#animation

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grave drift
grave drift
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Hmm.. maybe attaching the mounted socket to the root of the horse instead of the spine?

snow scarab
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i have a car driving down a road, both straight and curved. what is the best way to create a camera sequence that follows the car and moved around it?

steel tree
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hey guys other than the documentation,are there any good tutorial or documetation on how to use control rig in ue?

carmine seal
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hello, is there any way I can set tangent angle for a point in a float curve?

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i need to make a custom bp to set the tangent angle?

verbal inlet
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Question:

Why are there settings for axis constraints on bones within a skeleton and on constraints between the pieces of a physics asset?
Are they just two ways to accomplish the same thing?
What if those settings conflict with one another?
Why do I need a physics asset in the first place... shouldn't the skeleton relay all the information about how this mesh moves to the engine?

misty dagger
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Oh my god Advanced Locomotion 4 has sooooooooo much stuff in it and almost all of it is tightly connected. Sometimes I wonder if it's even worth trying to integrate it into my projects

wise apex
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Does unreal engine support corrective blendshapes?

copper current
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I need some help with Control Rig. I have a very simple rig, just using IK on a limb of the mannequin. Works great in the editor, until I restart the editor; then, the character animation gets all wonky. If I force the control rig to recompile, e.g. by removing and then reconnecting a pin, then it's OK again.

This phenomenon persists in my built game, unfortunately. When I run the built version of the game, the arm is not using the control rig, just as like happens when I restart the editor.

Can someone help me out?

lament hatch
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Hello, not sure if this is the right place to ask, I have purchased some character assets from the market place (subculture guy & girl) and need some advice on how to integrate them correctly into my project. If any is familiar with these products and is willing to share some knowledge could you please message me? Cheers ๐Ÿ˜Š

copper current
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FWIW I confirmed that if I just use the mannequin control rig from the marketplace, the same thing happens: if I apply it to my character in the AnimBP, it's fine, until i close and reopen the editor. Then, the whole skeleton gets balled up until I fiddle with the control rig, forcing it to recompile itself.

copper current
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After more exploration, I think the problem is that the "propagate to children" settings are not being retained. I tried making a very simple control rig that just spun the torso around spine_01. This worked fine. When restarting the editor, only the bottom portion of the torso was rotating. I guess I can file a bug report.

supple flame
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Hi, I want simulate cloth on my character, but i want attach final mesh (more poly) to simulated proxy (low low poly) mesh. Can you send me same hints how to do it?

smoky shell
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How can I stop it leaving a state until it has fully blended into it from the previous transition?

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Seems like I have to use this 'fully blended state event' and use hacky logic

tawdry pebble
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Hello, I was wondering that if i buy mocap suit for my games and animations. Would it be good idea to start selling animations?

viscid mantle
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New to Blender and 3D modelling in general, when I try to subtract a cylinder from my buster sword it creates these two edges that connect to the crossguard.. is there a way to delete these without also deleting the faces? Or perhaps is there a better way of creating holes on objects?

smoky shell
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I also have a problem with curves. If its blending from an animation that has no curve, into an animation that has a curve, it blends the curve value between 0 and the actual value, how do I give full weighting to a specific state?

terse lagoon
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Do assets need a skeleton to be animated?

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I tried just animating in maya with no bones but animation didn't work in the engine

stuck ravine
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If I'm animating a model skydiving, do I leave the root bone at the origin and pose the rest around it, or do I also rotate the root bone (moving it away from the origin)

potent bronze
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are there any packages for aim offset ?

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using the UE mannequin skeleton

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I tried using the ones in ShooterGame but the skeleton is way too different the animations are broke

green musk
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Hey guys. Is it possible to scale animations? Ultimately I want a root motion, say a dash, but let it be a variable length of the dash. So like if in the Animation the players skeleton moves from point A to point B, with a distance 100, I could also scale it down, so that the dash only moves from A to A' with a distance 50.

bleak pike
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Is there a smooth way to switch animations?

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MeshComp->PlayAnimation(AnimationJumping, false);

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That just switches to the animation immediately

ionic monolith
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hey guys...whatsup

bleak pike
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What if I want to blend?

ionic monolith
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i'm like to know if anyone know a way to use fullbody and upperbody in the same montage like a defense mode

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when you are moving use upperbody and when stop full body

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made with curves???

ionic monolith
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but need to have two montage?

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I wanna to make a montage like frontal defense instance with fullbody when stoped and upperbody when moving

terse lagoon
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oh ok, now. how do i give a clock a skeleton?

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no i'm planning on an animation for the pendulum and then make a blueprint for the hands

bleak pike
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Yeah I'm wondering how to blend between two animations

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Right now I have it set to single animation mode

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It'd be cool if there was some function that took two animations and a float from 0 to 1.0.

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Animation Graphs eh

bleak pike
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I'll see if I can make an animation blueprint do what I want

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I was doing just straight play animation in C++ but it wasn't smooth transitions

bleak pike
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Added the transitions based on variables. I'll have my code in there, but only to set the variables and the state machine will do its thing.

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Now just have to figure out how to set the variables from C++ on the animation blueprint

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Oh it's the other way, the animation blueprint can read properties from the character class

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Doing that in code would be more ideal though

bleak pike
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Works like a charm!

honest geyser
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Is there a way to scale bones with morph target changes? for instance if I have a morph target that controls a characters overall size.

hollow axle
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hello I am looking for a sword equip animation I cant seem to find any, they all have tons of sword animations but none to equip it~!

fresh whale
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Hey everybody, I was wondering if anybody might be able to know how to fix this problem we are having with cloth inside UE4 not responding to the base geo correctly. We have rigged the character inside 3ds max using the CAT rig feature, we have a video attached. Any possible help with this would be greatly appreciated. ๐Ÿ™‚ https://www.reddit.com/r/unrealengine/comments/gx7yjv/cloth_not_being_effected_by_the_physics_asset/?utm_source=share&utm_medium=web2x @lone lantern

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We have tried a number of the common solutions for cloth that pops up on answerhub and the like but no results so far.

lost sonnet
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Hey Everyone!
I have this Problem with a self rigged test Character.I want to eventually use it with the Unreal default skeleton so i can just exchange animations etc. Its rigged in Blender with Rigify and Uefy Script.
the Bone Hirarchy seems fine as well as the Scale but when i try to show or play animations on it it just turns invisible ... anyone any ideas ?
thanks for any help ๐Ÿ™‚

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also as shown it seems in the animation window all the bones except root and ik are just gone ? rly dont know what to make of this ...

iron field
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hi guys! can someone look at this?! when player punches an anim montage plays punch sequence the problem is that punch sequence is so short(about 0.27 s) and there is not enough time for blending out. i need at least 0.1s for blending out but if i set blending out time for anim montage to 0.1s i lose half portion of punch anim sequence.

scarlet mason
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I've imported an animated model of a sail that folds. However, when imported the mesh looks very 'low res', with random holes in it and when you get too close it turns invisible. Anyone an idea what could be causing this?

devout dagger
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(pre-made that is)

vast glen
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Hey there! I'm having trouble with my Healthbar animation.
So I want the Healthbar start flashing around when it reaches a certain amnount of Hp.
but it seems like it's clashing with the Lerp animation it has.
So I got it working for the most part. but as soon as the health bar percentage is ABOVE said requirements it just disappears....

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I ended up with this

static falcon
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I spent many hours trying to understand how to use IK handles properly in UE4. How can I learn this? Any example content I can dissect? Any guides? They never worked for me.

hardy drum
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And me, I'm desperatly trying to understand how the retargeting works. I start to understand the great principles but many things are not clear at all... If something has good general guides or tutos on this... ๐Ÿ™„

simple shuttle
karmic mesa
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whats the process of rigging and creating my own animations

hardy drum
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@simple shuttle Great ! Thanks !

bronze osprey
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@hardy drum sometimes i import a skel mesh, and in the retarget screen with the 2 pictures (new skel and the one u want to retarget too

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i checkbox uncompatible skeletons

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and just works

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but bone names need to be the same

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they become compatible when u set both skels to same humanoid mesh but this is not actually needed a lot of the times

torpid scroll
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Um could an expert tell me how I can implement the aim offset I created for my side scrolling shooter to the character I already have and not the mannequin of the animation pack?
and allow the character to move his legs while moving and aiming too

bronze osprey
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dont think many experts hang here, but u want to look at upperbody slot

torpid scroll
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um how?

bronze osprey
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google unreal upperbody slot

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or default slot

torpid scroll
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ok

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ok so I have add animation layers... MY HEAD HURTS

hardy drum
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My head hurts too, lol

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@bronze osprey Yeah this retarget thing is a bit weird

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What do you call an "compatible skeleton" exactly ?

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It seems that there isn't exact rule about that

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However, I've just find a video (by the guys of UE themselves) which is more clear than all vids that I've seen until now : https://www.youtube.com/watch?v=FDbpHamn2eY

In this video we cover what Skeleton assets are inside Unreal Engine 4 and how they are used with Skeletal Meshes. We also talk about when Skeleton assets can and cannot be shared with additional Skeletal Meshes and highlight some of the advantages to sharing Skeleton assets.
...

โ–ถ Play video
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If I understand well, the main point to remember about the retargeting is it needs to keep the same bones names and the same hierarchy

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The skeletons can be slightly differents (it's a bit complicated to explain but in short, you can add bones as long as you don't break hierarchy)

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And it is here that I'm a bit confused...

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So...

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Again, if I understand well, if I want retarget two different skeletons, two skeletons with NOT THE SAME HIERARCHY, nevertheless, I can... ๐Ÿ™„

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BUT...

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They must not be too different... I presume... but to what extend exactly, I dunno... ๐Ÿ™„

bronze osprey
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when checking tuts keep in mind 4.8 is years ago

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lots has changed some is similar

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prolly better to search for paragon retarget

hardy drum
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You right, I didn't even notice that it was 4.8, haha

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Ok, I'm gonna check this

bronze osprey
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mixamo is a complete mess btw ๐Ÿ˜›

hardy drum
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Yeah I hear everybody tell this and it seems it is not totally wrong haha

bronze osprey
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i havent checked in years but i believe its not worked on

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and heared they even made it harder for unreal but i dunno

hardy drum
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But it is quite handy though

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But anyway, even if I don't use Mixamo, retargeting is always useful so...

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Ah and also, still concerning the hierarchy, there is this "humanoid" rig which many people use while retargeting animations. Not sure to understand this thing here again...

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So tell me if I'm right please : I believe that you are totally obliged to choose this specific type of skeleton/rig if you want to retarget two differents skeletons, right ? So if I understand well, it's just the default rig of UE4 and you are obliged to go through him if you want retarget 2 differents skeleton, that's right ??

bronze osprey
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r click the anim u want to retarget

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w8 gimme a sec ill boot up

hardy drum
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no pb

bronze osprey
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r mouse > retarget anim assets

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decheck only show compatible skeletons

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pick ur new skel

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retarget

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it wil retarget bones with same names

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mayB its good enough ๐Ÿ™‚

hardy drum
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ok, I'll remember it ๐Ÿ˜‰

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and what about this "humanoid" rig/skeleton, did I understand the thing correctly ? ๐Ÿค”

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You tell me that I can retarget good even if I don't use it but

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I'd just like to know what this thing is exactly

bronze osprey
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you need to set both to humanoid and save

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now its a compatible skeleton

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also why are they all on none?

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none of the bones are named the same?

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thats pretty messed up ๐Ÿ˜›

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if they are named the same it wil put the same bone name where none is now i think

hardy drum
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Yeah I just selected a random character to take a screenshot and show you but this was a bad character imported from CC3 and for which I forgot to launch the auto-setup

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nevermind ^^

karmic mesa
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every time my character jumps he goes to the hang animation

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this is my animation graph

cedar rain
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@karmic mesa Best way to troubleshoot this is to debug the graph live. While playing in pie, select the character in the scene - you will see the live nodes in the graph pulsating. If it is always in the hanging, check the transition conditions (most likely the one between JumpLoop and Hanging) to determine why they are incorrect.

pearl swift
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Hey any pro animators out there? Trying to budget things out for our game and wondering how long it would take to animate something like a single dark souls weapon animset?

lone lantern
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Hey everybody, I was wondering if anybody might be able to know how to fix this problem we are having with cloth inside UE4 not responding to the base geo correctly. We have rigged the character inside 3ds max using the CAT rig feature, we have a video attached. Any possible help with this would be greatly appreciated. slight_smile https://www.reddit.com/r/unrealengine/comments/gx7yjv/cloth_not_being_effected_by_the_physics_asset/?utm_source=share&utm_medium=web2x @fresh whale

trim fossil
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short question about aim offset.. it looks like more complex idle animations breaks the aimoffset (second hand weapon holding as example).. so whats the best way? use blendspace as aim offset and build the idle/ run animation in the aim animation via blendspace?

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or does some IK blends does the job? not sure what is the best approach for that

misty dagger
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Hey, is there a way to convert a PSA animation into FBX?

trim fossil
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oh nvm.. forgot to use a blendspace.. i test the things out only with a animation.. now its works ~ ( basepose = blendspace > Aimoffset

cinder linden
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does anyone know the current node to use for this purpose ?

long temple
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hey I am having an issue importing animations to ue4, I have a skeletal mesh which is a decent size however once I import an animation for it into ue4, it makes the mesh super tiny

misty dagger
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i want to add an animation behind the purple node

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i dont know how xD

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its a linetrace on a tree, the folliag tree turns into an actor, after that i do an animation on it and then i want the tree to fall i can do all except the animation , does anyone know a good understanding tutorial or can me tell what to do ?

pallid mango
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Quick ragdoll question for y'all. My skeletal mesh doesn't want to stop animation after I go into ragdoll mode. So once he's done flopping to the ground, his idle anim keeps playing...

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I am using Mesh->Animation->Stop before starting the physics call, but it's not stopping. Unless the animation BP is kicking it into idle because it's not moving?

pallid mango
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Sort. Needed a death state in my anim BP

bronze osprey
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@cinder linden yea but when i use it my anim bp has compile error when i restart the editor

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i can get stuff in there but have to relink all the variable stuff again

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ow actually im wrong

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thought u meant vars

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i think u dont need that node at all anymore

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its like a reference to self but now it allways has that as default or something

pearl swift
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Anyone see a stupid obvious reason why this aimoffset wouldnt be working? I tested and the Yaw and Pitch values seem to be updating correctly

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also tried plugging the aim offset inbetween all the other options haah

static falcon
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Hey friends

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I made a video on how to make playable characters in UE4

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I hope this is useful for somebody!

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If anyone likes it please comment if you'd like me to make more because otherwise I'll be sad and too lazy to do more

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I also go over Retargeting characters in this which is something I've seen asked repeatedly in here and is really powerful!

sour lantern
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Hello

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Im not sure if this is where I should ask this, but Im new to unreal engine and I see Matinee's used a lot for animation in game. Yet for some reason I don't have the option to use a Matinee, any ideas why? Thank you

pallid mango
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Is there some way to adjust the active range of the time slider in the anim sequence editor?

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I'm stuck at 0.0 to 0.03

trim vigil
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beleive me we need all the help we can get with this kind of engine because its a bit of a nightmare to work with.

real hound
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Im using mixamo rigged character with an animation made for ue4 rig

snow orchid
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@lost sonnet If you want to use Blender with Unreal Engine for character animation you must make sure to set World Scale to 0.01 at the start of the project. You must also make sure to resize and apply scale to all armatures and meshes individually. Otherwise you end up with the problems like you have with your character disappearing when you play an animation. This is a scale interpretation issue between blender and unreal. In my Uefy Script videos you see the first thing I do is always set world scale. Then I resize and apply scale on all the objects involved throughout the tutorial.

static falcon
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@real hound Itโ€™s in my video posted above.

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Let me see which part

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Basically youโ€™re using absolute values and need relative values

real hound
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i already set them to skeleton except hips

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root is animation hips is animation scaled and others are skeleton at the moment, still not right

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@static falcon

wooden tangle
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does the default unreal walk animation stutter for anyone else (right at the end of the loop). Always looks like the model has a slight limp which is annoying

static falcon
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@real hound how did you transfer the animation to the new rig?

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Using the retarget method?

real hound
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yes

static falcon
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Where the hands oriented the same in the transfer pose?

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Were*

misty dagger
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hi !

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i bought a chibi character from epic long time ago and still today i dont know how i can use this stuff

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il bee needing it now to make my project , i want to use mixamo with it ,

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i hate retargeting etc guess i dont know how to do it all

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is there a good guide for this ?

static falcon
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Yes! The tutorial I just made haha

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@misty dagger

real hound
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@static falcon you mean like a pose t pose?

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yeah both were A pose

static falcon
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not just the arm position

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are the hands oriented the same

real hound
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not exactly

static falcon
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falm flat vs palm out

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Try retargeting an animation and it should show you the two poses in the preview

manic slate
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Hi all, I am setting up a character pipeline where I create my characters in Character Creator 3. All my animation logic is actually done with a blueprint made for the sk_mannekin, and I want to keep one master blueprint for everything, so I dont have to update everything everytime. My issue is the following : when I import characters from CC3, the only option I see is to retarget my old blueprint to the new mesh, which makes a new blueprint and animations. But that makes two separates blueprints, which is not what I want. I tried to create a child blueprint and retarget it to the CC character, but it creates a new parent blueprint along the way, and it seems to break if I parent it to the old one. I dont know if it was really clear, sorry ๐Ÿ™‚

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anyone having a solution for this ?

static falcon
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@real hound send a pic if you want, they don't have to be EXACT but can't be facing different ways

real hound
static falcon
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Cem, as far as I understand Animation Blueprints are unique to skeletons so not sure that's possible

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I mean a side by side of the retarget @real hound , it should show the two meshes next to one another in the retargeting window

real hound
manic slate
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@static falcon That's what I figured, but since my skeletons have the same hierarchy and since I can retarget them correctly, I thought there would be a workaround for this, but I guess not, thanks for answering though

static falcon
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@real hound Hard to see because his texture is so dark but it looks pretty darn close. Can't tell if the wrist is rotated a bit more on the right one, if so you can rotate it in the skeleton window and then set it to the new pose, but I don't think it's different enough to cause the issue you showed.

real hound
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yes i think the reason is my animation uses the twist bones but my skeleton doesnt have those bones

static falcon
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@manic slate Well I don't feel confident enough to say with certainty it's not possible. Another thing you could consider, though it's probably not a performant solution at all is binding both skins to the same skeleton and hiding one ๐Ÿ˜ฎ

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Ahh yeah that could certainly be it!

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That makes a lot of sense

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Do you know how to add in bones to an existing skeleton?

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You could add it to yours in your DCC#

manic slate
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@static falcon That's not the road I want to take, I want multiple skeletons, but using child blueprints of a master blueprint holding all the logic

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but I couldnt make that work

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I'll try more things

static falcon
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Are the skeletons identical on each?

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If so, it should be similar to creating "skins" in a video game right?

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If the proportions are the same too

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In the Paragon examples I am fairly sure they have multiple skins driven by one AnimBP

real hound
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Do you know how to add in bones to an existing skeleton?
@static falcon no, whats dcc#?

static falcon
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DCC* is your 3d package, like Maya and Blender

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the # was a type haha

manic slate
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I'll see these paragon cahracters to look how it's done, thanks

static falcon
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good luck

real hound
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im usually use maya but do my rigging in blender

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i*

static falcon
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I can help with Maya, but don't use blender

real hound
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would love that

static falcon
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basically just put a bone where the twist should be, reparent the bones in the correct order to match your source skeleton's setup

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Then if you want to give that bone skin weighting, you select the mesh and the new bone, and do Skin > Edit Influences > Add influence. In the options set the weights to "lock" so that it doesn't mess up the existing weights

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I would also export that mannequin from your source mesh and import it into maya to see how they've weighted the twist bone so you can mimic it

real hound
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i cant see anything in maya ๐Ÿ˜’ so cluttered

glacial canyon
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Does someone know how to go back to animation from a ragdoll? I'm trying to stop simulating physics and switching back to the anim blueprint, back it seems like location won't change and rotation is wrong

static falcon
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You can change the joint display size

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it's under Display > Animation > Joint Size (going off memory)

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That's not the same mannequin you showed earlier though

real hound
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yea they use the same skeleton

static falcon
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ah okay

real hound
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god i hate rigging

glacial canyon
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I don't need to blend, I need to go back to animation and reset properly location snapping and rotation

static falcon
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ah sorry

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never done it myself, but I do remember the Advanced Third Person Character rig that was free on the asset store a few months ago could do that

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it had a key to enable / disable physics

glacial canyon
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Will have a look

static falcon
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Sorry the correct name is... Advanced Locomotion System

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@real hound Let me know if I can help again

trim vigil
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ALS needs tweaking to get it to work properly.

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I hate rigging too. Troublesome Mixamo. With Mixamo Customer blender made Rigs, I had to turn em into Static Mesh in Unreal Engine, then export the static mesh to blender and then export out that static mesh to mixamo to auto rig it to try to stop the deformities in the rig mesh.

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Now I no longer have all this corrupted twisting and warping going on in the miaxamo animations.

static falcon
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A "static mesh" in non ue4 terms is just a mesh without a rig, so in maya you just duplicate the skin and it becomes a "static mesh"

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probably similar in blender

trim vigil
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However, if the rig in unreal engine is corrupt or twisted or warped in any way through blender's object mode rotation bug, which messses up the bones then it will show up in the skeleton editor or in mixamo's animations as twisted and warped mess. The way I found to get a good mesh is to go to assets and turn the animation t-pose into a static mesh even after you download the t-pose rig from Mixamo.. then re-rig it with Mixamo again. that works for me to avoid corruptions with animations.. Because if the Blender Bug is active, it will mess up the mixamo animations when you animate in Unreal Engine.

static falcon
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Doesn't make sense to me, but if it works for you then great

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I think I understand now

trim vigil
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its because Mixamo dosen't always target the bones properly. So sometimes the mesh has to go through more than once. I have found that if a mesh is already corrupt because of blender's rotation and scaling bug, it will show up in the animations in unreal engine.... You will see the corruption of the bones in the skeleton editor.

static falcon
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Are you talking about uploading a rig that is already rigged to mixamo rather than generating the rig?

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If so, I didn't even know you could do that

trim vigil
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, talking about rigging a blender custom made STATIC mesh using mixamo Auto Rigger, (the rig bug dosen't show up in blender 3d viewport if the mesh corrupts) but soon as you import it into unreal engine and then animate your character the animations turn into a warped mess or they are a warped mess when you import the mixamo animations in and hit play in the animation.

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Somehow the mesh corrupts itself when this bug in Blender gets triggered off when trying to move the mesh around in the object mode and that throws off Mixamo's bones and skinning targeting, which explains why you sometimes see skin drooping off the mesh like spaghetti, or bones twisted up ect......

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its a real nasty bug blender has

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So to avoid the bug getting set off, I only export just only static mesh from Blender to Mixamo for auto rigging and avoid moving it when in object mode.

static falcon
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I see. Yikes

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Never had these issues from Maya.

trim vigil
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I had to convert my commander's custom made Blender mesh into an unreal engine static mesh and then export him out again to blender and then export him from blender as a static mesh for all his warping troubles with his rig to stop with Mixamo.

BUT. If I just exported his mesh from Unreal Engine straight to mixamo. Mixamo will show his armature laying down on the ground with his mesh standing up. And if I import that into Unreal Engine, the skeleton editor will only show one single bone with all his skelton bones missing.. So that's why I had to export it to blender before auto rigging him in Mixamo.

trim vigil
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I trust Blender with my Commander's Mesh about as much as I trust Blueprints. Blender is somewhat Dodgy Software and so are the Blueprints LOL.

crimson vortex
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Hey, is it possible to rotate a socket on a skeletal mesh using blueprint?

cinder linden
noble pelican
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Has anyone set up twist bones for Control Rig? I've tried to set the twist bone rotation based on the hand/foot controls but I'm not quite getting the right result

misty dagger
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Basically the only thing in the montage is a hit reaction animation

static falcon
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Did you pick a slot for the montage to play in?

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Not sure if you HAVE to do this but might need to put it through the default slot too

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In the anim graph

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@cinder linden are you using IK handles or no?

cinder linden
#

@static falcon no how can I add those ?

static falcon
#

Oh I see whatโ€™s happening!

#

you either need to use IK or you need to disable physics on the upper body while he is holding the scissors

#

Right now you have physics making the arms animate but not the scissors

#

If you attach the scissors to the right hand it would follow that hand but not the left hand, this is the problem of forward kinematics

#

Your game looks awesome by the way

#

I think the โ€œeasiestโ€ thing to do would be disable physics on the arms while holding scissors and just animate a โ€œrunning with scissorsโ€ loop on the body to play only on the upper body

#

โ€œThings I've tried:
-Rigging the scissors with their own separate rig and add them to the mannequin with a socket( doesn't work because I'm using physical animation and it doesn't sync properly with the hands)โ€ - I donโ€™t know why this wouldnโ€™t work... youโ€™re using bone physics not cloth physics right?

carmine bobcat
static falcon
#

All I see in that image is motion blur

cinder linden
#

@static falcon thank you man yeah the artist are doing a great job with the art, I'm using physical animation

static falcon
#

Never used that. It does say itโ€™s experimental

cinder linden
#

thank you so much for the help ๐Ÿ™‚ I really really appreciated

#

so in that clip I show you the yellow balls are the pole targets the white the ik position

#

so I'm creating sockets in the scissors and pasing that information in the abp

static falcon
#

Wicked! Really hope it works for you

wooden tangle
#

hi all, wonder if you could help. Im not sure how ive done this but my character is now turning in the direction I am moving. I am using the third person character blueprint and for some reason now if I press left, right, forward, back, he turns in that direction (instead of walking backwards or strafing) and for the love of god I cant work out why.

vital pelican
#

Could anybody help me out?
My crouch animations are really messed up and abrupt. I turned on interpolation to try and make it better, but now when I stop moving, my feet don't stop moving until the interpolation is over.

Video below (sorry for bad editing, just using Filmora 9 for a quick edit);
https://streamable.com/rvf9qm

#

I can also screenshare if anybody needs more info

#

(ping me)

ripe wind
#

@wooden tangle check your inputs in project settings?

misty dagger
#

So, the default mennequin has multiple animations right? How do I make multiple animations in blender in the same way so when exporting I get multiple animations too?

random shale
#

my animation blueprint is in tpose, but every single animation works on the skeleton, but the actual blueprint wont?

#

nevrmind.. just started working randomly

misty dagger
#

Hi. I exported the SK_mannequin_Arms (which is the arms from the First Person), and did an animation using Blender. The problem is that the character doesnt do the animation in UE4. I have seen many tutorials and foruns, but nothing works. What am i doing wrong, with the export and import?

lament hatch
#

Hello, could someone tell me why some of my animations block the player from moving while the anim is playing, while other anims I have allow them player to move around while the anim is playing?

static falcon
#

Lorash

#

try changing the retargeting option on that bone

stoic bloom
#

Hi there, I am having some problems with importing animations from blender to ue4 using mixamo assets

#

I made a custom animation in blender using the mixamo skeleton and no matter what export settings I use the y and z axis always swap

#

will post screenshots now

#

it is a 45 degree walk

#

but when I import to ue4 the forward axis goes from y to z and the up axis goes from z to -y

#

changing the transform forward and up axis in blenders export settings doesn't make a difference

foggy mulch
#

Rotation in the Persona Skeleton doesn't save. Has anyone found away around this?

ivory blaze
#

My Tutorial on how to convert Mixamo Skeleton & Editing non-in-palace Mixamo animations to use in UE4
https://www.youtube.com/watch?v=N-BnubSUIf8

Download character from Mixamo for UE4.
Convert Mixamo skeleton to standard UE4 skeleton.
Edit Mixamo animations root bone.

Ultimate Character : https://youtu.be/mYQj3p1HY7M
Ultimate Movement Component : https://youtu.be/FCl3Uo-80Vc

Download Blneder : https://www.blender.org...

โ–ถ Play video
sterile linden
#

Can anyone help me with FootIK? I have followed the Content Examples version exactly as i can, but for some reason the character does not move the feet. Any tips or something that i may have missed will be a great help

teal vessel
#

Try first compiling, then unchecking "context sensitivity" and searching again for "UpperBody".

small portal
#

Hey guys, How would i go about having an airborne vehicle, spaceship or airplane, that is physically simulated for its movement behavior, but the visualisation, e.g. banking and tilting, should happen through animations? out of the box the physics override the animations, and not having the mesh as root will remove the ability to do collisions with it.

simple temple
#

I'm fairly new to UE and I've done a working blendspace so far, I wonder how to make an aim offset and how to attack both hands onto a gun model

sly gust
#

would anyone mind helping me export my rig and model to UE4 ?

sly gust
#

Failed to import '../../../../../3D models/ROBOTaniRIG.fbx'. Failed to create asset '/Game/Mannequin/ROBOTaniRIG'.
Please see Output Log for details, anyone understand this ?

simple temple
#

Import settings

sly gust
#

where ?

#

@simple temple how do i sort this problem

simple temple
#

I'm no expert

#

Try skeletal mesh or something

#

Import the skeleton and then set the mesh as skeletal mesh using the one u have

sly gust
#

ok

sly gust
#

and now i have a new error

#

ugh

wide pulsar
#

Does anyone know how to make a retarget rig for a non humanoid character in UE4? Actually is that possible inside UE4?

soft crown
#

can we make simple animations inside 4.25 now?

teal vessel
#

@misty dagger My bad. things changed since I last used montages, I guess. You can't search for the montage slot anymore. Just get the default montage slot and then set it ot be the upper body on the detail pannel

#

@sly gust What does the output log says? Are you importing a completly new Skeleton Mesh? Or are you importing another mesh into an existing skeleton? Or perhaps even an animation into an existing skeleton?

teal vessel
#

You can attach a gun (or any other mesh) to a hand by creating a socket on that bone and attaching a mesh to the socket, for example

#

@simple temple to create an AimOffset, you have to first make the animation poses with the character aiming. After you import them into UE4, you have to set them as Additive before placing into the AimOffset node, (since AimOffset itself is an additive process).
You place the aimofffset note inbetween the base animation and the final pose, so that the animations compound

glacial canyon
#

How do you loop montages in 4.25?

simple temple
#

@teal vessel thanks, I will learn documentation about animating because it's got many layers already with the animation tree and animation blendspaces

misty dagger
#

I want a sphere to deform automatically when it collides with something. Idea is to add 6 bones equally weighted to support the deformation.
How would I make these bones move to the center of the sphere whenever its pushing against something?
Must be some sort of function I can use for that right?

#

kinda like the spring arm behaves for a camera

teal vessel
#

@misty dagger Off the top of my head, you can cast from the center on collision and evaluate vector for the distance and direction. Direction drives which bone moves and distance the amount, maybe?

misty dagger
#

sounds like a lot of math xD if I wanna get educated on this what am I writing down in the google searchbar?

teal vessel
misty dagger
#

Thanks for the assist, Ill give that and physics constraints a read while I make my ball in blender ^^

teal vessel
#

@misty dagger I just thought of something different. (your problem is interesting).
Not sure if this would work at all, tbh. Just that it might be an easier different solution.

Could you create a few spring arms from the center towards where the 6 bones are, then utilize the built in feature of not going through solid objects? You would then use the position of the arms to drive IK bones on the sphere itself.

Would that work?

misty dagger
#

I could try messing around with that. Guess I'll have to read up on ik bones in unreal ๐Ÿ˜„

#

I already figured out it's not as easy as selecting a bone and adding a constraint xD

karmic mesa
#

guys, my blendspace looks good but my character is stuck in idle

#

im not sure what to do

teal vessel
#

We might be more details than that ๐Ÿ˜„ , can you show your animation blueprint?

karmic mesa
#

yeah im not sure

#

i cant figure it oujt

soft crown
#

Hmm I fear in engine animation but be limited to Skeletal Meshes for now

#

or wait, maybe I can use Sequencer for this

karmic mesa
#

theres something wrong with my animation bp

grave citrus
#

Anyone have any input on stopping my character from 'popping' when transitioning from idle to start jog, to jog loops when the player changes direction mid blend?

teal vessel
#

@karmic mesa It looks like you are using a blendspace 2D for something you only want a blendspace 1d

#

the diference is that one takes 2 inputs and another only 1, (like only speed)

#

in your case, you might be changing your speed, (from 0 to 100, let's say).
But since you are using a blendspace 2D, nothing is feeding the other axis. (it even says "none', as if it's left as default)

#

I assume, from that picture you have your idle animation on the "bottom left", which mean *Speed 0 * but also none 0
Change it to a Blendspace 1D, make sure idle is on speed 0, then walk, then run as the speed gets higher and you should be good

karmic mesa
#

@teal vessel thanks, that worked, but now my character wont stop jumping

#

even though i checked if falling is false or not

#

is it best to do the jump loop like start, loop and land?

#

or is there a better way

teal vessel
#

I do it that way. Start, loop, recovery.
That way you can go straight to the loop without passing by the "start" in case a the character falls from a high place (as opposed to jumping from the ground)

karmic mesa
#

yeah so he keeps jumping even though falling is false, i checked with a print string

#

i had this working earlier now i screwed it up lol

teal vessel
#

show the animation BP again, please?
It's impossible to know what's wrong without any extra info

karmic mesa
#

i have IsFalling and that is being get from the character bp

teal vessel
#

what is the rule you set to enter that state?

karmic mesa
#

IsFalling

#

then plugging it in

#

wait

#

surely it should be a not

teal vessel
#

maybe you are forgetting to turn it off somewhere?

karmic mesa
#

do you know much abotu making your own animations because these are ugly af

misty dagger
#

If you animate in blender I'd recommend the youtube channel "Royal Skies LLC" and practice, lots of practice

karmic mesa
#

@misty dagger ive been getting pretty good at 3ds so i dont want to switch but i heard blender is better for animation

teal vessel
#

Not sure about much. There's **a lot **of people out there that have way more experience than me. But I've been in animation for a decade now. And I've been the single animator/rigger/tech artist for the game we develop for the past 6 years. I can give you some pointers wherever I can. I love teaching, tbh

#

I do most in Maya, though. I used 3dsMax to animate in the previous game, but I have almost no experiece in Blender

karmic mesa
#

okay, so i created this mesh today, i like him, i imported him into mixamo and got some animations working, i would like to create some of my own to learn and just not look the same as every other mixamo animation

#

would you suggest max or maya for the skele creation and animations

misty dagger
#

@karmic mesa @teal vessel I only know blender, blender is easy to learn if you know words. If you don't know words it's still rather "easy" press buttons stuff happens. once you remember the words for what your doing you can just use the searchbar when you forget the hotkey xD

teal vessel
#

Does the mesh have a rig? That's the first thing you need.
I prefer Maya rather than Max. I find it rigging and animating in Max to be pretty painful. I do not know about blender, though

karmic mesa
#

so i have a rig from mixamo and it works fine and it seems good enough for this character

misty dagger
#

The channel I mentioned will have your mesh rigged in 30 seconds ๐Ÿ˜›

teal vessel
#

then you just need to import it to your 3D software of choice to start your own animations. I heard that Blender has some really interesting tools. @misty dagger seems to be much more versed than I am on it.
Maya can be a bit overwhelming for first time users

karmic mesa
#

@misty dagger ill check it out

#

i think i will download blender and try it out i have heard good things

misty dagger
#

I have a royalty free mocap library from somewhere. I just hog a pose and make a loop whenever possible

karmic mesa
#

@misty dagger I am not sure what you mean

teal vessel
#

his character is a monkey, I think. Might be harder to find mocap for that though. ๐Ÿ˜„

karmic mesa
#

arent we all monkeys

#

xD

teal vessel
#

hahaha

karmic mesa
#

btw i appreciate the help @teal vessel and @misty dagger

teal vessel
#

yeah. my bad. I think things changed since last I set up my montage slot in the project I'm working on. Sorry about that @misty dagger

misty dagger
#

@karmic mesa Assuming you have some experience trying to animate in 3ds. https://www.youtube.com/channel/UC2U5mRfclG1Rrr1ztNkpGKA/videos this list of videos should speed up whatever you are trying to achieve in the moment. I found it easy to follow at least

teal vessel
#

๐Ÿ˜Š

misty dagger
#

@teal vessel Spend an hour visualizing the goal for a single bone. Stuff takes years when you don't know how paint works XD. Saved all your tips to a handy text file. Now im gonna check if I should keep the origin and root in the center or not. But at least I'll have the sphere in ue4 finally XD

teal vessel
#

are those bones... all unconnected? If you are going to import a Skeleton mesh into UE4, they have to be in a hierarchy, afaik

misty dagger
#

Its fine, it's just a test object XD

#

they are all parented to root at the very least

teal vessel
#

oh. ok. As long as they have a parent, they can be whatever. =]

static zodiac
#

I'm guessing this is the closest topic but I just installed a plug-in to let me import gifs. Does anyone know how to actually get them into a widget?

teal vessel
#

(I would argue that your top bone should be your root, but that's not what you are here for, hahahaha)

#

@static zodiac you might have better luck on #umg

misty dagger
#

erm, I guess thats an export error, thats actually the name of the armature

teal vessel
#

yeah. that happens sometimes

static zodiac
#

I'll give it a shot thank you HB

wise apex
#

Ive imported a skeletal mesh and used the ue4 mannequin skeleton for it, Ive kept the hierarchy the same and all that, Only issue is that the legs are poking underground and the arms are pushed upward

#

Is this a scale issue or something?
nevermind, found the animation retargeting thing

simple forge
#

alpha

wise apex
#

havent managed to fix it entirely, anyone here know how to retarget animations for same skeleton?

coarse oxide
#

Hello, I was wondering if anyone has ANY idea how to get root motion working properly with a skeletal mesh exported from Blender. I have the root bone at world origin (0,0,0), have the armature named "Armature", checked the enable root motion checkbox in the animation tab of the persona editor, checked the enable root motion from everywhere in the character animation blueprint. Despite all this, the character still goes through walls and snaps back to starting position when attacking. So I'd really appreciate any help.

coarse oxide
#

Well I'm retarded, root motion doesn't work if the root bone wasn't moved in the animation. T_T So I fixed the animation so the root actually moves with the character, but now in UE4 when I try to check enable root motion it seems to actually look the root bone in place (it plays the dash attack animation without the movement from one place to another) instead of having the root bone follow the character. :/

#

lock* not look

midnight oyster
#

Hello Everyone, In a blink morph Target, we were having issues, with mesh overlapping, So we added inbetween morph, but it seems like, it is not working in Unreal.

#

What is the way to do this.

#

thanks

bronze osprey
#

check the checkbox import morph targets in the import window

#

and the material needs : used with morph targets

midnight oyster
#

Morph is working but not with the in between morph ?

bronze osprey
#

im not quite sure what that is

#

or how u lerp it

midnight oyster
#

Maya in between morphs not working im u real

bronze osprey
#

ahh, i dont use maya

teal vessel
#

it seems to actually look the root bone in place
@coarse oxide That is normal. In Persona, if you have root motion enabled, the preview will lock the root in place. But in a montage the motion will happen.

glacial canyon
#

anyone knows how to loop montages on 4.25?

velvet sparrow
#

@glacial canyon As far as I'm aware, you can only loop individual sections of a montage, rather than the montage itself. Making a section that spans the entire montage should do the same thing though.
This video should help: https://youtu.be/Vqlo8j3gWQ8

In this video, weยดll see how to make loops in animations to persist over time in unreal engine 4.
You can also follow me in facebook:
https://www.facebook.com/3dmaxtutoriales

โ–ถ Play video
ripe coral
simple temple
#

I'll have to learn how to fix that too

#

In some video I had found he would explain how to add an anim displacement (?)

#

Basically moving one or multiple bones of the anim when you need

#

I'm not good enough with UE to explain how to do tho

wise apex
teal vessel
#

@wise apex Looks like retargeting issues

wise apex
#

@teal vessel yeah, I've gone through and done the whole tranlation retargeting thing, and that fixed the scale and the legs, but it hasnt helped with the shoulder. Its sharing the default mannequin skeleton.

teal vessel
#

it could also be that the mesh on the right does not have any skinning information for the clavicles. So even if they move up, that part of the mesh between the neck and the shoulders is 100% to the chest

#

@wise apex ^ you can check by moving those bones around and seeing if the mesh deforms as expected. If not, you might need to touch up the skinning of the rig a little bit

wise apex
#

Oh your actually absolutely right about that

#

Thanks

#

Is there a way to adjust animations between skletal meshes in unreal?

#

stuff like arm angle offset in case arms clip into the character

teal vessel
#

you can edit/adjust individual animations in engine, yeah.
Just go to the animation panel of Persona, move the bone to the desired position and Key (and Apply) it.
Animating in Persona is kind of a pain (at least until 4.24. not sure in 4.25), but it's enough for small corrections

wise apex
#

Yep thats what I was looking for thanks

silver jasper
#

is there a way (keyboard shortcut?) to automatically make a transition by enum?
Its very tedious when you have numerous statse

#

wondering if there's any tricks to make this faster

coarse oxide
#

@teal vessel I didn't use montage because I'm only playing 1 animation for 1 button press. Are montages the only way for root motion to work? Because in the animation blueprint I have the root motion mode set to "Root motion from everything" and i thought that would get it to work.

teal vessel
#

@coarse oxide No, you can use root motion from the ABP through animation nodes. Unless its a network game. then it will have to be through montage

coarse oxide
teal vessel
#

oh, damn. You are playing animations from the character blueprint?
I've never done that. I'm not sure how the engine evaluates root motion in that case. I know that it blends between all the weighted poses in the Animation Blueprint, but if its's hard coded like that? Not too sure...
How does your animation blueprint looks like? Maybe it's overwriting the root motion from that event?

coarse oxide
#

Ohh, so I'm not supposed to put animations in the character BP? I guess that could be the problem. Sorry I'm new to understanding Blender to UE4 animation workflow so I literally have no idea what i'm doing LOL.

#

So how is it generally done then? I'm guessing it's mainly with state machines? I actually have one set up earlier i'll try going back to it

coarse oxide
teal vessel
#

cheers

lament hatch
#

Hello, could someone tell me why some of my animations block the player from moving while the anim is playing, while other anims I have allow them player to move around while the anim is playing?

trim vigil
#

how do I rig and animate the Sloop? Hes not a humanoid mesh so i can't rig him in Mixamo.....

teal vessel
#

@trim vigil You would have to rig it yourself, in the 3D software of your choice.

The big 3 (Max Maya and Blender) all have plugins or tools that can help you with that, like CAT rigs, Rigger, or Rig Studio.

Alternatively, you can do it from scratch by setting bones, constrains and rig controls. It is good training that in my opinion every animator should do at least once. It help to understand a lot about the basics of 3D animation. And there are thousands of tutorials online.

#

@lament hatch unless you are using root motion, the animation playing in the animation blueprint should not interfere with the movement of the player's capsule.

thorn tendon
#

@teal vessel I made a simple montage for VR hands to grab a joystick (pilot stick) any tips

#

I mean it's hard to explain, but like in VR, I want to take my hand skel mesh, then montage anim to the joystick

#

Right now the montage is playing...BUT it's not visible. Or it's not playing the mongauge on my hand skel mesh. The cast is good and the ref is good so it should be

teal vessel
#

I've never done any VR things, so I'm not sure if there is any type of authority that the actual hand control takes over or anything like that.

But a couple of things that sometimes people forget to do with montages that could cause the issue:

  • Did you set a proper slot for the montage to play in the Animation Bleuprint?
  • Did you set the same slot in the montage itself?
  • try queuing the montage section in the Montage before playing. I've seen sometimes an issue where the montage "plays", but no section is queued
thorn tendon
#

I have not made a slot, unless default slot counts haha.

#

I just added test anims to it

#

@teal vessel I'm guessin this is not sufficient

#

Maybe I need to think of another way to do this

#

Or pay someone

teal vessel
#

@thorn tendon You have never made any slots, but you did add that "montage slot"node in your animation blueprint, right?

thorn tendon
#

It's been almost 9 months since I touched any animation stuff so bare with me

thorn tendon
#

Dude if you have a paypal account and are willing to walk me through it, I can toss a few coins your way to teach me

teal vessel
#

You montage need to know where in the Animation Graph to play.

#

Nah man.
I already have my dev day job. (which I should be doing right now, hahahaha)

thorn tendon
#

lol fair enough!

#

Man, Im good with art, but when it comes to programming and animation I am weak. Thanks for answering man

teal vessel
#

no problems

#

Just trying to help

#

If you have not touched any animation blueprint for a while, do check the basic UE4 documentation on montages.

#

all the basic info is there

thorn tendon
#

You know that feeling when you did stuff in the past then someone says "you should go back to grade one and learn how to read" feeling? haha. I know I need to though ๐Ÿ˜›

#

I already checked out a few vids, some bypass the anim graph

#

you know what it's like, some vid has the answer but you gotta dig through 5 min of shit before you get that one single checkbox you need to click

teal vessel
#

Believe me. I've been doing this for a decade now and every once in a while I'm like.... I've done this 4 years ago and forgot EVERYTHING. Damn getting old, hahahah

thorn tendon
#

It's the nature of the business, indeed.

#

So I made the slot in the anim graph

#

I need a source. I guess I need a blend space too?

teal vessel
#

your source is all the animation that is playing in the hand normally. The montage will override that while it's playing, but after the montage is done, it goes back to playing whatever is in the source

#

if the source is empty, then the hand will stay in the rigged pose

thorn tendon
teal vessel
#

just plug the end of the rightGrip_BS into the source and the other end to output pose

#

that way the montage overrides the blendspace while it's playing, but is ignored when it's not playing anymore

#

gtg, best of luck

thorn tendon
thorn tendon
#

I think what I need more is that the static mesh from the VR hand blends to a final pose that is a static hand on the joystick

teal vessel
#

blending static meshes can be a complicated process.
The easiest way might be to have the hand as a Skeletal Mesh, and animate or pose the hand in the 2 estates (open and holding-joystick)
Then you can simply either blend them or play the "hand closing animation" to go from one to another

vague jackal
#

is there an alternative to move in an animation without rootmotion, while player input is blocked? Im on multiplayer, so i have root motion montage only, is making anims like that into montages a bad idea? plz @ me

neat kraken
#

Hello,
Does anyone know if it's possible to add a force or impulse during a animation montage? I can't seem to get it work and it will only add it before or after the montage, not during like I need it to

trim vigil
#

I don't have the rigging knowledge that's why I rig everything up as I can with Mixamo. And I don't trust Blender because of the Bones Rotation Scaling Bug problem that software has with rigs.

But I'm limited to only rigging humanoid characters with Mixamo, So I don't know how to rig my sloop. Because hes not a humanoid character....

trim vigil
#

Hello,
Does anyone know if it's possible to add a force or impulse during a animation montage? I can't seem to get it work and it will only add it before or after the montage, not during like I need it to
@neat kraken You need to place an anim notify event inside the montage to call up the force impulse code while it is playing the anim montage..

vague jackal
#

is there an alternative to move in an animation without rootmotion, while player input is blocked? Im on multiplayer, so i have root motion montage only, is making anims like that into montages a bad idea? plz @ me

trim vigil
#

i don't know about multiplayer but I would like to know how to get my sloop creature rigged and animated with a simple idle, walk and run , bite and shoot from the mouth anim. so 5 basic anims i think is all it needs I just need the model to be rigged and then animated with the anims so i can set up the blend space stuff with the anim bp for it in the engine.

trim vigil
#

whats this? Oh this looks like its only for Mixamo humanoid meshes that you download from Mixamo, my sloop creature is not a humanoid static mesh.

#

So hes only got two legs and a head.

uneven wigeon
#

lol it's adorable

#

@trim vigil

#

but ye it's for humans

trim vigil
#

yeah I'm trying to get him rigged and animated but don't know how as hes not a humanoid rig.

#

so it presents a problem for me, as I only know how to use the mixamo humanoid rig for humanoid meshes.

uneven wigeon
#

idk anything about rigging or animations

trim vigil
#

Then once hes rigged and animated (5 basic anims, idle, walk, run, and bite attack, and pop attack (shoots a projectile) then I can get him running around in the editor.

#

becuse i know how to animate it in the editor once its been rigged and animated.

uneven wigeon
#

im mostly a programmer and i use whatever is out there available

#

animation wise

trim vigil
#

ok, i am not a programmer, i barely can understand the logic in the blueprints.. I have trouble understanding some of the logic. So Its hard for me to piece together all the components of my game in the engine. Before I had a bad GPU card 810A, now I'm using RTX 2070, I dumped the bad card.

uneven wigeon
#

nice

trim vigil
#

I may have the card but I have trouble putting together all the code from the tuts....

violet widget
#

If my player character can jog strafe but only have the ability to move forward when sprinting, do I keep the sprint anim in the blend space or do I keep the sprint animation separate?

trim vigil
#

usually the sprint animation is put in the same blendspace as idle, walk and run and set to a higher number instead of 600 speed, set to 800 speed.

violet widget
#

that's what i have so far but logically, i think both make sense. i'm sure either would work but i'm wondering which is best.... thanks for the response :)

trim vigil
#

ok

#

i need to get my sloop animated, he looks good in the engine as a static mesh.

misty dagger
#

Would animation be easier to do in blender or unreal

trim vigil
#

I don't know, its a static mesh, its not been rigged yet with any bones.

bronze osprey
#

@trim vigil did u make that?

trim vigil
#

no another modeler had made it for me. But hadn't rigged and animated it yet.

bronze osprey
#

ahh ok

#

there are many tutorials about rigging in blender, takes a lot of time to animate something good tho

trim vigil
#

this one is not a humanoid mesh, so usuallty i animate them using mixamo and then set up the animp bp. But Mixamo requires arms and legs for targeting when auto rigging.

bronze osprey
#

you could prolly still use human legs on it

trim vigil
#

checking now...

bronze osprey
#

i never used mixamo for rigs

trim vigil
#

nope, Mixamo is unable to map it because it has to be humanoid shape.

tawny lagoon
#

I can help rig and animate, but I'm very bad at weight painting

#

I use Maya 2020

steel tree
#

hey guys so anyone here have action rpg inventory system can help me
i've been trying to find a way to when i equip specific weapon like sword or bow,it will play that swordman state or archery state
i tried 2 things that i know might be help 1.in the structure called InventoryItem i added an enum called WeaponState and in that its basicly for when i created a weapon for example sword i can set the enum state as swordsman.first method i tried is in the managercomponent of this inventorysolution in there are two funtions called equipitem and unequipitem there i basicly use macro that has reference to the inventoryitem structure and set the variable in both of those function.then in animbp i can get reference of that component and use it for various weapon state but that doesnt work
second method that i tried is i get the reference to the inventory item directly and use it in animbp but thats doesnt work either
i also asked in the arpgis forum for help as well and i tried this method https://forums.unrealengine.com/unreal-engine/marketplace/65774-action-rpg-inventory-system?p=1765112#post1765112 but thats doesnt work either or maybe what i tried in april by using this method is wrong

#

now im run out of ideas on what i can do
the other method that someone recommend is merging weapon component pack from marketplace into it but i dont want to buy something i can get it done myself

trim vigil
#

Zmi that would be appreciated if you can help me. Weight painting I'm not too worried about, just want to get him animated.

misty dagger
#

Does anyone know any websites that sell realistic FPS animations

jolly osprey
#

is URO not supposed to work with animation sharing?

#

are they mutually exclusive?

jolly osprey
#

I can get URO to work, I can get anim sharing to work but not both on the same meshes...

tired lagoon
#

Hello, anybody know what's wrong?

#

I am importing an anim to UE3

#

I am sure I have no bone that's called "none"

#

Any help would be appreciated

#

I have been stuck with this for a month

sand crag
#

This is a quote from the description...

#

"The second type of commonly used first person viewpoint uses the same arm mesh from the traditional style of character with an additional separate mesh for the legs. This provides a sense of immersion when looking down since the characterโ€™s legs are visible, but requires separate sets of animations for each of the meshes. Games like Halo, Escape From Tarkov (shown below), and the newer Battlefield games feature this sort of setup, which is easily distinguished by the lack of a body."

tired lagoon
#

hm ok seems like my problem has something to do with mesh?

misty dagger
#

@tired lagoon Your fbx is binary, from personal experience is better if it's ASCII, That is plaintext.

#

Also, you said you're trying to use unreal engine 3? it's possible that you are using a newer version of FBX export, that the good ol' UE3 Doesn't know?

#

Anyway let's start with step one, and convert that fbx to plaintext, it's much easier to use a text editor to search for stuff this way

#

Demonstrates how to blend animations together, in this case, a character that can move and fire a weapon at the same time.

Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.

sand crag
#

Haha alright. Thank you

#

One last question for now, you know how in fallout 3, nv and 4. When you are in first person, all you have is just arms and a gun, then if you switch to 3rd, you have a whole new full body mesh with all new animations. I would like to replicate that some how. @misty dagger

misty dagger
#

Very easy, barely an inconvenience ๐Ÿ˜„

#

keep track of your states 1st or 3rd

#

and send an event when switching

#

have a listener, that shows and hides meshes as needed

#

that's it

#

@sand crag

#

Dan Kestranek in his Github GAS examples has a very good implementation of exactly this

#

among other things

sand crag
#

Link?

#

Thank you

misty dagger
#

make an effort and Google ๐Ÿ˜„

misty dagger
#

Is anyone available?

trim vigil
#

I'm still trying to get my sloop rigged

knotty geyser
#

So hey guys, Complete noob to unreal engine.
I'm using the third person default player controller.

Question when I change the Mesh to another mesh that supports the same animations the default third person controller use.
How do I make it use the same animations as default for different mesh?

Example: https://bit.ly/2XXoDCL
(The animation breaks when changing mesh.)

knotty geyser
#

Seems I was able to figure it out

misty dagger
#

why is the keyframe button greyed out?

crimson geode
#

sup

#

i have 2 punch animations

#

when i click 1 time it does the left one

#

the second time i press it it does the right one

#

but the problem is that when it plays montage 'LeftAttack'

#

it also plays the right one

#

so the FULL clip

#

any help?

crimson geode
#

nah

#

but i solved it

#

just had to press clear

#

@winged violet

trim vigil
#

how long will it take to rig up the sloop and give him idle, walk, run, (simple attack pop, attack bite anims?.)

crimson geode
#

bro

#

use mixamo

trim vigil
#

Hes just a static mesh at the moment, but I don't know if he can be animated in unreal engine as a static mesh. I think he has to be rigged to do that.

#

I can't use mixamo, his mesh is not a humanoid mesh. So mixamo won't accept it.

crimson geode
#

you can rig it yourself like a humanoid mesh but nothing is skinned to the armes

#

btw

#

do you know how to do this

trim vigil
#

I don't have that knowledge, that's why I usually use mixamo to rig things.

crimson geode
#

without having to copy it again

#

@trim vigil

trim vigil
#

But mixamo only accepts human meshes. Otherwise i get the error รงannot map it.

#

mixamo also will not allow me to rig any meshes with any blend shape keys. It destroys them. That's why I can't have talking 3d characters running about in myg game.

#

So mixamo has limitations. It can't rig this mesh for me.

misty dagger
#

Hi. Does anyone know a good video that explains how to add keyframes, delete keyframes, apply curves...? On UE4

static falcon
#

@trim vigil a really basic rig like that isn't so hard... you draw a skeleton and place joints where you want it to bend, then you bind the skin. Give it a go in Blender, 1000s of free tutorials!

trim vigil
#

I don't have the knowledge of manual rigging a mesh. except I know this about blender, it has a bug in the program that causes rigs and bones to mess all up if you move them in object mode. Thisis why I dont' trust the program to do it myself.

The bug will not show up in blender, but when it gets triggered off, it messes up the animations in unreal engine and leaves a warp twisted skeleton, or stretched bones in the skeleton editor...

astral wing
#

Hey all, is it possible that a character wont play an animation montage until the character mesh is in view of the player camera? I'm running into a weird issue where if the camera FOV is zoomed way in, but the character mesh isn't in the camera's view, the animation doesn't play until the camera has returned to its normal state/character in view of camera. Should mention this is just for the player mesh/player camera combination

EDIT: To help anyone in the future... SkeletalMeshComponents have an option for ticking, "Visiiblity Based Anim Tick Option". The default is to not tick if not in view. Setting this to "Always tick pose and refresh bones" fixed the issue. Cheers

leaden widget
#

Hey, does anyone know how to move a hand with the same motion as the mouse? I don't even know where to start tbh. Thank you ๐Ÿ˜„

winged violet
#

If you wanted to make a weakpoint / headshot system but have enemies that have different body shapes, should you make a dummy bone called weakpoint and position it roughly where the weakpoint(s) are and then add physics assets collision to those areas?

teal vessel
#

do you know how to do this
@crimson geode if you need to use the output of a pose in 2 diferent locations, you can "save a cached pose"

#

@winged violet You could also always have a socket called weakpoint_socket in your mech and attach the actor that receives the hit to it. That socket can be placed anywhere in any skeleton, following any bone you wish.

winged violet
#

@teal vessel Then you'd need a separate actor to receive the hit though right? Rather than just using the skeletal physics asset as for other hits

#

Which could make things a bit more complicated to setup in the case where you'd have say 6 weakpoints

#

Then the owning actor would have to bind delegates to each of the weakpoint actors to know when they have taken damage

#

When you make the dummy weakpoint bone then you can just make x amount of physics asset shapes and if they are hit, they'd count as a weakpoint when reading in the bone name hit

#

But it's definitely an option if the skeleton couldn't be edited

flat sluice
trim vigil
#

i'm looking to get my sloop rigged, but i don't know how long it will take to get it rigged and then animated with walk, idle, run, bite, and shoot out of mouth anim.

fickle trench
#

Hi to all!
Gentlemen, who is in the subject. Tell me, now there is only one plugin adequate for maya to create an epic sceleton - Artv1? Or there are other alternatives?

warm island
#

has anyone come accross a weird bug when using retargeted animations where your character seemingly falls through the group in between transitions?

sage parrot
#

is there a way to get an animation notify in another blueprint?

#

I cant cast to the animation

coarse oxide
#

@sage parrot try creating a new Blueprint Class and creating an anim notify BP, make sure you expand the all classes dropdown to see it

#

though im not sure if thats what you need but it worked for me

misty dagger
#

@flat sluice I thought that was Megatron for a sec

flat sluice
#

lmao @misty dagger

misty dagger
#

@proven nimbus could use your help, Prime ๐Ÿ˜จ

wraith verge
#

Hi, ive read sometimes using animation blueprints is slower in performance than c++ animations. Anyone know how much it takes?

azure roost
#

Anybody know why my blendshape animations wonยดt import from maya?
I selected the basemesh, as well as the root joint and ticked "include deformations" in maya and bake before export, but I get no blendshapes in Unreal.

#

Following various tutorials online, I canยดt find the option to "import morphtargets" anywhere, I assume thats deprecated.

vital mesa
#

at what point of a footstep is it best to play a footstep sound? (heel touches ground, full foot is on the ground, right before it starts lifting up, etc.)
@misty dagger Id say heel. When you walk in shoes, the heel usually comes down first and this is where all your weight comes down as well

#

how can i "simulate" a 3d blendspace, as in constrained by 3 values? In my case, I have animations where my character jumps up and grabs a ledge, which depend on the angle the character is coming at, and the distance from the wall. However, I also want it to depend on the height of the wall.

#

I tired that, but when i just use a blend, the more information i get from the 1d, the less i get from the 2d.

#

ye, but that would mean id have to do all angle and distance animations twice: for low height and for max height

#

since the height info is basically only contained in the root node, i was wondering if i can just add that info to the 2d blendspace

#

ye, thats why i was wondering if maybe i could do some IK-like setup for the root, where I would just add the height from the root onto the angle/distance pose

#

I'm using root motion tho. WIll i run into trouble with that?

#

i havent tried any IK yet, but AFAIK things like "move component to" dont work with root motion

#

I actually remember looking into it, but at first glance it wasnt what i needed. Do you know what feature of the control rig I should look for?

#

sure, it's kinda essential for what I intend to do

#

it's not just the hand position tho that needs to be adjusted to the wall height. It's also the jump-height ansd the overall body position

#

is it possible to combine root motion with scripted movement?

#

alright, i will try it out. Thanks a lot!

round shale
#

if I don't include scale when I export animation, will that mess with things?

fallow oxide
#

hello

#

absolute newbie to animation here,, i do level design mainly.

#

problem: got a character from the marketplace. it's set up with a hack&slash running/attack/idle animation

#

i'd like to give it a gun instead.. so run/idle/attack with gun

#

what's the easiest option to go about this problem?

#

thanks

#

PS: i can't do blender/3dsmax or any of those

round shale
#

@fallow oxide I'd attach a gun mesh to your skeleton socket.

#

v. easy, piece of piss.

fallow oxide
#

not exactly what i was looking for,, since the char is normally running with a sword.. putting a gun in the handsocket looks weird

#

but, it's all good. i figured it out, gnna re-key some stuff

fleet willow
#

Is there maybe any software with which i can do motion tracking with a simple camera ?

fleet willow
#

That's sad :/
I'm totally limited when it comes to animation's for my game.
The best solution would be to buy a motion capture suit, but even then i'd've to pay like 2kโ‚ฌ and the results are also gonna be ehh

vital mesa
#

@fallow oxide characters with swords run differently than characters with guns. Maybe there is some fix in-engine, but I think that your best bet would still be doing the animations manually, OR get some gun-animations from mixamo and retarget them to your character

fleet willow
#

renting those seems hard here in germany, i found a site but that's arround ~480โ‚ฌ for 8h a day

#

And making them per hand is a huge pain in the ass xD

vital mesa
#

@fleet willow not if you make a 1st person game^^

fleet willow
#

@vital mesa Actually making it 1st person

#

@misty dagger Looks sweet, gonna give it a try

vital mesa
#

but in that case you'd only need arms and maybe legs, depending on what youre trying to do

fleet willow
#

Luckly only arms

#

But that limits me to animations for the player, but not for enemys

vital mesa
#

in which case you should always fit the game's features to your skillset, not the other way round

fleet willow
vital mesa
#

well, there's 2 easy ways to go about this: you could either only use assets that already have all the animations you could need, or you use 3dmodels that don#t need animations. For example, if your enemy is a sphere-shaped drone with a red eye in the middle, it only floats around and maybe shoots, and you dont need animations for that

fleet willow
#

That's smart, didn't really thought about such simple ways

bronze osprey
#

that video looks like a promotional vid, not the actual tech

#

you dont see any of the bone tracking

#

you pay for what u get usually ๐Ÿ˜›

#

and now u get mobile phone mocap

#

nah u should let ur ai train on cleaned up anims

#

its the curves they should study

fleet willow
#

@misty dagger Sure ^^

devout dagger
fleet willow
#

Anyone know how i'd let an animation play X seconds ?
Like is there maybe some UE magic which does that ?
Cuz so far i only see the option to set the playrate after doing some math

#

To descripe it a bit more;
I have fireball spell which needs 5 seconds of casting time until you can fire it.
And i have the cast animation which takes 1 second with a playrate of 1.
But i wanna let the animation play 5 seconds until it reached the last frame of this animation

vital mesa
#

you could specify in the transition rules when you want the cast to end

fleet willow
#

That was not the problem i have :D
Like i wanna have the animation stretched over the casting time from my spell if that makes any more sense

velvet sparrow
#

What's the problem with just setting the play rate?

fleet willow
#

I didn't got it to work ^^"
But i think i found a better way with the Interp Result here

#

Now i just have to get this done :s

velvet sparrow
fleet willow
#

Oh, that makes me now kinda sad after i see how easy the solution is xD
Thanks, really

#

But would this also work when the animation is e.g. 5 seconds long or 0.5 ?

velvet sparrow
#

You'd just have to enter the duration of the animation in the first slot of the divide node

fleet willow
#

Alright, thanks again ^^

velvet sparrow
#

Glad to help :)

wise wave
#

What do you guys think is the best way to make facial expression animation to in-game from Blender to Unreal?

#

I've seen many people using regular mesh bones, but I wonder if those mesh morph handles can also be used

velvet sparrow
#

It depends mostly on your animation and rigging workflow. Bones are nice if you want to easily reuse the same skinning on multiple characters, while morph targets offer more fidelity but usually have to be set up for each character individually

#

I personally prefer using morph targets / blend shapes because I get better results and hate weightpainting complex facial rigs

misty dagger
#

I'm having problems with my animation

#

Can someone help

trim vigil
#

But Fey, we can't animate the rigs with Mixamo if they have any blend shape keys, for Mixamo just destroys the blend shape keys in the existing rig when auto rigging it. I didn't know that lip synching has to be done all last after all the animations have been done first. But if I get someone to add in a blend shape key to the skeleton after all the animations been done then, Unreal Engine will proabbly give the This Skeleton has Changed Error and could destroy all the animation data and void them so I am not sure how to add in lip synching animation to a fully animated rig. For this problem is why I can't have talking 3d models in my game.

misty dagger
wise wave
#

Thanks both of you @velvet sparrow @trim vigil . I never did this and I've been wondering about it for the past days

trim vigil
#

I would like to have 3d talking models in my game for the dialog because my game is dialog-driven I can use Crazy Talk 2d talking movies, but Crazy Talk is rather creepy looking with some of the expressions. I wanted 3d talking models, so I can work on switching camera angels during the dialog. But I think I need talking 3d models for that. ...Also I might switch to a one to 2 line dialog system than just putting all the text on the screen at once otherwise it clutters things.

#

Ren is that a Blender model? What does the model look like when its not animated. What animation is this ?

trim vigil
#

can anyone rig and animate my sloop?. If I try to do it myself in Blender I might mess the bones up... Hes a two legged creature with no arms.

muted vigil
#

Hey all, would anybody have recommendations for importing first person camera animations (Maya)? I've tried just using camera shakes but they don't quite have the level of control I'm after, looking for subtle movements to reflect what's happening with the character's first person arms. I seem to be able to import a portion of the animation to a CameraAnim asset but the playback area is locked to one second no matter what I do, leading to longer animations like reloading or swapping weapons getting cut off halfway. Any and all help would be greatly appreciated!

trim vigil
#

you can change the speed of the animation montage to make it play faster, or you can go into the montage and cut the frames you don't need.

muted vigil
#

It's not a montage unfortunately, it's a CameraAnim asset using the older Matinee interface. This method would work fine except the green "playable area" refuses to extend to the end of the camera animation (where the red keyframes end). If I extend it and close out of the Matinee window, it jumps back to the 1 second mark.

fallow oxide
#

hmmm, so i've rotated this arm out a fair amount to make the weapon stock not clip into the body

#

saved it all.. why does it not update in my animBP?

#

or rather,, when i go in the character blueprint.. she's still running with the gun stock clipping inside the body

#

like nothing changed

#

am i missing something?

trim vigil
#

Two sockets must be created on your player character. One socket to hold the weapon in the hand, the other where the weapon is not in use.

fallow oxide
#

i've bound the weapon to the hand socket temp

#

that's not the problem. look at her hands.. in the first pic

#

and then look at the hands in the second pic

#

the animation doesn't update

#

after i make a change

trim vigil
#

In Player Character add in a scene component. Attach that scene component to the socket. Then attach the gun mesh to the scene component. Then rotate the scene component to fit the gun into place. This allows the weapon to detatch from the player after death.

fallow oxide
#

nah, mate you misunderstand my question

#

1mom

trim vigil
#

Otherwise the gun will still be in the player's hand after death if its not attached to the scene component. I think it needs to be set up this way for switching to multiple different weapons .

As for updating animation, you could make the adjustment and try the + Key to add in a key to see if that will add in the change. and hit compress animation. See if that updates it. I'm not sure on that.

fallow oxide
#

ah, i'll try the compress anim

#

ok that doesn't do anything

#

so look.. i'm in the jog anim

#

i'll rotate the arm in a wacky position

trim vigil
#

and the gun is not moving with the player's animation?

fallow oxide
#

yes the gun is moving with the socket

#

don't worry about the gun

#

so i moved the arm in a weird position right

#

and saved the anim

#

this way it updates my jog forward/backward/left/right

#

they now all have that arm up in the sky

trim vigil
#

is this a blendspace?

fallow oxide
#

no thats the raw anim

#

so now i went into my blendspace

#

and it has updated the arm

#

so far so good

trim vigil
#

ok, strange, the arm should not be pointing up in the sky or bent at the arm like that.

fallow oxide
#

this is just an example

#

so next up i'm in the animation BluePrint

trim vigil
#

need to see a video of this to see whats actually is going on. That's weird looking.

fallow oxide
#

which refers to this BS_Jog

#

that i've just showed with the arm up

#

but here,, it just shows the mannequin

#

and none of the anims that i changed are used here

#

what am i missing

trim vigil
#

and this is from the player's animp BP its showing the mannequin instead of your character?

#

hold on wait a minute that's the default mannequin's anim bp I'm looking at, not the player's animp bp.

fallow oxide
#

i fixed that, by clicking set preview mesh

#

to my char..

trim vigil
#

so you are using the default Mannequin's BP.

fallow oxide
#

yes

#

animation is new to me,, i mainly do level design and blueprint

trim vigil
#

I'm not good at level design.... I'm trying to get my sloop rigged and animated (alien two legged creature). But Mixamo don't support two legged meshes for auto rigging.

So the arm goes up during the anim, or it remains up while anim is playing.

#

Is the mesh in the a pose in the skeleton editor (no funny bent arm showing)

fallow oxide
#

yes it's in a normal pose in the skeleton editor

trim vigil
#

ok

#

whats it showing in the 3d preview in player character when selecting the animp bp. Is it just the one anim that this shows on.

velvet sparrow
#

@fallow oxide After editing the skeleton in the preview window, you need to "bake out" that edit into a new animation

#

Then replace the previous animation in your blend space with the newly created one

fallow oxide
#

Thank you fey. Iโ€™ll try this after dinner

scarlet spade
#

Yo, can someone help me out with a root motion problem? Montage keeps moving my player back to his original position after play

simple shuttle
scarlet spade
#

@simple shuttle Looked at that documentation and it hasn't helped out at all

simple shuttle
dusky arrow
#

Anyone found a bug with the Control Rig in 4.25 where you add the Control Rig to a level, move some controls (or not), then save the level. Close the editor, re-open it, and the Control Rig loses all controls?

#

my bad. it seems you have to re-open the sequence afterwards and the controls come back.

crimson geode
#

please someone help me

#

i rigged my character

#

put it into mixamo

#

leggs are always crossed

#

@shadow lion

shadow lion
#

You've summoned me to a channel that I know little about, lol.

#

Sorry, I'm all about the code.

crimson geode
#

can you send someone?

shadow lion
#

I wish. I don't know any animators.

simple forge
#

Can someone help me with an animation

#

I only need to know if its possible

#

I am making a tornado..it needs to be a skeletan mesh. When the tornado moves around and changes direction..is it possible to make the movement like in the diagram. So when the bottom moves..it 'bends'

dusky arrow
#

@simple forge maybe an odd place to look, but in the vehicle movement component demo, the advanced one specifically, it shows you how to do that with physics

simple forge
#

@simple forge maybe an odd place to look, but in the vehicle movement component demo, the advanced one specifically, it shows you how to do that with physics
@dusky arrow Thank you I will take a look!

dusky arrow
#

drag it

long turret
#

for some reason when i import my .fbx file, it creates a sequence for every keyframe

sharp oracle
#

Does anyone think they could hop in a call i im stuck and i dont really know how to explain in? if they could that would be great

earnest storm
#

@misty dagger I have the same issue

#

Also does anyone know if you can actually use the control rig / sequencer duo to be able to create actual animations for a skeletal mesh such as an independent run/walk/shoot animation? Or is it just for like film animations for movies and such?

misty dagger
#

is there a way to change the folder from which blendspaces and montages are referencing animations from?
Attempting AssetActions > Replace References

bronze osprey
#

@simple forge i would use FABRIK for that

bold temple
#

can some one tell me why my ai is not turning fluid

#

i have the turning animation

remote needle
#

Hi, I could do with a tip.

I am trying to make a system where in,
static mesh is attached to sockets (to be interacted with) at set points of an animations run time.

I was wondering, is there a way to somehow do this using the animation or anim montage ?
Because it is vital that they appear at the right time in the animation.

Also, I am hoping to set this up as an array so I can give it additional elements,
as each animation has a different amount of interactable sections, at different points of the animation.

If I have made any sense ?

trim vigil
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i don't know if I done it right, but I have now rigged my sloop, now I need it animated with idle, walk, run, shoot, attack.

trim vigil
warm island
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i had a mesh, i copied it, modified it but it has its own hierarch group so i unparented it and when i try to reparent it, it throws this error

remote needle
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Should each anim notify have its own track ?
I ask because some of mine are close enough to overlap

velvet sparrow
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anyone with Maya know what this means?
@warm island Maybe try exporting the mesh and reimport? Maya can be pretty weird sometimes

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Should each anim notify have its own track ?
I ask because some of mine are close enough to overlap
@remote needle Doesn't make a difference, as far as I know. I think multiple tracks exist just to make it easier to work with notifies

remote needle
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ok that makes sense, thank you for the info @velvet sparrow !

warm island
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@misty dagger thanks again on your tip on how to copy skin weights! worked like a charm

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@velvet sparrow i was doing shift+p instead of p, meaning i was trying to unparent it from the world but that's the lowest denominator

fast geyser
#

I'm trying to import a simple open and close of a door animation, I have the door set on a plane but when i import only the door will import without the floor. Does anyone have a clue of what im doing wrong?

trim vigil
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I need my sloop creature animated, Mixamo is unable to map my skeleton....

small orbit
#

How to replicate animation?!!!!๐Ÿ˜ฉ๐Ÿ˜ซ

trim vigil
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Drat...I can't get the idle, walk, run, shoot, bite animations from Mixamo because my sloop rig Skeleton cannot be mapped by Mixamo. and I'm not an animator....

trim vigil
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I don't know how to do walk cycle, run cycle or idle animations, I'm not an animator. I cannot put my Sloop in Mixamo because it won't accept the mesh. So I can't animate anything at all in Mixamo.

I don't have any animations for my sloop yet. The only thing my sloop has had done is been rigged, I had to rig it myself, so I'm not sure if I done that right.

Because the sloop only has two legs and no arms and just a head and body, is why Mixamo won't read it. Mixamo only reads meshes with four limbs.

#

that won't work, because my Rig haswhat, 15 bones in it? Much less bones than the 65 bones of the mixamo Skeleton, you got to have a skeleton that matches the targeting.

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that's the rig in question. I used extrude bone to create it. Then I just auto weighted it. I made sure I only moved the bones in the edit mode, not in object mode in order to avoid Blender's bug, as Blender has a nasty bug that messes up rigs when animating them..

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i can cause I had alot of trouble with blender with my commander, it warped his mesh. I found a way around it, I had to turn him into an unreal static mesh, then export him out of blender as a static mesh and then re-auto rig.

Strange bug occured in mixamo when I exported the commander as a unreal static mesh, he only showed 1 single bone in his skeleton when importing him from mixamo into the engine. Mixam showed his Mesh standing up while his Bones were all lying down on the ground. So Unreal Engie only could read 1 bone because it was not in the mesh. And that's the bug in the auto rigger I triggered..

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You can load custom static blender meshes into mixamo to auto rig but not Unreal Static Meshes as I found out. the auto rigger probably don't like Unreal's format.

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Plus the Mesh has to be humanoid shape for Mixamo to accept it. it must have two legs and two arms.

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yeah

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so you are wanting me to hook up the sloop to the player and target its walk idle and run animations to the sloop. Hmm, I had trouble getting the player preview to show up in anim targeting.

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When I tried targeting in 4.25 with my commander with the mannequin, the mannequin showed up in the A-Pose preview but not my commander....And I didn't know how to get my commander to show up.

trim vigil
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well sloop skeleton is not showing in retargeting manager. only mannequin skeleton is showing.

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already got the sloop mapped to the humanoid rig so it should be showing up

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nup its not showing up

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i hate this problem, I'm not sure how to get it to show in 4.25.

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how do i get it to show up?

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I got both skeletons windows open, so it should be showing the sloop rig

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but its not...so I can't target the other skeleton.

warm island
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do you actually need to retarget the skeleton?

trim vigil
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I don't know how to get my sloop to show up in the preview window. I cann't use mixamo to get the animations for my sloop because the mesh is the wrong shape.

remote needle
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Thank you for the info @misty dagger
What do you mean by make sure they are not qued?

trim vigil
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so it won't map it.

warm island
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@trim vigil are they the same rig type? as in humanoid?

trim vigil
warm island
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right so why are you trying to map it to a humanoid structure?

trim vigil
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because I don't know what I'm doing. I was told to just try to map it to an existing epic skeleton so I can get the animation targeted for the sloop. The sloop has no animations, so I'm told to try to target them from the mannequin.

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I said to the guy that won't work, my sloop only has got about 15 bones, its not the same hireachy as the epic skeleton, he said, don't worry, just map only the bones that you need to target and just ignore the rest.

warm island
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your sloop has a rig, but to get animations from something else you have to have a similar (or close enough) rig structure. you cannot map an arachnid to a humanoid for instance. I recommend you create your own animations in blender(?) and import them.
your guy is a fool, forget his advice

trim vigil
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So I have to try to map 65 bones skeleton animations over to a 15-16 bone skeleton for the Sloop. Which the skeletons are not equal.

warm island
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you will have to animate it on your own

trim vigil
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That's the problem, I don't know how to animate it on my own that's why I'm in trouble.

warm island
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seeing how little bones it has, it should be easily 1-2 days

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youtube it, i dunno anything about blender, i use maya

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you probably have to set a track, pick bones and over a timeline rotate them accordingly

trim vigil
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i dont' know how to do walk cycle animations, its not that easy, its quite complex the adjustments you have to do for each frame..

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because you are not just moving only the feet but also the whole body.

warm island
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no, you can fix that with IK

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either way the software smooths out the transitions

trim vigil
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Ok, just selecting the preview mesh asset dosen't update it, AND IT SHOULD. But no that's not enough, I have to click also on apply before it will actually update the preview window. (double unecessary mouse clicking) just to select something.

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I see what you mean Lorash, i do have to play around with targeting advanced to set everything mostly to skeleton, but don't think this will work for the Mannequin Animations Yeah, hes swaying about a little too much in the animation.

onyx fern
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Anyone good at skinning fpv arms onto the base ue4 mannequin rig that could possibly help me with it really quick? It would be much appreciated ๐Ÿ˜Š

trim vigil
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Hmm, the walk animation didn't come out right. Sloop is swinging side to side.

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The Mannequin Walk animation is designed for WEAPON carrying guns.
This probably why my Sloop's is swinging side to side like a stormtrooper's rifle. when he walks or runs.

wise wave
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You'll have to make your own, unfortunately

trim vigil
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maybe i can get it off my commander instead, he dosen't have just weapon carrying animations.

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the other obstacle is trying to get my party members to lip synch in the game in 3d, not 2d.

wise wave
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You can either face it head-on and learn (don't worry too much about it, it's not really hard) OR you can import an animation from a bird-like rig

trim vigil
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we don't have alot of years for learning this engine.

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but it does takes years to learn how to customize it,

opal jackal
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If I export my skeleton from UE4 into maya, add a root bone, then import back into UE4, how can I easily retarget all the animations to the new fixed skeleton?

wise wave
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There's the retarget option in the skeleton settings

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This is assuming the skeletons are similar

opal jackal
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Yea I tried that thinking since there was only one bone difference, it would be easy to do but the retarget options are all bones for the mannequin, which my character doesn't have a lot of.

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I went through each bone and selected the closest match to my character but when I retarget it's all stretchy. ๐Ÿ˜ฆ I hate root bone issues. Every character I purchase comes with no root bone. ๐Ÿ˜ญ

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I was hoping there was an easy way inside UE4 to fix it. I know how to fix the anims in Maya but that will be a lot of work. I have a lot of anims.

wise wave
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That's weird, the retargeting system usually works well

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There's a few things to do for setup sometimes, but it usually does the trick

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Specially using mixamo rigs

opal jackal
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he reverted to his old snake ways hahahahaha

wise wave
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This is a character you bought, isn't it?

opal jackal
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Yea

wise wave
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It's most probably a difference between the skeletons

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try taking the rig off and create a new one in mixamo

opal jackal
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Oh so I just used Spine 1 for the missing spine and it looks ok now. It's just rotated 90 wrong. Hmmmm

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I'll probably just have to fix the anims myself in maya. If I put it into mixamo that would just make my anims have an even harder time retargeting wouldn't it? IDK It'll be fine. Just work lol

wise wave
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I mean, if you simply remove the original rig a let Mixamo create a new one, it will generate a rig that can be retargeted

velvet geyser
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I have weird question but maybe someone will be able to help.
I'm using LegIK node and I have shared anim bp with AI and Player. Is there any way that LegIK node won't be ticking if it's alpha is 0?
Or is there any way to tell node that it should stop with updates?
I can see that even with 0 alpha (for AI) it's still doing calculations.

trail matrix
#

Hello! could use a hand if anyone is willing. Im making an enemy, I'm using animbp's and anim montages. does anyone know how to add notifiers in anim montages? it seems to have been changed within a recent update.

bronze osprey
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you can actually retarget anims to a completely diffrent mesh, but you have to know what ur doin

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and no guarantee its gunna look good

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arachnid to a humanoid for instance. totally possible, but it wont move lika a spider ๐Ÿ˜›

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you could retarget the leg anim to all 8 spider legs or leg and arms and have it walk upright

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but.... you have to get the names right for starters

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well dont even need that, but u have to setup a retarget rig

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multiple ways to do it, they all make as much sense as a spider with human animations tho ๐Ÿ˜›

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if u keep the pelvis to head intact u can do anything with it

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ur just mapping bone transforms to other bones

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i would prolly use the iggy & scorch rig from paragon or build my own rig for that creature

misty dagger
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anyone know how to make cutscene like epic did in fortnite as season trailer?

fair sable
#

Hello, i want to record my character inside sequencer. However, when i record it, my character goes to rotate 90 degre (facing the floor/landscape). It happen if i use my character skeletal mesh. I try to use other skeletal mesh and my sequencer recording goes well. Can anyone know what happen with my skeletal mesh?

violet oyster
#

Does anyone have good resources for learning animation in Unreal?

fair sable
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@misty dagger it use sequencer i think

bronze osprey
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@violet oyster the 3rd person anim bp, the paragon anim bp, and paragon anim videos

trail matrix
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Im back again, now i seem to be having an issue reducing the length of this animation. i cant seem to move the green/red lines on each side of the anim and i dont know why. i can add frames but cant subtract.

bronze osprey
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@trail matrix the tiny number bottom left?

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-13

trail matrix
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seems that it just makes the track longer :/

bronze osprey
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numbers on the right side than?

past tusk
#

Can anyone help link me some good tutorials on how to do procedural animation? All I can find is informational, "this is why procedural animation is awesome" not "this is how to set it up in UE4" ๐Ÿ™‚

bronze osprey
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procedural is just a buzzword, you have to code everything that gets done ๐Ÿ˜›

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linetraces, stuff like that

past tusk
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Yeah I understand that, and I know how to do the linetraces, but where do I tell the foot that the line trace has hit something?

bronze osprey
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anim bp

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like a blendspace is allready kind of procedural

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and think of a person running , now he comes at a river with rocks sticking out keeps running

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now the player checks where the rocks are or the rocks tell the player where he can place his feet

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now the player bp decides how high/ fast and far the jump should be

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and the anim bp should put the limbs in the right position

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now you can move the rocks around in the water and the anim should still work

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or the player pawn refuses to take the leap

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so, if you use 3rd person template you can allready say you use procedural animations

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its just a buzzword

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pixar movie. everything is defined when they hit the render button, not procedural

smoky oriole
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Hey guys! I have a big problem importing fbx files in Unreal engine, it always delete some bones and offset all the names, i didn't find any information on the web about it, anyone has an idea of what is happening?

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It seems to mistake bones and joints

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Could i t be cause i don't use the FBX 2018 format?

bronze osprey
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looks like some ignore leaf bone kind of thing

smoky oriole
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But i wouldn't see wich option in the import options would fix that

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i'll try adding another bone in blender on each terminology and offset everything myself

bronze osprey
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or try export from blender with leaf bones

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i never use that tho

smoky oriole
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Tried that but Unreal couldn't detect those

bronze osprey
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where did that last bone go?

smoky oriole
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Actually it seems to be still there but in a really confusing way

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So the UE4 mannequin has "invisible" bones

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But why

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I'm new to rigging so i don't understang the logic

bronze osprey
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yea i think thats how it should be, ur char also works right?

smoky oriole
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It does work but when i recalibrated animation it looked like shit, now i know why

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but i spent a few hours thinking it was a problem from my export settings, but the truth is i just didn't understood how the mannequin rig in UE works

haughty magnet
#

anyone experienced with cloth simulation? My character can't simulate multiple cloths at the same time for some reason but can simulate one or the other

karmic mesa
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can someone help me getting some simple animations going for my character

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ive rigged it in blender but I am not sure it is sufficient

vital mesa
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@karmic mesa what do you mean by sufficient? and what kind of help do you need

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if youre looking for simple animations as in basic locomotion stuff for humanoids, you can always just go to mixamo instead of doing them yourself

karmic mesa
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@vital mesa the character has hands but no arms so i cannot use mixamo since it requires arms,

vital mesa
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so its like a first person character?

karmic mesa
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no its third person just no arms

vital mesa
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how do you have hands but no arms?

karmic mesa
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the mixamo auto rigger does not work because of this obviously

vital mesa
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unless you are garbage at modelling, Id just advise to add the arms if just for the purpose of getting it into mixamo. You could then always give them a separate material that just makes them invisible in game

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but in case you dont wanna go that route, what kind of help exactly do you need with the animations?

karmic mesa
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the character is pretty simple so I just wanted to create my own animation for jumping

vital mesa
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okay. So, first thing you gotta ask yourself is do you want root motion or not

karmic mesa
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what is that

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i mean that is like inplace in mixamo right

vital mesa
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root motion means that the animation itself is moving your character. without root motion, your character is moved by script

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okay, so inplace. What ar eyou struggling with exactly?

karmic mesa
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where do i make the animation and how i suck at blender and maya

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i use 3ds

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also

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i gave character arms

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but mixamo still not working