprint class which I think has speed and acceleration that you can set as numbers. You can keyframe that speed on your root controller and then animate under it and then remove those keys from the root controller when you want to export

#

since your movement will always be some form of unit per time.

wind yoke
#

@stuck scaffold I tried to copy and paste flipped but everything was wrong. I should not select all bones to copy the frames?

misty dagger
#

@misty dagger sorry for the ping again, I wanted to add some stuff to the source build, so I'm trying to download it right now from github. How did you download the pull request and add it to the engine? I haven't used git in a very long time

stuck scaffold
#

@wind yoke Are you following any guide or winging it?

wind yoke
#

I would love if you could share a guide. I was trying to follow a video for walking but its not working

thick ridge
#

@stuck scaffold That to me sounds like it would only work in a reliable way if the transition from one to the other is completely linear and not exponential, which is necessary for smooth gameplay and animation. Is there any tool for translating acceleration in UE4 to an animation curve in Maya? If possible, I would prefer to have an animation curve in UE4 for the various root movements so it's easier to control rather than float values, as you may also be able to pinpoint how much time/frames the transition from idle to walking for example takes so I can animate accordingly. Am I getting this correctly?

stuck scaffold
#

@thick ridge I mean, you have full controll over the animation curve in maya? You can make it as linear and not linear as you want in the animation curve editor

thick ridge
#

@stuck scaffold Yes, but it sounds like I have to eyeball speed and time in Maya if I can't actually bring it into Maya. That's fine if that's the case, I was just wondering if there was a way to actually get it into Maya so I can get it as precise as possible.

eternal blaze
#

how would i make a bolt action sniper reload in blender suitable for ue4

#

where the animation has the arms putting bullets in

sudden sedge
#

do you have the rifle, arms, and bullets

#

?

eternal blaze
#

Yes

sudden sedge
#

are they rigged?

eternal blaze
#

Yup

sudden sedge
#

then you animate as normal

#

and bake animation

eternal blaze
#

What is baking an animation?

sudden sedge
#

at the end of the animation exporting to fbx should give you the option to "bake animation"

#

what that basically does is key every selected object every frame of the animation

eternal blaze
#

Ah, so it exports keys from a range?

sudden sedge
#

the range of the animation you specified

#

most animations in your editor are curves

#

where it interpolates between keyed frames

#

however, this can mess up when exporting, so it's best to bake

#

but the animation in your package will usually convert easily to unreal as long as it's bone based animation

#

morphs and blenshapes are a different ballpark

prime basin
#

hey can someone point me to a walkthrough on how to adjust the ue4 mannequin to work with the meshes from synty ?

wind yoke
#

I tried to select all frames, copy and paster flipped but it doesnt look the same on the other arm

#

In Object mode, I cant select single bones, all of them are together

stuck scaffold
#

@thick ridge The interpolation you use in unreal would likely be some form of basic function and is easy to remake in maya in the curve edior. I Highly doubt you would get into a position where you are manually tweaking tangents to match what you are getting in unreal. So it would be one to one.

thick ridge
#

@stuck scaffold Alright, I will give it a shot. Thanks for explaining this.

wind yoke
#

So I tried to export the animation from unreal and I got this in Blender

I copy the keyframes in the graph editor with the bones from left arm selected. Then select bones from right arm and do a shift+ctrl+v and I get a curve with no values and no movement..

#

wow I think I fixed by changing an option during the fbx import. I need to put automatic bone orientation

misty dagger
#

@misty dagger Sorry I'm late. I'm no expert on Git, but I figured it out by:

  1. Cloning with Github Desktop
  2. Pressing Repository > Open in Command Prompt
  3. Typing in "git fetch origin pull/6756/head:BRANCHNAME"
  4. "git checkout BRANCHNAME"
  5. Making sure I had "BRANCHNAME" selected in Github Desktop

I'm currently making some modifications as well, namely the ability to replace the root bone with the pelvis (or any other bone index).
Again I'm no expert, but from the little I know and other examples in the source it seems relatively straightforward. As for "BRANCHNAME" that's
quite literally the name I used, but you should be able to change it if you want.

tardy stag
#

Hey all, any way to fix characters popping up after animation retarget? I'm retargetting UE Mannequin to a mixamo SK, which means that the rig has no root bone, the first bone in hierarchy being Hips (pelvis for UE SK), root is unmapped. The problem is that even with Hips set to animation scaled it still pops the SK up by 20-30 units.

eternal blaze
#

hey

#

i spent hours on a sniper animation in blender

#

i exported it and the first half in unreal engine looks fine but the bolt pull is way to angled

#

it looked fine in blender

#

anyone got idea?

molten jewel
#

reexport the mesh, you likely modified the bone in edit mode at some point

stuck scaffold
#

@eternal blaze You need have an animated joint which is attached to the weapon. So you can parent the weapon in the engine under that joint instead. Because right now it seems like you are just placing it under the hand, which will cause it always just stay in the hand.

#

Place the joint under either the characters root or the characters right hand. Just make sure it follows the position and rotation of the weapon in the dcc

novel viper
#

How can i overwrite a certain bone rotation ABSOLUTELY and completely, so that no animation what so ever can ever influence the bones rotation. I want to bottom spine bone to look at where the player is looking, it must always face this exact direction and when there are certain animation which would normally rotate this bone i want these animation to influence all bones EXCEPT this one, it may never be influenced. Anyone know how I can do this? I've tried using lookat, but the bone still seems to be affected by animations even though I disabled "use local space". I've also tried using transform bone modifier, and set the rotation to worldspace. This seems to work, but there is a weird issue, I can only set the yaw, the roll and pitch seem to do exactly the same thing?? How is that even possible? o_O There seems to be no real pitch, as both pitch and roll change the yaw. The yaw changes the roll.

peak quail
#

@novel viper Transform(Modify) node with Rotation Mode=Replace Existing and Rotation Space=World Space

novel viper
#

Ok thanks!

#

Is there a way to interpolate / blend between animation montage sections?

peak quail
#

@novel viper I've encountered this, my way is call another play montage when the section is finished

eternal blaze
#

@stuck scaffold thats exactly the problem i think

#

just a bit confused on how to do that exactly

stuck scaffold
#

@eternal blaze I have no idea how to constrain things in blender but it should be as easy as just creating an extra bone under the right hand, and constraining that bone to the weapon

eternal blaze
#

Oh you mean in blender

stuck scaffold
#

yeah

eternal blaze
#

Ah Okay

#

Ill try that out soon

stuck scaffold
#

that way when you see the weapon leave the right hand in the animation showing correctly that bone will follow along that motion. So attaching the weapon to that bone then in the engine should give the same result

eternal blaze
#

@stuck scaffold wouldnt that affect previous animations i have made due to the change in skeleton?

stuck scaffold
#

@eternal blaze If you just add the bone at the same position as your socket everything should work as normal since the other animations wont have any animation driving that bone so it will remain static in those

eternal blaze
#

Ah ok

#

ty

#

this is parented to the right arm bone

#

would i just constrain it now?

stuck scaffold
#

@eternal blaze is that the same position as the socket you created in unreal?

eternal blaze
#

No

#

How would i find the correct position?

stuck scaffold
#

You have all the transform values in the skeleton tab in unreal, so just copy them over so it has the same "default position" because that is the position it will have when it is not animating.

#

@eternal blaze

eternal blaze
#

Ah ok ty

#

thats not really working

#

a bit confused

#

i made a anew bone on this shoulder since it controls the arm

stuck scaffold
#

@eternal blaze wat

eternal blaze
#

that highlighted bone controls the whole right arm

#

so when the sniper is a child of it

#

when the sniper moves it moves the arm along

#

but rn in ue4 it follows it all the time

#

but im confused on making the new bone

#

i tried making it on the hand

#

and copying the socket transform

#

but the bone went to outer space

stuck scaffold
#

@eternal blaze Are both of them share the same parent? Because they have to for copying over the transform like that to work. Since the socket is placed under the "CATRigRArmPalm" joint it's transform values will be relative to the palm joint. So the new joint you create needs to be under "CATRigRArmPalm" for those values to make sense

eternal blaze
#

yeah the hand shares the same parent

#

parent being the shoulder bone

stuck scaffold
#

No, the parent should be "CATRigRArmPalm", the shoulder bone is like their grandgrandgrandparent

eternal blaze
#

Oh

#

this is the skeleton setup

#

Okay i did that

#

sorry if im a bit bad / slow man

stuck scaffold
#

now you should try copying over the transforms

eternal blaze
#

Bone goes massive just copying the x axis

#

nvm

#

all transforms copied

stuck scaffold
#

@eternal blaze Sorry, unreal units are in CM and your scene seems to be in Meters

eternal blaze
#

oh

#

no cm

#

so i was using this

stuck scaffold
#

you cant change "Length" to centimeters?

eternal blaze
#

nvm found cm

#

Yeah

#

i did

#

thx

stuck scaffold
#

@eternal blaze Things working now?

eternal blaze
#

Not yet, trying to get the rotation of the bone correct

stuck scaffold
#

You can create a socket under the new bone in the engine and correct the rotation there, might be easier

#

@eternal blaze

eternal blaze
#

Yeah

#

Thanks ill do that

#

Okay i made the bone, but now would i export this animation normally or export it again as a new skeleton since it has a new bone that my original skeleton doesnt have

stuck scaffold
#

You would need to export the model file again and then right click on the skinned mesh asset in the engine and press "reimport"

eternal blaze
#

Ah ok

#

Okay great i made the bone

#

Set the socket location roation

#

what was i supposed to do now @stuck scaffold

stuck scaffold
#

constrain that new joint to the weapon in the animation and export the animation again

eternal blaze
#

nah didnt work.

stuck scaffold
#

@eternal blaze what didnt work?

eternal blaze
#

same issue

#

just less

stuck scaffold
#

@eternal blaze does the new joint have any animation on it?

eternal blaze
#

No

#

do i get rid of the other constraint?

#

the original?

stuck scaffold
#

@eternal blaze the original constraint?

eternal blaze
#

yeah this one

#

@stuck scaffold

#

the weapon is constrainted with it

#

so if the weapon moves the arm followed

#

this was the original one

#

and the 2nd one we created on the hand is the new one

#

by animating the new one what do you mean?

stuck scaffold
#

The new joint should just be constrained and follow the weapon. It should work independently from anything else in the rig. Should not have to change anything else.

eternal blaze
#

so it shouldnt follow the arm

#

@stuck scaffold

stuck scaffold
#

It should represent the offset the weapon has from the hand during the animation

#

@eternal blaze

eternal blaze
#

@stuck scaffold the highlighted greenbone is the new one and it follows the offset

#

is this what you meant?

stuck scaffold
#

yeah

eternal blaze
#

Great, now i just export and repostion?

stuck scaffold
#

export the animation again and things should work as intended. Dont know what you mean by reposition?

#

@eternal blaze

eternal blaze
#

since the sockets not working in blender i can just do it in unreal like you said earlier

stuck scaffold
#

@eternal blaze That was just rotational corrections

eternal blaze
#

Oh

#

Thank you so so much

#

Its working

#

Im forever grateful

thick ridge
#

This is more of a Maya question, but it's part of the pipeline, so I'll give it a shot:

Maya game exporter for animation is doing some weird interpolation with baked animations, causing some body parts to jitter when imported into UE4 where you can see between the frames (most visible with IK controllers in baked animation). I've been playing around with different settings, but can't seem to find the correct setting to just get normal, linear interpolation from baked frame to frame. Anyone got any ideas?

dim stump
#

Is possible to blend between animation sections in anim montages ?

stuck scaffold
#

@thick ridge Have/had that issue aswell. Super dumb and I have no idea why maya is so mean.

fossil pike
#

guys, I imported this lovely character I made from blender to UE4. The animations were baked and exported along with a mixamo skeleton. However, my animation makes the character the size of an ant almost 0.001 tha actual size. How is this happening?

#

I would like to point out that I was presented with the following error messages when importing the FBX file. πŸ‘†

#

the animation is not only 0.001 the original size of the skeletal mesh, but also is rotated 90 degrees making him lying down facing up

#

How can I fix the animation?

thick ridge
#

@stuck scaffold Tried manually baking before export and turning all curves linear that way, and it's still jittering, so something strange is happening here. Could be that 24 fps isn't enough to cover up the inaccuracies, but I don't think that should be a problem when the interpolation is linear between keyframes. I've done similar things in other situations, and it hasn't been a problem before.

stuck scaffold
#

@thick ridge I mostly think its just eulers being dumb, but donno. Have you been able to reproduce it in a clean scene? Or different maya versions?

thick ridge
#

@stuck scaffold Haven't tried different Maya versions, but if I try to import the FBX and stretch out the baked animation, sure enough the jittering is present in Maya too. So it's very likely an export issue.

fleet willow
#

Is it bad practise to add gameplay logic such as; "spawn something within the spawn animation" with a notifier ?

stuck scaffold
#

@fleet willow Can be practical, but can come with bugs. Depends a bit on what and how. I would suggest just doing it and seeing if you run into anything πŸ™‚

fleet willow
#

Alright, i just found out that this exist and it feels like this will change a lot now

misty dagger
#

Hi @fossil pike , There are some things you might want to do before changing anything in Unreal. I also work with blender
I reccomend you to tick off the option "Add Leaf Bones" on the Blender FBX Exporter, under Armature Tab (This will prevent bones like TopHead_End_End from being created)

I also reccomend ticking of the "Force Start/Ending keying" under Animation tab on the fbx blender exporter.

If you are planning to use Root motion be sure to name your Armature in Blender as "Armature" and nothing else
If it's named with any other name UE4 will create an extra bone and you won't be able to use root motion.

There are some workarounds around this scaling issues , some might work and others won't.

What I've found personally work is:

A: Adjusting Scales in the mixamo Rootbaker Add-on inside blender, changing the units inside blender to match UE4 system and changing scale on the FBX importer (This might not work)
It usually doesn't do it for me.

B: In your animation Asset you will have to change the dropdown menu settings under Root Motion and set it to "Ref Pose" or "Anim First frame"
(See image for reference)

If this doesn't work then try reimporting after aplying an uniform scale of X (Try with numbers like 2, 10, 20. 50) until you
get your desired size. This is in The aimation Asset under the tab of Transform (See image for reference)

Important Note: I'm by no means a profesional and this workaround is probably very bad for a lot of things. But for me has done
what i've needed.

#

Sorry for the wall of text πŸ˜…

grave drift
#

Hey, how can I cast from my character's anim BP to it's bow anim BP to get a reference as of when the bow animation gets a notify or not? (Need to know when the player can attach his hands to the string or not, as currently his right hand stretches too far to grab the string)

candid fulcrum
#

How come my Blendspace wont accept Thigh changes? It accepts Root Transform changes, but not anything else I've tried.

candid kite
#

does anyone have a good way to do facial lip sync in ue ?

thorny egret
#

Anyone use the Advanced Locomotion System V4? Im having a bit of an issue. I re-assigned a mesh that used the ue4 mannequin skeleton to the ALS skeleton and all the animations are seeming to work perfectly but when you enter its ragdoll mode it does a wierd snap and spin.

fossil pike
#

@misty dagger no worries. In fact, thank you for the details. I didn't know about the leaf bones or the "force start keying" options. And for the Mixamo Rootbaker, that thing could be a good solution to try. What I did to fix my issue was to scale down my model in blender by 100 units then imported them all into UE4 with a uniform scale of 100. There was a little difference in size between the model and the animation, but it was acceptable for now.

thick ridge
#

How do I see a bone's index? It doesn't say anywhere.

misty dagger
#

Is there anyone that can help me with animation and rigging?

misty dagger
#

@thorny egret might be that the physics asset of that mesh isn't configured correctly to work with that locomotion system

misty dagger
#

Hey I am trying to animate my weapons. I am planning to have more than 1 weapon and possibly a system for players to create mods for weapons. One thing I cant figure out though is how to dynamically load animations. Every tutorial I see, all the animations are manually written out in blueprints for each weapon

#

Is it possible to automatically load the weapon animations using c++

thick ridge
#

I think I found a temporary workaround. I was able to display bone names with numbers, but there were a bunch of overlapping ones, because I imported all joints into UE4, because I can't select weighed joints only, or I don't know how to do it. I just pulled the desired joint away from the rest and took note of the number. Very cumbersome way to do it.

thick ridge
#

Is it possible, or recommended, to simulate only parts of a skeletal mesh's joint hierarchy? I've been playing around with it, and got something resembling it turning the character's collision into "Ragdoll", but is it correct turning the whole thing into a ragdoll that only activates when told so through blueprints? Also, while I try to tell it to simulate the rest of the hierarchy, it only seems to simulate that one joint, or it's extremely rigid.

Also, in this case, only the joints on the cloak seem to react at all to my blueprint, and the hair does absolutely nothing. Again, could be a rigidity thing, or a length thing.

Another thing is that the physics simulation is way different between the blueprint view and in-game. In-game it's way too lose and doesn't react much to wind at all, and in the blueprint view it's all over the place.

bronze osprey
#

@thick ridge use the rigid body node

#

i couldnt use that gumroad rig cuz no max πŸ˜›

#

you want to do this in the anim graph or cloth physics

#

settin this up in bp is not the way to go

#

and if u do use phys anim profile

stuck scaffold
#

@thick ridge You dont really need do a get bone by name and give it an index since all you have to do is write the name of the joint and give it a reference to the mesh

#

Also why not make it cloth instead?

fleet willow
#

Im having here the problem that i have to connect most of them to another Hit and ShieldHit state, but after connecting that it will look boalt af

#

This just doesn't seem right

misty dagger
#

Is artv1 also compatible with maya 2019?

stuck scaffold
#

@fleet willow Just by looking at the names it seems that alot of those can just be montages instead?

fleet willow
#

Idk tbh, i didn't worked with montages yet since i though the animation BP would be enough

stuck scaffold
#

I mean montages are a big part of the animation blueprint and I would highly suggest looking into them. They are not very scary

fleet willow
#

Alright, any chance that you got a good source for it ? ^^

stuck scaffold
#

docs are actually pretty decent on them

fleet willow
#

Ty

eternal blaze
#

@candid fulcrum

#

did u bake it after u made changes in unreal?

#

How can i make a revolver animation suitable for unreal

#

this is the rig i made

#

each bullet is rigged*

candid fulcrum
#

did u bake it after u made changes in unreal?
@eternal blaze I applied a note, same way I did when I change the root, which works just fine.
I'm not sure what u mean by bake

eternal blaze
#

usally when you modify a bone in a animation in unreal engine , red text pops up and states that you have to bake it if you want changes to apply

#

But in your case i dont really know the solution, just thought it might be the problem but seeing as its a blendspace it might not be

stuck scaffold
#

@eternal blaze Seems like a decent start of getting a revolver into a game, are you having any issue with it?

eternal blaze
#

not right now, i rigged it now onto posing it with a weapon.

thick ridge
#

@bronze osprey Okay. I was looking it up and going with whatever I found, but something felt off about the whole thing.

@stuck scaffold Oh, I didn't know that. I didn't see any way to do it.
Why not make it a cloth? I figured it would be cheaper for the system and more manageable to use joints when they are available. I thought maybe I could mix the two, by using the joints for the base and cloth for the tip. I'm assuming the more vertices are cloth, the more expensive the simulation is.

But one important question: Do I have to import simulated meshes separately, or is it perfectly fine to use whether joints or cloths from the same skeletal mesh?

tulip nacelle
#

can anyone explain to me what's the benefit of combining multiple animations into a single montage?

chilly venture
#

hey guys,

i'm an audio guy but i need to work with animations as well to showcase some stuff.

i want to speed-up the standard UE 1stperson project walk animations when i change my character speed.

how do i do this ? i imagine there is some animation reference variable "animation speed" or something...

could one of you please point me into the right direction?

thanks! πŸ™‚

bronze osprey
#

blendspace

chilly venture
#

blendspace
@bronze osprey if i see it correctly it blends between animations based on variables.

does this mean i need to create new animations?

i just have 3 states set by integer, - player slow, normal, fast
so i'd like to take the default 1st person animation and just play it at different speeds.

or am i unaware (probably) of blendspace-functions that allow exactly that? taking the same animation and playing it at different speeds?

bronze osprey
#

you can duplicate 1 and increase the playback rate

#

and drop that1 in the blendspace

chilly venture
#

πŸ™‚ @bronze osprey thanks a ton man

jade eagle
#

Guys what do you think of having arrow symbols for directions in anim state like this instead of namings ,FD, BD..etc

#

Can there be any problems in future because of this

vapid apex
#

Yea. If you have to change something in the future for some reason. It'll change the pipeline naming convention standard you are building here. Also it will be hard to find these statemachines when you search for them. Engineering may not like this in the code either.

#

Why are you using arrows for directions anyways? Are you not using a blendspace for directions?

jade eagle
#

I am using Terra from Paragon, and it has only F B L R blendspaces with leaning, so I thought if they didnt have such a blendspace for direction then probably this is the solution, + it gives a bit more flexibility

#

deleted

#

So its pure local representation, so I thought arrows a a bit more visually pleasant xD

stuck scaffold
#

Doubt it would come up as a big issue since they could always be renamed and names of states only really affect the persons working directly with them. Also having them as states is also fine and can give control of how you animated changes of direction which can often look wierd when only using a blendspace @jade eagle

stuck scaffold
#

@thick ridge Cloth will of course come with some overhead, but doubt it would be something noticeable. You do not have to import the simulated meshes separately. Should just have to click on it and press create new cloth asset if I remember correctly (should be tons of videos for it). Side note, I don't think physics colliders have any wind input and you would likely have to create your own for that to work and I doubt the result would be very pleasing.

lofty peak
stuck scaffold
#

@lofty peak Do you have an animation blueprint assigned in the character blueprint?

lofty peak
#

like on Event Graph or Viewport? Sorry im a bit new to this

stuck scaffold
#

In the character blueprint you should have a mesh placed and when you click that mesh to the right of your screen you should see a tab that says "Animation" under which you can select an Animation Mode, which should be Use animation Blueprint and then an Anim Class which likely should be the default one

#

@lofty peak

lofty peak
#

ok bro

#

@stuck scaffold which one is the default sir?

stuck scaffold
#

Try the "PROTO_BP" one

#

@lofty peak

lofty peak
#

yes sir

#

he is still t-posing sir

#

what do I do next?

#

try all 16 or do something else?

stuck scaffold
#

@lofty peak Did you start with a third person project template?

lofty peak
#

yes

stuck scaffold
#

@lofty peak Does your new character share the same skeleton asset as the unreal default one?

remote elm
#

retarget as well

#

that model does

lofty peak
#

I dont think

#

I dont think so guys

#

how do I check if he has the same skeleton asset as the default unreal mannequin

#

guys?

tardy stag
#

Hey! Any idea why this keeps showing up?

#

Couldn't find anything on this error... JumpToSectionName "XX" failed bEndOfSection: 0 ...makes no sense to me 😐

molten jewel
#

@lofty peak you load up the mesh preview and see what the skeleton is on the top right area

tardy stag
cobalt sierra
cedar sedge
cobalt sierra
#

thanks apsu

last vortex
#

Would it be possible to use IK for animating weapon attachments? One weapon has a pic rail at a 45 degree angle, and an underslung grenade launcher will be one of the available attachments

#

I need to be able to animate the player using and reloading it despite being at an odd angle

#

Basically, I need to be able to move the hand between preset points on the weapon

cedar sedge
#

Sure that’s basically what IK solvers are for. Moving joint chains between points.

last sedge
#

If I have a third person animation such as a character swinging a hammer (ie for hammering a nail), is it possible to use IK to target precisely where the hammer head hits? I guess a hammer would be a skeletal mesh too, whatever works. I've seen demos of controlling exactly where a mannequin points using CCDIK, but that is working with just the mannequin skeleton, not through an attached weapon/tool.

candid fulcrum
#

But in your case i dont really know the solution, just thought it might be the problem but seeing as its a blendspace it might not be
@eternal blaze
I appreciate your help:) I'll look into it and see if it works

tawny cliff
#

Hello! What is the console command to show all the animations, states and blendspaces currently running on a character? Can't remember it at all!

#

It gives you like a huuuge list of what is going on with blend weights and everything

bronze turtle
#

Hey all, ive recently purchased the frank climax slash pack and his skeleton includes extra bones for the weapons...is there a way in engine to transfer the extra bones to my retargeted character...im trying to accomplish getting weapons using sockets, but its painfully difficult to get the weapons to line up correctly with every animation....i can get them pretty close, but not exact....

#

Anyone have that set mind telling me how they resolved this, or am i missing something thats very easy? @ me please

tawny cliff
#

Hello! What is the console command to show all the animations, states and blendspaces currently running on a character? Can't remember it at all!
@tawny cliff found it - 'ShowDebug Animation'

atomic wren
#

Hey all, ive recently purchased the frank climax slash pack and his skeleton includes extra bones for the weapons...is there a way in engine to transfer the extra bones to my retargeted character...im trying to accomplish getting weapons using sockets, but its painfully difficult to get the weapons to line up correctly with every animation....i can get them pretty close, but not exact....
@bronze turtle From my experience I just add the extra bones as virtual bones by opening the skeleton, right-clicking on the bone the socket/bone needs to be attached to and selecting to add the virtual bone. give it the same exact name and orientation as it does in the pack you are retargeting FROM.. This should work and any functions they use to attach a weapon component to a bone socket should then attach it to that

oblique kiln
#

Hmm imported my animation from blender but even tho it's a walk animation the skeleton is standing still and doing the animation on one place rather than walking

#

any idea what could cause that?

last vortex
#

@last sedge thanks for the links

#

Next step: will it be possible to combine this with an animation? I need to create a reload animation for an M320, which is an underslung grenade launcher. It there any way to play an animation for the left hand that uses the launcher’s grip as a reference point?

#

This is the M320. The barrel swings out to the side and ejects the spent shell, then a new one is inserted

oblique kiln
#

Anything is possible as long as you do the animation on the weapon as well @last vortex

bronze turtle
#

@atomic wren just copy the XYZ from the bone on the Frank skeleton?

cedar sedge
#

@bronze turtle It might be easier to just assign the mesh you want to use to the slash pack skeleton. Make sure to set both source/target skeletons to Humanoid rig first. Extra bones in the skeleton aren't an issue, so long as the rig hierarchy is the same (and it is for his pack), and so shouldn't require copying or re-setting up bones.

bronze turtle
#

The only problem is frank uses different extra bones in each of his sets...that would solve it if i was only after one of franks packs...but im planning on using all 13 of them ....thats where things got complicated

cedar sedge
#

Ouch. That's a lot to manage.

bronze turtle
#

Its being used with synty modular fantasy...cause i like chaos lol

bronze osprey
#

lol is that how guns look these days?

tiny flicker
#

Guys, how do I rotate physics constraint for a bone of a skeletal mesh? My bone limits by 45 deg, but in wrong direction

vagrant juniper
#

I'm a bit lost, completely new to animation and everything so character oriented. My needs seem pretty simple, I have a bird with a few idle animations. I want to randomly cycle through animations, static, in one spot, just picking a random animation and playing. How do I get started with that?

#

Figured it out, animation blueprint with a random sequence player

tender flicker
#

hey

#

does anyone know how to do proper IK? even when the character is moving?

#

I currently have working foot IK while the character is standing but when I move the feet sinks into the ground or is floating when it's on a hill

#

is it possible to control a float with an animation? what I want to do is have a IK weight, so when the character lifts the foot it goes from 1.0 to 0.0, so when the characters foot is on the ground it will have a weight of 1 and when it's on the air then it will have a weight of 0

#

ah fuck

#

its called animation curves

#

if anyone wants it

cedar sedge
#

If I have a non-root motion animation where the pelvis is offset from the root and I'd like to translate them closer, can I do that from inside Unreal or do I need to edit in Blender/etc?

#

It's an in-air roll, and it's offset to about character height, which puts it at the top of my capsule. That causes weirdness with ground detection/transitions to landing/etc.

#

I'd like to pull it down so it stays centered in the capsule

tender flicker
#

I did it in unreal

#

had to set the hip location to be the same height/offset when you are standing so it looks good during transition

cedar sedge
#

You mean by manually setting the mesh offset in the capsule during the animation then setting it back?

#

Or is there some property in the animation sequence itself I'm missing

tender flicker
#

there is a way for you to edit the animation in ue4 and save it

#

if you open the animation, change the hip location, I think the option to save it is called create asset from animation

#

not sure what it's called exactly, don't have access to the editor right now

cedar sedge
#

Cool, I'll poke at it. Thanks

cedar sedge
bronze osprey
#

pretty smooth

cedar sedge
#

Yeah, needs some more polish but it's a good start.

#

Might need to try to get conduits going before this state machine gets too crazy

#

It's not too horrifying yet but there's a lot more I intend to add, hehe

jade eagle
#

Guys did anyone encountered weird problems when using BlendMulti node in state entry? In comparison with simple blendspace

thorn prism
#

Hello everyone, newbee here and working on a project that requires animation to be made.

#

Not sure how to proceed, studying the AI with blueprint course right now but not sure if I am going in the right direction or not, need help.

jade eagle
#

Guys how I can rotate the animation from the root bone to the waist of the skeleton during an animation?

jade eagle
#

Guys what type of node is this

#

I mean i know its a custom one, how to create it?

dusk dove
#

C++

jade eagle
#

Thanks, found it

cedar sedge
#

@jade eagle That plugin in particular is quite complicated, and I'm not sure it's necessary, at least for the orientation portion. I've worked on what you're trying to do recently, and it's not just rotating the root. You need to distribute a twist all the way up the spine from the pelvis, in the opposite direction of the root, so the upper body "looks" in the same direction. But root to pelvis should be in alignment.

sage parrot
#

I would like to have my character face in the same direcion of a slope like this, can I do this with a locomotion or is something else required?

cedar sedge
#

Using Find Floor bakes in a bunch of checks to make sure the surface is walkable or perchable, so it won't trigger on smaller edges you pass over

grave drift
#

Hey guys. I have a zombie mesh that is split up in body parts due to dismembering logic. If the zombie gets within range I want it to attack me, running an animation on the Mesh, which is the parent to all of the other body parts. However, only the mesh referenced is running the animation, the rest ignores it. What's the best solution to this?

cedar sedge
#

Are you using the master pose component?

#

If all your modular meshes are on the same skeleton, you can use the master pose component to hook them together, and animation targeting the parent should propagate to the children

#

Just pair it with copy pose from mesh in the ABP. The doc page shows how

sage parrot
#

thanks for the reply @cedar sedge I tried it but now my character is always facing the same direction :/

#

do I need to split the rotation?

cedar sedge
#

@sage parrot You're setting the rotation to the normal value, which includes the yaw, but not adding in your character's current yaw

sage parrot
#

ok that fixed it but its not changing the pitch/roll

cedar sedge
#

I'd do it by splitting out pitch/roll/yaw and combining them componentwise into a single rotator from the two sources

grave drift
#

@cedar sedge Thanks, I forgot that part πŸ™‚

cedar sedge
#

np

candid kite
#

Does anyone have experience with senquencer?

#

i just want to know if root motion works with it. Can anyone clarify if so?

bronze osprey
#

yea it works

misty dagger
#

Hi does anyone know anything about Blender? I am trying to rig a non humanoid npc character for my game (insect)

#

I know how to rig but what confuses me is exact naming and hierarchy conventions so that UE4 does not break the hierarchy on export/import

thorn prism
#

Hello all

#

I messaged yesterday as well. I am creating an animation, does anyone know how to keep the animation running in a linear path and keep it running that way. It seems to be changing direction after one second of running and then starts running over again.

spiral cloak
#

Hi All - I've got 2 skeletons, one is the ue4 default mannequin, and another is one I purchased from the UE4 Marketplace that is the UE4 default mannequin but has 2 additional bones (for prop holding) that has been animated.

How would I merge these skeletons? I've been fiddling around with retargeting, and assigning skeletal meshes etc but keep losing the additional 2 bones.

I briefly came across an option before (a couple of weeks back) that said something along the lines of "would you like to add the additional bones?" but I cannot remember which combination of buttons I pressed πŸ˜‚

Any help would be greatly appreciated.

oblique kiln
#

Any Maya rigger animators here? Looking for recommendation on Plugins to speed up rigging, animation process?

spiral cloak
#

Right... Found the option for "add bones to skeleton" but it just seems to produce some Zombie bones that can't be used?

misty dagger
#

Whats the best way to make my own animations?

tender flicker
#

Anyone know how to do a proper weapon switch animation?

#

Currently I have an aim offset and a weapon bring up/lower anim montage

#

But when I play the weapon switch montage, the character looks straight ahead then looks down or up depending on if I'm looking up or down

#

My weapon switch montage has the character aiming center, I'm not sure how I get it to work with any aim angle

misty dagger
#

Another question lol. I am having trouble getting my animation to loop seamlessly, as I am getting a stutter at the end (I have tried ending the animation at 1 frame before it goes back into rest/starting pose, no help). I guess I could just play 20 loops back to back in a single animation though I would still get the stutter once every 20 loops. Firstly I would like a fix obviously. But if I take the latter route, what is the increased memory cost of performing such an action?

narrow ingot
#

Hello. For a video sequence I need to move example a lizard from rock to ground and then it movies forward. All movement for like 5 sec. Where and how would be the easiest to do it?

#

Tutorials ar pritty poor on these kind of topic

misty dagger
#

how do i attach a detach guns on pick up to a socket

#

Is there a way I can use an anim montage and/or blendspace to create a smoothly looping animation? It's quite simple (the animation)

warm coral
#

So I have a wallrun animation to play when my character runs on a wall, and I want it to lock at the same rotation of the wall. What's the best way to do that? I have a half working system right now, because the character will either face the right direction, or 180 degrees off.

wise spoke
#

Hi guys, if I want to equip a character with a vest, the best way is to create a skeletal mesh component in the character Blueprint for the vest only, and share the animation with the character mesh? Or is there some other ways?

midnight thorn
#

any suggestions on how to get a push animation set up so my hands don't go through boxes without using another boxvolume?

misty dagger
#

hey guys i need help to a simple answer

#

at least i hope its simple im just too noobie still to know

remote elm
#

@misty dagger attachtocomponent and use the socket name, theres also a detach function to detach it

misty dagger
#

so thats what i did but its spaqning in a different afre athan the socket so i moved it manually in my weapon base bp and i cant get it to aimt up and down now with my camera only left and right

#

@remote elm

remote elm
#

then you messed up something if its not attaching to the socket, show me the setup

misty dagger
#

@remote elm

slim herald
#

Hey does anyone know how you combine animations between 2 characters ? Like let’s say you have character A and B, character A performs an execution animation on character B. How would you go on about doing that so that it looks good?

#

Since character B would also have a being executed animation playing at the same time

remote elm
#

i would imagine you would have to move their positions to the locations they need to be for the animations to blend together? not sure what other ways there are, hopefully someone knows of a good one

slim herald
#

That was my first thought, second thought would be to use mesh sockets on the root bone and just show the other character when needed. But if anyone knows another way to do it, feel free to @ me

vital coyote
#

anim bp vs anim montage, when would i use one over the other? seems that anim bp is for movement and anim montage is for special actions. Like if I want to do a stealth kill takedown, I'd use a montage?

#

and actually would a stealth kill be an anim montage or a sequence?

cedar sedge
#

@vital coyote Sequence is just what UE calls a single animation clip, a sequence of keyframes/curves. Montages have 1 or more sequences, and the concept of slots. Slots allow you to insert animations "out of band" without having to fit them into a state machine. Anim BPs aren't comparable to montages, as they are large controller units for organizing and managing whole systems of animations, including sequences, state machines, and montages.

#

BPs aren't just for movement, and montages aren't just for "actions".

#

But a very common and useful way to do actions is using montages

#

That allows you to add a montage on top of a movement system, absolutely.

#

It makes it easier to deal with things you want shown regardless of what state the state machine is in, for example

#

The trick you're probably missing is slots

#

You don't need to have your BP active and then play a montage as an isolated thing, then go back to the BP

#

Instead you add the slot to your BP's output, and calling any montage on that slot adds it.

vital coyote
#

wow! thank you for the detailed response

cedar sedge
vital coyote
#

I don't understand montages that well, but I do know that I have to use them for root motion via networking

cedar sedge
#

It looks like this in the anim bp

#

Right click, type slot, add the node, then in the details panel you can pick a different slot

#

You can add slots and customize them in the montage editor

#

So, for instance, you can add an Upperbody slot

#

And add attack animations to it that use the arms

#

Then do a blend per bone to combine upper body slot animations with the regular full body ones

vital coyote
#

so are montages like layers then? things I'd want to do on top of a state?

#

like in an fps I'd have an anim bp state for full body run, then if the player is holding a weapon, layer on top of that an upper body montage holding a weapon?

cedar sedge
#

Something like this, with the layered blend node setup for spine_01 bone and above

#

Now, you're asking about layers, and montages are not layers, but, if you modify this image slightly, so the bottom pose isn't the same as the top one

#

But instead an upper body layer

#

Then yes. That's exactly the idea

#

Then you'd blend the upper body poses on top of the movement poses, and the montage slot would apply one-off upper body animations

#

Or, add a different slot after the blend node, for whole-body montages

vital coyote
#

for something that requires root motion (e.g. ladder climb, jumping slash, etc) would I ALWAYS use a montage for that?

cedar sedge
#

If you want it to work with replication yeah.

vital coyote
#

i do πŸ™‚

#

so for a stealth kill takedown then, I'd be in the anim bp state "crouch" but then trigger the montage of "stealth takedown" from that?

#

how do u trigger a montage from an anim bp? all tutorials I've seen always do it in the player character like it is some kind of override

cedar sedge
#

Well, the question is where the trigger comes from

#

The anim bp probably doesn't own the logic for when to do the montage

vital coyote
#

can u give me an example of a montage triggered in an anim bp? i can only think of example in player character

cedar sedge
#

First, why would or should the anim bp trigger a montage?

vital coyote
#

idk i thought u said it could

cedar sedge
#

It can, but when would you want it to? For your stealth takedown scenario, is the player not the one triggering when to do it?

#

Or in the case of an AI behavior tree, it would be the trigger

#

That all said, if you want to, just add one of the montage nodes to the anim BP's event graph.

vital coyote
#

i see, it's just that flexible it can be done from anywhere if needed

cedar sedge
#

Yep. But for organization and separation of concerns, the anim BP probably shouldn't be the place to play it from

#

Instead, call it where the logic controlling it lives

#

And use the slot system to wire it into your anim BP pose flow

#

The montage's selected slot(s) will route it for you

#

It's not something where in your anim BP state machine you have a "montage" state

#

It's a layer on top, of sorts, like we discussed

vital coyote
#

i see now! πŸ™‚

cedar sedge
#

Cool

vital coyote
#

thank you soo much Apsu!

cedar sedge
#

Np

#

@spiral cloak You still need help with retargeting skeletons?

fossil bay
#

Hey, how do I make an animation just using 2 Pose Assets?

cedar sedge
#

@fossil bay Curve driven or the pose blender/pose driver

fossil bay
#

Curve if its simple to make, I just want to make a walking animation sequence using two poses, one with left foot forward one with right foot forward

cedar sedge
#

This one shows exactly that

#

There's a video at the bottom

fossil bay
#

Thank you very much

cedar sedge
#

Np

fossil bay
#

so I dont have animations that I start from, I have just two single poses so when I open the pose asset nothing comes up where the tutorial showed a list of Pose_0, Pose_1 etc coming up

cedar sedge
#

Where did you get the poses from?

fossil bay
#

I went to the skeletal mesh, rotated the bones, then clicked Create Asset > Create Pose Asset (from Current Pose)

cedar sedge
#

So, apparently, the list of poses matches the frames of source animation. When you create from a mesh, it just has one, the reference pose

fossil bay
#

That makes sense I see

cedar sedge
#

There's some other pose related tools in the docs

#

Pose driver for instance

#

Plus I believe you can make your own animation sequence and add keyframes

#

So that might be a way to get pose assets for what you want

fossil bay
#

Okay thank you i will try that

spiral cloak
#

@cedar sedge Gave up in the end - decided I didn't particularly need those additional prop bones, and for the most part I can get away without them by using sockets on the hands. Retargetted all the anims to ue4 mannequin (and other skeletal meshes) fine, just lost those 2 bones

cedar sedge
#

Nice

#

Was just going to say the easy way to do this is make sure you have Humanoid rig on all the skeletons involved, right click the ones you get from marketplace and retarget to your character skeleton. You can retarget multiple skeletons to the same one, so long as they share the same rig, and "Epic skeleton" rigged ones will automatically map nicely when you enable the Humanoid rig

#

So it's really fast to assign a bunch of marketplace skeletons to your desired one. I did it like 5 times today setting up some quick test projects :P

#

Extra bones may get added that way, which is probably when you saw the prompt

cedar sedge
#

I should mention that will remap the assets assigned to it, but if you want to use the mesh itself, you also need to right click it and choose Assign Skeleton

spiral cloak
#

@cedar sedge Yeah it's all good, way ahead of you!
I think the particular marketplace one in question had additional bones in their rig, I was adding them in as "Custom1" and "Custom2" in the humanoid rig, but it continued to mess about.

Got a far more bespoke solution now, sorted the extra bones (replaced with sockets) and I'm several hours ahead now with IK setup etc. etc. haha

Quite used to working with persona, retargeting etc, but those extra 2 bones were throwing me off. Think it's a non-standardised thing that doesn't play nicely with default ue4 mannequin

Never mind, sorted now!

cedar sedge
#

Cool, glad to hear it

gleaming frigate
misty dagger
#

hey im new here and at programing so im not to good at doing anything,do someone have a fox 3d model with animations that i can use?

red ferry
#

Hey, is there a recommended video tutorial for character animation, free or paid, having trouble figuring the right way to use the state machines / slots / bone blends / montages ... looking for an a-z tutorial...

gleaming frigate
misty dagger
#

thanks

#

aprciate it

gleaming frigate
misty dagger
#

appreciate

#

@gleaming frigate you are like the 3d god

red ferry
#

@gleaming frigate thanks, i've gone through it, any thing more comprehensive?

#

My character has 2 idle animation, with and without a rifle, not sure how to perform the boolen decision (using which tool) to display the correct idle animation

#

does that happen in the state machine?

misty dagger
#

hey @gleaming frigate i like the pack but, i am without money right now

gleaming frigate
misty dagger
#

ok thanks

gleaming frigate
red ferry
#

thanks

remote needle
#

My animations all share the same skeleton, this makes things easy for me, that skeleton has to be downsized every time I set it and its getting anoying because it is huge XD
I cant seem to find a way to down size it...

warped mulch
warm cipher
#

hello. Any one know why the character anim with the socket not corrisponde to the socket animation? Is the same animation.

#

the right hand is in a different position. I don't know why

thorn prism
#

Hello

remote needle
#

So apparently its not a good idea to change the skeleton here (I was trying to skep the retarget step...)
hours wasted XD

thorn prism
#

Is anyone available to answer a few questions?

remote needle
#

@thorn prism I advise you ask away and if someone who can help see it they usually get back to you.

thorn prism
#

I have an animation of a wolf crossing a road. I need to set a trigger to make that happen on the road, so when my car comes on the road and the trigger goes off it should make the wolf cross the road. I cannot do that. As soon as I start my project and the wolf keeps on running and I cannot get the trigger aattached to the animation

#

Need help or direction with this if anyone can.

silent stirrup
#

So if I retarget the skeleton of a character and later decide this was not desired. What is the best way to undo retargeting the skeleton?

vague barn
#

anyone can tell difference between anim montage and dynamic anim montage?

ashen sphinx
#

Does anyone have any knowledge of taking FPS Animations and applying them to a Third Person Character?

#

I'm trying to figure out how todo that. IF anyone has any information they could share would be very greatful ^_^

polar dune
#

Blender to ue4 is not importing right. The hands seem to be a bit off. Anyone why this happens?

rare glen
#

Hey guys, question on the sequencer, I added PhoenyxAnimPack3 to my project that has animations but they are not showing up in my Sequencer? Any idea why? The only thing there is the default animations from third-person controller and that's it :(

#

I'm searching in the search box and nothing happens either, can't find them, even though I see them in the content browser

#

I guess I need to use the mannequin that is provided with the pack? πŸ€”

warm cipher
#

@ashen sphinx if the animations have a different skeleton you need to retarget first.

remote needle
#

Question.
All of my animations share the same skeleton.
By accident I originally made that skeleton too big. So big that when it travels in the animation it travels out of bounds, is it possible to scale down the base skeleton, there for adjusting all the animations which use it at once ?

remote needle
remote needle
#

It is Causing this to happen in the montage

warm cipher
#

I think you can change the skeleton and after do a retarget ING. But Im not sure if work

remote needle
junior geyser
#

@remote needle incorrect scale from blender?

remote needle
#

Yes,I was wondering if it could be fixed, because its going to take me a long time to work around it @junior geyser XD

junior geyser
#

@remote needle could you not just fix it in blender and re export?

remote needle
#

I have done that now, would I just retarget all the animations I have in there to work with the resized skeleton ? @junior geyser

junior geyser
#

@remote needle i would think so

devout dagger
#

Is there a way to lerp between anim frames over a period of time, using BP ? (basically I'd have two extremes and I need to lerp between them depending on a value pulled from elsewhere)

junior geyser
#

i think you could use blend poses node and set the alpha

devout dagger
#

thanks, I'll look into it

#

btw, is there a way to move a bone on one of its axes via BP code ?

devout dagger
supple lynx
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Hi there, I'm using a in place rotate animation on my pawn, and I'm not using rootmotion (saw it's not suitable for network replication etc ...) so How should I update my pawn rotation during the "rotate" animation occurs in the AnimBluePrint ? thanks πŸ˜‰

silver rivet
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Hi all. I'm having an issue with blend space playback in networked games. On the listen server, remotely controlled (client) pawns show a "stutter" when blending through a blend space. The blend space, however, works perfectly on client instances (even for non-controlled pawns) and it also works perfectly for the server's own locally controlled pawn. I've simplified the setup to try to isolate the issue, and right now I'm just applying a simple triangle wave (generated locally, not replicated) to simulate the values that would drive the blend space. The issue persists, suggesting it's not a replication issue.

Here's a video showing the problem in slow motion; it's hard to see, and at normal speed it appears as if the remote pawn is animating at a lower frame rate (kinda stop-motion-like).

junior geyser
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@supple lynx depends. Maybe post a vid of the animation

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@silver rivet co can you not see it at normal speed?

silver rivet
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You can, it's apparent even at normal speed, just hard to see exactly what's happening like in the slomo.

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At normal speed it looks kinda like a weird stop-motion thing is going on. You can easily tell which pawn is wrong though.

junior geyser
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without seeing everything on the inside of what you have its hard to say. You can try adjusting the network send values

silver rivet
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What do you mean by network send values? Nothing involved in driving the blend space is replicating right now. I'm just generating a value from -1 to 1 locally and feeding that into the BS, while debugging. That's what you see in the video there.

junior geyser
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yes but that information is still being sent to the server to let the clients know whats going on. so replication on the pawn is active

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the net update frequency could possibly help

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you could also look into the smooth sync plugin. Although i think that may only be good for position and rotation

silver rivet
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No, that can't be. The Anim BP isn't replicating any variables, and even if it were, it would take a Server RPC to get that data up from the client to the server. Let me show you what I'm doing.

junior geyser
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is replication checked on the pawn in network setting?

silver rivet
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Yeah, the pawn is definitely replicating. That's all fine. Maybe I need to make some more things clear.

junior geyser
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then that pawns transform is being sent to the server

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location rotation and scale

silver rivet
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Yes, it's doing the standard Character and CharacterMovementComponent stuff. But again, I really don't think that's the issue here.

junior geyser
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like i said its hard to know without seeing what you got going on in your BPs. Good Luck

silver rivet
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I'm putting some simple screenshots together, hoping it will clear some things up, for what it's worth.

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I've greatly simplified my anim BP while troubleshooting this. Here's the anim BP "tick" β€” I'm just generating a value between -1 and +1 each update, which I'm feeding into a 1D blend space that I'm testing with.

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Here's the blend space I'm testing with, just set up to take a value between -1 and +1

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Set up this way, it even displays correctly in the anim BP preview viewport.

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The issue only affects remotely controlled pawns as viewed from the listen server instance.

junior geyser
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it could be that more than one thing is replicating maybe. Try turn of replication on all the components on that pawn except the mesh and see if it still does it

silver rivet
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Okay, tried disabling all replication on the pawn after 20 seconds (enough time for me to get the pawns into position to closely see each other). No change.

junior geyser
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maybe its a frame thing? try multiply by delta time maybe?

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idk

silver rivet
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Update: it's not limited to blend spaces. It's ALL animation.

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Still affecting only remote pawns, but even an idle loop shows the same problem (though it was harder to notice, since the idle loop anim is much more subtle)

misty dagger
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can anyone tell me how to import / export the ue4 mannequin between blender?

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this is what i get...

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this is what it should be

junior geyser
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try mr mannequin tools

thick ridge
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How do I sync up a walk animation and run animation? My walk is 24 frames and my run is 16 frames, and I need the contact poses to be in sync in an animation blend.

steel tree
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hi i wanna ask currently i have a bunch of animation idle state while on horse(patting the horse,checking up on horse etc),i wanna do after a certain amount of time lets say 2 minutes the player on top of the horse wil do the patting animation or checking up on horse animation..how do i check after a certain amout of time to play that animation?

viscid adder
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i need an anim space for pistol and rifle and shoutgun and mby a sniperfile

junior geyser
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@viscid adder what are you asking? For assets or how to make?

viscid adder
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@junior geyser im thinking of making my own character and anims but for start and ref. anim asset with the character looking aroun like in the animstarter pack but for a pistol

junior geyser
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could look at mocap pistol pack maybe

warm island
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would anyone with Maya experience have a couple of minutes for a 3 bone joint setup? I understand weights but just not the bone part

jaunty field
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hi! i've imported an animation from blender but the scale of the skeleton seems to be much smaller than the mesh i think it's 1/100th and no metter what i do the problem persists

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can someone help me out?

junior geyser
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did you set unit scale in blender to .01?

viscid adder
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@junior geyser thats all nice and all but is there anything free just an aimspace

radiant kestrel
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Is there any easy way to create a lot of different AnimationSequences from a different AnimationSequence for an AimOffset? Right now my workflow is deleting all but the one frame and using SaveAs with a different name and then undoing the original frame deletes on the first AnimationSequence.. and it's tedious. Just wondering if I'm missing a simple "Create AnimationSequence from frame" or something.

cedar sedge
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@viscid adder Are you asking how to do procedural aiming without an aim offset blendspace?

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Because it's actually relatively easy

remote needle
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Hi guys,
Before I spend another day failing I was Hoping I migh get some advice here.

All my animations share the same skeleton. I need to change that one they are all connected to (Because the original was too large).

Can I retarget the original, to effect all the animations attached to it ?

Because If I can, I would like to avoid retargeting each animation.
As I am still new to this I am not sure how many of the animation assets need to be retargeted (the mesh, the skeleton, the Anim BP etc...).

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If it is possible could I have some specifics on what I need to do... thank a lot!

viscid adder
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@cedar sedge no im looking for the animation for the character to look up down left right to make an aim offset when its holdinga a pistol i have it for the rifle

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later on i will modle my own character and animate it this is just temporary

cedar sedge
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@remote needle Yes you can, so long as they share the same UE retargeting rig, which is a system built into the animation retargeting. If all your skeletons are Epic skeleton based, it should be pretty easy. Edit the target skeleton you want all of them to point at, go to the retarget manager tab at the top left, and under the Set up Rig section, drop down the Select Rig box, pick Humanoid. If it's Epic skeleton based, it should fill in the correct bone mappings automatically. Go do the same for all the source skeletons that the various animations are targeted to. Then, right-click a source skeleton, and pick 'retarget to another skeleton'. Pick the target skeleton in the dialog box, accept. It will automatically remap all the assets that were on the source, to the new target. So that any assets based on your target skeleton (meshes, blueprints, etc) will have access to the new assets.

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@viscid adder Well if you're just looking for temporary, and if you have a pistol idle, maybe setting up a procedural aim is still a good approach. I don't know of a free pistol aim offset animset. I'm doing procedural aiming/looking for everything

remote needle
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@cedar sedge Going to wok on this right away, thank you VERY much for your help!.. If you dont mind I will let you know how I get on..

cedar sedge
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@remote needle No worries! It's confusing, I know. Also this only gets you to the point of (bunch of assets) -> one skeleton -> that skeleton's mesh. If you want to use the other meshes you have on your new target skeleton, you can also go right-click them and choose Assign Skeleton, to point them at your new target skeleton you setup

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There's some gotchas in this part, namely around different scales

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But the docs talk about how to deal with it in the retargeting section, if needed

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tl;dr, make sure your target skeleton has the appropriate retargeting modes on the root/pelvis bones

remote needle
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brilliant thank you @cedar sedge !

cedar sedge
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np

thin mica
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Hey, so I made my first animation in Blender. I tried literally everything to import it in Unreal. But it either is invisible or straight up t-poses. Here's my settings and the error

viscid adder
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@cedar sedge so i just roate the spine bones sa i look aroun for now and when i moel i can just replace it with aim offset

cedar sedge
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@viscid adder That's the idea, yes. I'm doing it in a separate layer, and can show you how if you like

viscid adder
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thx

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my way to

cedar sedge
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Since spine_03 is the parent of the clavicles, that controls shoulder rotation, which is what aim offsets are doing anyway

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Each of those transform bone nodes is using "Add to existing" so they keep their relative rotations, hence the divide-by-3

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The layered blend is setup on spine_01, so upper body only

remote needle
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@thin mica Im still very new to this myself, I get my animations from blender too but my details box looks like this..

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are you importing only an animation or the mesh and skeleton also ?

thin mica
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only an animation.

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tried your settings. still invisible

remote needle
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Ok @thin mica ... are you animating a custom mesh/skeleton or is it the unreal mannequin ?

thin mica
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custom mesh/skeleton

remote needle
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and do you have that same mesh/skeleton in unreal waiting to receive the animation ?

thin mica
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Yes

remote needle
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I go through the same process, when I import an animation from blender I have to retarget it to work with my assets un unreal..

thin mica
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oh, one thing to note

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The invisible animation is the same length as the blender one

remote needle
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Seems like your getting the animation over then. have you tried retargeting it ?

thin mica
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it... also has the bone names??? what?????

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No, not yet.

remote needle
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did you make the skeleton that you are using in blender ?

thin mica
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I can't retarget it, because it's already using the mesh's skeleton.

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I've been going at this for over an hour now

remote needle
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lol @thin mica recently I have been spending full days on these things just to fail... but i would like to try a couple of things with you

thin mica
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Yyyup

remote needle
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the one i have circled is the one I would like you to left click on and select .... Create (its at the top) then select anim blueprint..

thin mica
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Done

remote needle
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when you open that Anim BP, the animations compatible with that skeleton will be in the bottom right (see picture).

If you have an animation there we can move on...

thin mica
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Yup

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oh

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im dumb lmao

remote needle
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lol I put a red line around the animation in my SS πŸ˜„

thin mica
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Ye there's an animation

remote needle
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is that your animation from blender ?

thin mica
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Yeah, in all its invisible glory

remote needle
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cool! lets give this a go then!

thin mica
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Connected it to Output Pose

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The model proceeded to vanish from existence

remote needle
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click and drag the animation into the graph, then connect it to that OutputPose, then hit COMPILE in the top left... the character in the top right should change its pose to that of the animation if it works..

thin mica
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mhm, i compiled it

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It vanishes from existence.

remote needle
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so it did something!